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Rygoat

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  1. The text said you were being escorted under a false flag.
  2. There is a flooding symbol above the ship. It looks like waves. You need a crew large enough to do damage control. If all your crew is on damage control, you need more. In the bottom left, it should be 2nd to the bottom, right above the idle crew. Iirc, from the top it is sailing, cannon, damage control, and idle.
  3. The difference should not be linear. People have a tendency to think that the increase in lbs of shot should be proportionate, but naval guns still have different calibers (barrel length proportinate to diameter of barrel). Barrel diameter is a cubic function. 4/3 pi r^3 for volume. Density of lead is constant among different shot. Density = mass (lbs) / volume. We also don't know the muzzle velocity of shot. The game oversimplifies this by having short, standard, and long barrels. But even in a given family of weapons, gun caliber, and even barrel thickness all vary from different lbs of shot.
  4. Marines condition seem to be 10% greater than fusilier. Equal ranked and similar officers used. Selected both units and run across the map until fusilier condition goes to 0, marine unit has about 10% condition remaining.
  5. I ram it with another ship. YMMV as I've also gotten the second ship stuck. But there is no ramming damage ATM.
  6. Oh yes, no doubt. Love the changes. I was trying to find the upgrades based on the csv file of text that William and panda were working on. Some of the items I couldn't get in game (just by saving before a new stage to trigger new tech). So this way definitely makes our life easier with respect to helping the dev debug. The tech should character skill should probably be changed to a flat decrease of 1 per rank instead of 10% per rank. When looking at it, I didn't think it would be worthwhile if I reduced it by 10%, as for the next tier 10% of 5 is 0.5, so it wouldn't do anything until 20%. Posted this in the discord as well, but I would like to see that tier 1 permanent upgrades be able to be upgraded to tier 2 or 3 of the same type. I also think sails and rigging should not be permanent upgrades. Rudder, while the easiest of the permanent upgrades to work on, probably required a drydock, so if we had a POI drydock that held the ships for a stage to do upgrades, that would be the easiest way to work with in with the existing game mechanics. Also, anyone know if admiralty assortment means different ships to buy? Or does it increase the pool of resources (e.g. if RNG of muskets replenish to shop pool is set for 100 to 200, a 10% upgrade would be 110 to 220 replenish to the pool)
  7. Offhand, this is what I've noticed: Starting weapon for British (Sea Service 38) not available (since Dec/Jan) Starting weapon for US (Kentucky Rifle) not available (new this patch) Bayonet for British unlocks Land Pattern 78 w/ Bayonet even without Land Pattern 78 researched (since Dec/Jan) Structure Repair Kit II (and I presume III) does not reduce weight Sail Repair Kit II (and I presume III) does not reduce weight Gun Carriage II (and I presume III) does not reduce weight in UI before equipping, but correctly does after Gun Carriage II (and I presume III) does not allow you to go +2(+4) to cannon weight on deck (e.g. if 7 was the max weight - 6PDR Armstrong on the deck, I should be able to go to a 9PDR Brogard with a weight of 9) (since Jan) Tier II ship crew perk does not increase reload time and increase accuracy (i.e. decrease spread) (since Jan) Wadding I, II, (and I presume III) does not increase damage and increase reload times Precision Gun Tackle I, II (and I presume III) does not decrease spread Gun Block and Tackle I, II (and I presume III) does not decrease reload time There is no 9PDR Woolwich Gun, but there is every other weight (since Dec) British Sea Service 78 is on intermediate tech, but requires Land Pattern 78 advanced tech before unlocking (only tech I saw that required advanced tech to unlock intermediate) There is no more Borgard Long Barrel tech Optimised Rig I, II, (and I presume III) tooltip does not display values Cutting Sails I, II, (and I presume III) tooltip does not display values Double Charge and Double Shot modules seem to have the tooltip descriptions reversed F11 submitted for all the old things, but with the new stuff, I've just been picking tech, equipping to see if it works, then reverting to an old save and testing a different tech. Since I did this earlier in the campaign, I couldn't test the tier III tech items. I took screenshots of most of these, but realized that to show before and after, I'd need to attach probably 40 pictures.
  8. I've seen this happen a few times about a week and a half to two weeks ago. But it only happened after a ship surrendered after boarding. The surrendered ai ship would just break off boarding before I could transfer prize crew and continue to drift forward, probably on 25% sails. I haven't had this happen after boarding tweaks.
  9. Sometimes happens when alt tabbing. If you look at the menu options when this occurs, it turns blank as well (no text visible). Haven't been able to discern why, but alt tabbing again seems to resolve it.
  10. American naval cannons require industry 1 tech unlock. This unlocks small caliber guns of 4lb and 6lb.
  11. You can crew enemy ships with multiple officers. But the limit is more on the crew (weight) available. If I recall, you have a hard limit on enemy troop transports, where the land unit slots max out the amount of officer that ship can hold, plus the one officer to captain the ship (in addition to the weight limit). Some nice to have things would be a prize crew officer. Basically how I see this working is a jr officer, ensign or below, as an additional officer slot on the ship. If a officer is killed or wounded, the jr officer can fill in. Otherwise this officer can be used for a prize crew. This way, you can get a stat boost so that your prize ship can retreat effectively. When the jr officer is in the reserve slot, it should get an exp modifier so that you can't level as fast. Perhaps a 50% exp reduction. Also would be nice to bring back the transfer crew slider in the tutorial. For instances in which I want more crew than the minimum, but do not want to sacrifice an officer to the prize ship.
  12. For me, that's all the weapons you get in the intro mission as recovered weapons. If you sell them back, they don't despawn from shop inventory.
  13. It provides different rifle options. There is a spike bayonet and sword bayonet upgrade. Though atm, it's bugged for me. Sea service 38 spike bayonet unlocks the land pattern 78 spike bayonet. Sea service 38 sword unlocks the land pattern 78 sword. Ironically, the land pattern 78 unlock, no bayonet, unlocks all land pattern 78 variants. Have yet to see a sea service 78 unlocked.
  14. Right click the non hammer upgrade to demount. It should give you a partial credit for demount (- $$$ as an upgrade "cost"). Though some permanent upgrades don't make sense, such as sails and rudder upgrades.
  15. Now after the condition rebalance, I find it better to just hold position against skirmishes and have them throw themselves at you until they shatter. A bit gamey, but the AI doesn't attack if you have significant local superiority, so just sending 1 or 2 units against the skirmishes is best. If you send the whole army, they tend not to attack. Don't know if you noticed, but hold position gives you +15 cover.
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