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Found 12 results

  1. This is a comprehensive list of game scenarios, with linked info, aimed to help unfamiliar players make an image of the whole conflict. Work in Progress. List of American Civil War Battles Eastern Theater Historical Battles: 1st Battle of Bull Run (1st Manassas) July 21, 1861 Battle of Gaines's Mill (1st Cold Harbor) June 27, 1862 Battle of Malvern Hill (Poindexter's Farm) July 1, 1862 2nd Battle of Bull Run (2nd Manassas) August 28–30, 1862 Battle of Antietam (Sharpsburg) September 17, 1862 Battle of Fredericksburg December 11–15, 1862 Battle of Chancellorsville April 30, 1863 Battle of Gettysburg July 1–3, 1863 Battle of Cold Harbor June 1, 1864 Custom Battles: Battle of Dunker Church September 17, 1862 Pickett's Charge July 3, 1863 Marye's Heights December 13, 1862 Battle of Philippi June 1, 1861 Potomac Fort (Aquia Creek) May 22, 1861 Mule Shoe (Spotsylvania) May 12, 1864 Devil's Den July 2,1863 Gettysburg, Day 1 July 1, 1863 Culp's Hill July 2, 1863 Stony Ridge August 29, 1862 Laurel Hill May 10, 1864 Cold Harbor, CSA right Flank (First Corps, Anderson) June 3, 1864 Western Theater Historical Battles: Battle of Shiloh (Pittsburg Landing) April 6–7, 1862 Battle of Stones River (2nd Murfreesboro) December 31, 1862 Battle of Chickamauga September 18–20, 1863 Custom Battles: Nashville Pike January 2, 1863 Hardin Pike December 15, 1864 Chickamauga, Day 1 September 18, 1863 Hornet's Nest April 6, 1862 Career Battles: 1861 1st Manassas Campaing Potomac Fort (Aquia Creek) May 22, 1861 1 Corps, 10-9 Brigades Newport News June 15, 1861 1 Corps, 0/3 Brigades 1st Battle of Bull Run (1st Manassas) July 21, 1861 1 Corps, 0/4 Brigades 1862 1st Western Campaing Ambush Convoy September 29, 1861 1 Corps, 0/10 Brigades Stay Alert February 25, 1862 1 Corps, 0/10 Brigades Battle of Shiloh (Pittsburg Landing) April 6, 1862 1 Corps, 0/20 Brigades 1st Winchester May 25,1862 Cross Keys June 8, 1862 Port Republic June 9, 1862 Cedar Mountain August 9,1862 Manassas Depot August 27, 1862 Chantilly September 1, 1862 Weapons Factory September 12, 1862 Corinth October 3, 1862 Prairie Grove December 7, 1862 Everettsville December 20, 1862 Blackwater Heights March 15, 1863 1st Franklin April 10, 1863 Rio Hill 25 April, 1863 Salems Church May 3, 1863 Brandy Station June 9, 1863 Siege of Jackson July 11, 1863 Mansfield April 8,1864 Saunders Farm May 5,1864 Hall's Ferry September 14, 1864 Hardin Pike December 15, 1864 Battle of Richmond Battle of Washington April 10, 1865 Would appreciate some feedback, completion and fixing of inconsistencies (not sure if all links refer to the proper battle)... My objective would be, separate the battles by date, and organize them by Theater.
  2. I have noticed, after playing through the campaign several times, that a lot of maps for one battle are re-used in another battle. Sometimes this makes perfect sense - namely if in real life the two battles happened at the same place (example - 1st Bull Run is almost entirely contained within 2nd Bull Run, and the southern part of Cold Harbor overlaps entirely with Gaines' Mill). But for several other battles the only reason would be that the developers did not want to waste effort making new maps when their old ones are perfectly reusable. I don't mind at all - it means that you can learn strategies in one scenario and apply them to another scenario, plus the simple fact of approaching an objective from a different direction leads to new tactical challenges. That said, I think it would be helpful if we had a List, in one place, of what battles (Grand and Minor) are fought on the same terrain. My post will include every battle that I can remember, but Please Feel Free to update and add any more battles that you think of (and attach the right names to some of the minor battles). ------ In order of Grand Battles: 1st Bull Run is roughly the eastern half of 2nd Bull Run (extending a bit east of the Stone Bridge), but there are at least two occurrences beyond that. The southwestern region of 2nd Bull Run, at the town of Groveton, is re-purposed as Newport News (Confederate minor Battle in 1st Bull Run campaign) - you defend from the south as Union attacks from North, NW, and East. The western edge of the map, crossing over the creek, overlaps with the Confederate minor battle of Weapons Factory (Harper's Ferry) in the Antietam Campaign. Shiloh gets re-used once confirmed. Its southeast portion, from the river to the southeastern 2 objectives (Camps), is also the second-to-last minor battle of the entire Union Campaign, Harrison's Creek, where as the Union you attack west and north from the river into Confederate Entrenchments. I *think*, but have not confirmed, that the northeastern area around Pittsburgh Landing (final objective) is also the first of 2 minor battles in the Union Chancellorsville campaign, where you attack Longstreet and try to destroy 3 heavy batteries in a fort along the river bank. Gaines' Mill, besides overlapping Cold Harbor, also has its western portion re-used (the lake by the dam) twice. It is the Union minor battle River Crossing (Shiloh Campaign), where the Union attacks from the west, across the first stream, to take 2 hills. A smidgen farther east is the Union minor battle of Secure River (Gaines' Mill Campaign), where the Union attacks eastward into woods supported by gunboats in the lake. [Cold Harbor has a bunch of its own overlaps; see further down this list]. Malvern Hill has its map show up in at least four minor battles. The northern portion, where the stream is crossed by 2 bridges and 2 fords, becomes the Confederate minor battle of Cross Keys (Gaines' Mill Campaign), where you defend the woods west of the stream against Union attacks from the east. The far southeast part of the battlefield (East Malvern Hill Objective) is used Twice. Once is the immediate next Confederate minor battle - Port Republic: you attack into the woods from the northwest, and then defend against Union reinforcements arriving from the northeast across the stream. That same area also becomes the Union minor battle of Crampton's Gap in the Antietam campaign, where you attack from the southeast uphill into the woods to take the little house at the corner where the field begins. Finally, the West Malvern Hill objective is the stage for the Union minor battle of Bayou Forche in the Chickamauga campaign - you can flank the position to the north by the upper bridge, or by the part of your force arriving from the southeast. A set of minor battles use exactly the same maps - the very first Union minor battle (Distress Call) and a Confederate minor battle in the 2nd Bull Run campaign (Manassas Depot) use the same map - the one with 2 supply depots in the western portion of a big field surrounded by woods, that you have to hold/attack. For a second set: the Confederate minor battle of Corinth (Fredericksburg campaign) is the area around the south-central objective marker of the Union minor battle of Jonesboro/Georgia Railroad (Richmond campaign). The town of Sharpsburg (from Antietam) is apparently also the town of Winchester, as it and the woods to its west and northwest is the focal point of 2 minor battles (1st Winchester, Confederate minor battle in Gaines' Mill campaign, and 2nd Winchester, Union minor battle in Gettysburg campaign). Additionally, the far northwest corner of the map overlaps with the Union minor battle of (Siege of) Suffolk from the Chancellorsville Campaign. Additionally additionally, the southeastern portion of the map, just east of Burnside's Bridge, is the Union minor battle of Kettle Run in the 2nd Bull Run campaign. I have not yet *confirmed* any Re-uses for Fredericksburg, but based on the pre-battle map screen, I think that the Union minor battle of [Logan's] Crossroads from the Shiloh Campaign is located east of Fredericksburg proper, on the unused side of the river and with barely any overlap. Stone's River shows up again a few times. The area around the final objective markers was seen once before by the Confederates as Stay Alert, a minor battle in the Shiloh Campaign, where you defend the area against Union attacks from the western half of the compass. The area around the middle objective markers (phase 2) becomes Hardin Pike, one of the last Confederate minor battles in the Washington campaign, except the Union now has Fortifications up the Wazoo. The southwestern portion of the map (the open area west of the initial objective markers) is used in another Confederate minor battle - Prairie Grove - in the Fredericksburg campaign, where you defend against Union attacks coming from the north. The heavy woods at Chancellorsville lend themselves well to a few minor battles. A rectangle formed from the Chancellor House (main objective) and going southeast becomes the Union minor battle of Iuka (Fredericksburg Campaign) where you attack from the south and enjoy overrunning outnumbered ill-equipped Rebels. Starting from the same corner and make the rectangle a lot larger, and you get Brock Road, a Union minor battle in the Cold Harbor campaign. The far south-western region of the map (not usually in play unless something *wild* happens on May 2nd) meanwhile is the Confederate minor battle of Saunder's Field that also happens in the Wilderness (Cold Harbor campaign). [While both of these battles *could* be made to overlap as they did in real life, here the game developers messed up. The Union minor battle should be where the Confederate one is, and the Confederate one should be about half-way up the left side of the map rather than at the corner.] Meanwhile, the northwest quadrant (over which the Confederates attack on Day 2) overlaps with the southern half of the Confederate minor battle of [Siege of] Jackson from the Chickamauga campaign, with the main east-west road from Chancellorsville being the southern border of the latter's map. Gettysburg's iconic map still manages to show up in a few other places. The western part of Day 3's map, from the very fringe of Cemetery Hill and Ridge down to in line with the Peach Orchard, and heading west, overlaps as the "eastern" [really northern, the map is rotated] half of the Confederates' minor battle of Laurel Hill from the Cold Harbor campaign. Meanwhile Culp's Hill is the same objective as the West Redoubt objective from Hall's Ferry Road (Vicksburg), a Confederate minor battle in the Washington campaign. Going south from there, sticking just east of the main objective markers (in what was IRL the Union behind-the-lines area), you then reach the 1st Franklin battlefield (Confederate minor battle from Chancellorsville Campaign). Chickamauga shows up in at least 2 other places. First, the area from the middle 2 objective markers and heading west into the wooded ridge, is the Union minor battle of South Mountain from the Antietam Campaign, where you attack from the east across the small stream to seize the heights. Second, the bridge crossing almost forgotten on Day 1 (since it uses Wilder's brigade, which is not your own), happened as another Confederate minor battle, Blackwater Heights, from the Chancellorsville campaign. Cold Harbor is a huge map that shares terrain with a record *7* (at least) other engagements (not counting Gaines' Mill and its sub-maps, overlapping from real life as previously mentioned). The far northeastern portion of the map (comes into play on Day 2 as the Confederate Left Flank objective) is right on top of Salem Church, the "minor battle" (in quotes because it is a mandatory one) that is a part of the Grand Battle of Chancellorsville. Proceeding southwest from there, the open area northwest of the next objective marker (Bethesda Church) is the map for the Confederate minor battle of Ambush Convoy from the Shiloh Campaign. From there, going due south and stretching to the eastern edge of the map gives us a bunch more minor battles where the stream comes in from the east. North to South, starting north/east of the stream first up is Rendezvous, Union minor battle from the Gaines' Mill campaign, where Confederates come at you from all compass points but it is fairly easy to fight them off. Then a bit southwest of there centering more on the stream itself is Thoroughfare Gap, Union minor battle from 2nd Bull Run, where you hold a wooded area northeast of the stream and the Confederates attack from the Southwest. Extending this map a bit south gives you the a Confederate minor battle Cedar Mountain (also from the 2nd Bull Run campaign), with exactly the same position [but not actually the same position in real life] so now you (Confederate) are the attacker. Then this map in turn overlaps as the northern part of a later Confederate minor battle (Chantilly, from the Antietam campaign), where you defend 2 wooded areas against Union assault from the south. Taking us to the south-central area of the Cold Harbor map, at the Old Cold Harbor objective (basically the 1st Day 1 Map), gives almost the exact boundaries of Seven Pines, a Union minor battle from the Gaines' Mill campaign. Fort Stevens' (the Union mandatory minor battle immediately after Cold Harbor) map is, of course, contained in the map for the Confederate Grand Battle of Washington. But so is the infamous Rio Hill, Confederate minor battle in the Chancellorsville campaign, in about the same place (northwest area of the big map), just sans fortifications. Meanwhile, the battle of Mansfield (Confederate minor battle in the Cold Harbor campaign) overlaps with the south-central region of the 1st map of the 1st day of the Union Grand Battle of Richmond.
  3. Would you be willing to pay for DLC for this game? what are your thoughts?
  4. Garyjd

    Map Scrolling

    For the second time I'm having problems scrolling the map. It started when I was playing the Rio Hill scenario and continued onto other scenario maps today. I can use the keyboard to scroll by clicking on the mini map or the keys on the keyboard for scrolling. Any thoughts?
  5. Sad to say, the Burning Sail map by Domox no longer works. It looks like it died. I've tried it in 3 different browsers, Edge, FF, and Chrome.
  6. И это не сарказм. Еще с ранних тестов игры многие заметили что ориентироваться в открытом мире с успехом можно при помощи окна баг репорта F11. Система координат в игре представляет собой Х(горизонталь) и Z(вертикаль) значений положения камеры(не корабля!). Отсчет ведется от нуля по центру карты, ровно под Ямайкой, рядом с британским портом Carlisle. Соответственно: влево идет -X, вправо;Х, вверх:Z, вниз:-Z. Моей целью было создание прототипа карты, позволяющего с помощью показаний по F11 без помощи каких либо сторонних утилит-онлайн карт, точно определять свое место положение. Каждый здравомыслящий игрок может без труда ориентироваться. И подобная система является идеальным образцом порядка навигации. Не хватает разве что минимального набора: карандаша и ластика для отметок на карте. Огромная благодарность XpointAX и @slik за помощь и содействие! Предыстория карты: P.S Карта в "альфа" версии, постепенно думаю приведу ее к более лучшему виду.
  7. It is clear that navigation tools are conspicuous by their absence, especially on a player’s initial experience with the Open World. I too noticed it immediately when OW started 6+ months ago. Rough count has 13 active threads on the topic in the last 2 weeks. I hope this qualifies for a sticky post. However, let me lend you the voice of some experience. TL;DR: Shut the $*&%!@* up about navigation debates. Instead, try out the player-made tools and give the community feedback in the Maps subforum.. I think the tools we and others have built can help the community to move the conversation in a productive direction. IMHO the player made tools can be seen as prototypes of what you all are asking for and debating about. Background: Early in OW members of TDA charted the whole world as you see it now with no tools other than the XZ co-ordinate system. (The F11 function was critical to that effort) We visited every port multiple times, and followed every coastline We built some experimental tools that would blow your mind, but which were completely anachonistic and are now obsolete. Points on which we all agree: No one in their right mind wants an exact position. Instead, we want tools that feel like what mariners of the era had. It’s a pain to be lost at sea. It happens to us in the game when we’re not careful. Facts: The game world is FLAT. This means that straight lines, the in-game compass and the distance formula we learned in school are sufficient for navigating from a known location. There is no leeway, no compass error, no currents or tides. This is not true in the real world which is why chronometers, sextants and tedious math were needed. The in-game maps and the compass have enough accuracy that all but the longest journeys to small targets are risk-free. (The one challenge is getting to Bermuda. But if you notice, a course due east from Wilmington bisects the islands.) Opinions: Fancy in-game navigation tools beyond heading lines will quickly get tiresome. There is no skill involved in taking a noon-sight with a sextant, only the possibility of error. If the game forces the occasional error, we’d get frustrated and just go with dead reckoning. This is my opinion based on thousands of sea miles over many months of playing I reject the idea that mini-games about finding our way will have any staying power or interest. Recognizing that the NEW PLAYER experience is important, I can strongly recommend the realistic behavior of STICKING to the COAST until you are comfortable venturing out of sight of land. It won't take you long. There is a LEGITIMATE desire for a convenient way to see course headings, so that captains know what course to steer. There are several of these tools made by players, and you can make your own using any drawing tools you want: Paper & Pencil, MSPaint, PowerPoint, and hundreds of better tools. You can even hold a protractor up to your flat screen monitor!! There is a LEGITIMATE desire to judge travel times. We had this on an earlier version of TDAMap, and I am considering re-implementing it. (The map makers on this forum have recently agreed on a shared definition of distance and speed, so our various implementations will be consistent in the times we give you. Domox has one now.) You can even hold a ruler up to your (on-screen) map and determine the distance and thus the travel time for you own ship. That's what real mariners did. Remember, the world is FLAT. Accounting for wind direction is a MINI-GAME you can play in your head. If you are concerned about getting LOST AT SEA, use techniques that are similar to what real navigators used: Write down your position and heading occasionally in a LOG BOOK, so when you forget if your battle was off Almeria or Almirante you’ll have notes to look at. For those wanting REALISTIC TOOLS, this is about as realistic as it gets. Head in the direction of known land, duh. Try out the noon sight feature at TDAmap.com and post your feedback here. My Rants: For heaven’s sake, stop filling the forums with new threads and debates about the obvious. Instead, look at the available tools and tell us how well they work for you and whether or not you find their implementations useful, convenient, and sufficiently realistic. I sincerely hope this moves the discussion FORWARD, and PERHAPS gives the developers some good material to work with IF they choose to implement an in-game feature.
  8. Here it is: http://tdamap.com/pirateportmap.html
  9. I just tried to sail from Port of Spain (Trinidad) to Santa Domingo, (Dominican Republic). I did not use teleport but tried the hard way by navigating. I was able to stick the course (largely) and when I had to deviate due to wind and attacks I compensated the course later. I had estimated the journey would take about 3 days. After 6 days sailing with no land spotted (but occasional ships) I gave up and teleported. Is there a problem long distance navigating? Its hard to see how it would be possible to miss a land mass and I must have sailed about 1500 nautical miles. Has anybody else completed a long sea voyage? I think whatever the answer it re-enforces the need for some sort of navigation mode. I have had no trouble island hopping from Dominican Republic to Puerto Rico all the way down the island chain to Trinidad and along Venezuela. But this is my second attempt at a long sea passage with same result both times (except first time no teleport mode available and I had t restart my career).
  10. Captain Pineapple's Thread of Booty Here you'll find anything that I make for Naval Action and decide to share. So have a look at my booty. Ship Stats Spreadsheet Ahoy! Captain Pineapple here. I made a spreadsheet with ship info on it, including armor values. Hopefully it'll help you choose ships Still a work in progress. Note: You'll see different stats in game because these are base stats not including wood type, upgrades, etc.. Also the trader snow is currently probably wrong value atm. https://docs.google.com/spreadsheets/d/123ZYbupWfM1fLYRyT9eSA3qQJYzwkqprw3LM9LARYio/edit?pref=2&pli=1#gid=0 Maps I'm also working on some maps feel free to try them out and tell me if it's any good. Attached and below. British Area 1 Every line is about 10 minutes of travel. Ship size, fleet, and wind makes travel time a bit different. For example, it would take around 10 minutes or a little less to get from Carlisle to Pedro Cay and vice versa. There's also coordinates on the bottom and left side. Coordinates can be good for example meeting up at a mission with a friend, etc.. British Area 1 - Letter Coordinates Any further maps will be links so the thread doesn't get cluttered with images Make sure to share if you like
  11. New maps on the horizon gentleman, hopefully there will be 3 editions for Captains to choose from upon release. For you explores out there, the first two maps are completed. The third will use digital elevation modelling and is still a wip. May the winds be with you Download Links: for the full size versions which are 14300 x 9800 px Map 1: https://dl.dropboxusercontent.com/u/98905290/Naval%20Action/West%20Indies/WI_EE_01.jpg Map 2: https://dl.dropboxusercontent.com/u/98905290/Naval%20Action/West%20Indies/WI_EE_02.jpg
  12. I have been using a free vector map and Adobe Illustrator to make a map that can be scaled to whatever size we want. However, I would hate to spend all this time compiling the work from other maps with my own only to find that the next game implemented a map. Do y'all think it is still worth working on? Do we know if a map will be part of the next update?
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