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  • Community Calendar

Found 12 results

  1. DLC addons?

    Would you be willing to pay for DLC for this game? what are your thoughts?
  2. 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?
  3. Domox's Burning Sail Map Not Working

    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.
  4. PvP/PvE maps united

    I haven't read or searched all the forms for information on the proposed joining of the server and/or games but, is there any news on PvP and PvE games? I hope they stay seperate as I am enjoying PvE allot.
  5. 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.
  6. 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.
  7. Here it is: http://tdamap.com/pirateportmap.html
  8. Long Distance Navigation

    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).
  9. 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
  10. 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
  11. Where next?

    This just a thought for the future: If another open world area was to be made, where do you think it would be/which locations could be used next? Which locations would you like to see in a theoretical future open world? Thoughts and opinions?
  12. still relevant?

    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?