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Showing content with the highest reputation on 02/21/2021 in all areas

  1. Buwh.. what? Where? Oh right. I don't know when alpha 11 will be here. My crystal ball is in the repair shop, my swami turban is at the dry cleaners, and I'm playing 52 pick up with my tarot cards. Alas there goes all my inside information. Someone give me a good shake if alpha 11 drops, I am interested in taking a peek at it. Unfortunately until then I've fallen back down into HoI4 and I can't get up. Oh no!
    3 points
  2. Waiting for Alpha 11 Super zen mode.
    3 points
  3. They should increase the distance to about 40km, for more modern engagements as guns could reach pretty far by then, plus we wouldn't need some guns to have their ranges artificially reduced as well. If they are going to do a tactical map, going for the supreme commander route would in my opinion be the best way to do it really.
    2 points
  4. I'm not gonna make any predictions because I'm gonna lose the rest of my mind wondering when Alpha 11 is gonna drop. So I'll stay in my little dungeon wondering how to take over Australia. But hopefully your prediction is right.
    2 points
  5. Lets keep in mind that: The current game map is very much something you can throw together in 5 minutes in Unity just to give yourself something to work with. I very much doubt it's the absolute final design. That 25km number is the maximum distance a ship can spawn from the "center" of the map. So, if you spawn two ships as far from center as possible they can be up to 50km from each other... not exactly convenient visual range. And that's assuming they don't move further from each other at any point. Once you get more than a handful of ships in an engagement, it becomes a
    1 point
  6. Time to predict when alpha 11 will arrive lads, as we have stabbed and shot alpha 10 to death now. Achshuly jingles i reckon it will be in the next 3 weeks. -wo
    1 point
  7. ^^ that only means "combat zone" must (and likely will) be improved. You can have ships much more than 25km apart now, just some graphical effects glitch out in this case. They'll fix this issue. In perfect campaign-ready state, the "battle zone" will be the entire campaign map, or at least a whole region of it (aka North sea etc), and your tactical map is not going to be a WoWS-type smol square in the corner, but a separate screen view with naval map of entire region and positions of active ships wherever they are, or where was their last known location, something along these lines. See
    1 point
  8. Youre correct on large icons etc but its not enough flying place to place is not an issue for dedicated screen like tactical map view i cant even zoom out enough on the 3dmap view, a map view will help streamline the expereince and have very visible markers of the ships and what direction they are going and zooming out will show more of the formations. No it doesnt really give you a sense of a bridge level command, spectating like a ghost everywhere on the map isnt. If they wanted to do that they couldve have a 1st person perspective for each respective vessel you view from to give orders or
    1 point
  9. Will we be able to look at our ships from birds view like we can do it in NA and will aiming the canons stay the same?
    1 point
  10. Hi devs, A small question about the first entry in the SL blog (the Clerk): what kind of texts and litterature did you use to feed the Clerk ? Only contemporary accounts, newspapers and logs ? Or also present naval fiction literature ? As regards the captain's orders (getting under way at port, setting the course, tacking, clearing for action, beating for quarters, etc.) and the dialogues between the player/captain and his officers (officer of the watch, master, etc.), it could be nice to feed the Clerk with chosen excerpts from realistic naval fiction, like Hornblower, Jack Aubrey and T
    1 point
  11. Since I couldn't find a topic here, where we can discuss the features, we can read in the blog, I opened this one here. @Ink, maybe you can open an official one ;). I really like the hold management, you show there, but I have the following remarks. When distributing the cargo, fore aft and in the middle, the only information we should get is the draft fore and aft, as it was historically. You shall have the information where the designed waterline is (so the calculated draft and your deviation from it), but the influence it has on sailing the ship. That is something every player sho
    1 point
  12. Changing the trim should be done after the first cruises - the first being devoted to discovering the characteristics of the ship and the effect of the actual arrangement of the hold. It should be adjusted back in port, where the ship was stable and still. At sea, at the beginning of a cruise, when the hold is crammed with stores and casks, it was very difficult to make major changes in the hold arrangement. Trimming could however be changed by moving the guns (with tackles, out of their carriage) and/or roundshots aft and fore. It was possible to move several tons fore and aft with such syste
    1 point
  13. +1 The loading log should indeed be established by the player himself by experience, with the help of the master, having the plan of the hold compartments and knowing the volume and weight of stores. The captain would assess himself the effect on the vessel's draught and stability. At least this could be an option.
    1 point
  14. The sky in your video looks fantastic. I really like it. You should make the water much darker at night. At least it is my experience, that water, when sailing at night, is more like sailing in black ink, even if you can see sometime the white spray in the starlight.
    1 point
  15. I had the chance to sail on a rigging very close to a lugger (bisquine fishing boat), it's a very interesting navigation and it's a perfect ship to smuggle contraband or play pirates or privateers. I think it is an important vessel along the coast for all kinds of actions. To have absolutely in SL !!
    1 point
  16. French Lugger (1776) https://ancre.fr/en/monograph/50-monographie-du-coureur-lougre-1776.html French cutter (1778) https://ancre.fr/en/monograph/34-monographie-du-cerf-cotre-1778.html These two monographs also describe the rigging. And the cutter and the lugger are from the 18th century.
    1 point
  17. Hi Another book by Lennarth Petersson is dedicated to "Rigging period fore-and-aft craft" (https://www.amazon.com/Rigging-Period-Fore-Aft-Craft-ebook/dp/B00SGC4XES). Excellent reference to recreate the rigging of a British naval cutter, an American schooner and a three-masted French lugger ! I already had his amazing book on rigging a square-rigger (https://www.amazon.com/Rigging-Period-Models-Step-Step/dp/1848321023) and this is an excellent complement. Very clear illustrations (drawings) and belaying plans are provided, no boring texts, illustrations are enough. Good source of inspirat
    1 point
  18. Would be nice to see the USS Pennsylvania in game. Laid down in 1837, It was the largest sailing warship ever built for the United States, she had three complete gun decks and a flush spar-deck and her hull was pierced for 138 guns.
    1 point
  19. Sea Legends website talks about "18th century" ships. I really hope we stay with that and no ugly anomality monsters like this Pennsylviana will spoil the whole thing. Naval Action goes already to the borderlines of age of sail, I expect SL to be staying true to the century, that would have to exclude Napoleonic era ships as well, if it would be handled strictly.
    1 point
  20. 1 point
  21. Hi all. Is there any news on what features will be available during the alpha? I only learned of the game a couple of days ago and I am very interested to see how it compares to Naval Action. I know it is primarily a single player game but I’m hoping the sim aspects will be much deeper. Cheers
    1 point
  22. Greetings Captain! The most recent updates about the game are posted in the blog: https://www.sea-legends.com/blog The game is in development right now, we will provide more news as time goes.
    1 point
  23. As we are in desperate need of new hulls and parts I would be very much in favor of that I would be very curious where they want to go with the designer
    1 point
  24. France was the first to build frigates of 24 with La Forte and L'Egyptienne by the shipbuilder Caro. Unfortunately they did not have success in France unlike the US. Later France "copied" the US 24-pdr frigates. And in France, all the frigates are built in 24-pdr... (year 1820/1824) LOL.
    1 point
  25. Even though my opinion is that the game really don't need to have a focus on first rates. Rather I think the game would benefit with more 18 pounder and 24 pounder frigates as a focus (a class of ships US is already famous for). My understanding is that the armament on the USS Pennsylvania is a bit too modern for the games setting. The Pennsylvania had 12 or so 8 inch Paxihans that fired exploding shells, something that really came in to use after the Napoleonic wars.
    1 point
  26. I completely agree that the USS Pennsylvania does not have an impressive record, there is barely a record of her at all. I also noticed you mentioned the Santissima Trinidad and Wiki and I would like to share a few things about the Santi. (I am in no way trying to compare the two ships just trying to explain why I think USS Penn would be a nice addition to a game) please forgive me if you are already familiar with this history. "In 1797, she was the flagship of Teniente General José de Córdoba y Ramos, the Spanish commander, at Battle of Cape St Vincent on 14 February 1797, where she wa
    1 point
  27. The USS Pennsylvania was built during the great age of sail before ironclads and steam power came around and it is my understanding that she was made of wood with copper sheathing on her hull which was common practice during the age of sail for some time and personally I don't think it would be a bad idea to include her when the alternative is adding in generic ships that never existed which has happened quite often in games over the years.
    1 point
  28. Merchant marine (main source of inspiration : Brian Lavery's Nelson's Navy, The Ships, Men and Organisation 1793-1815, p 269 ; Julian Stockwin's Kydd series (specially The Admiral's Daughter and Treachery); on convoys: p 305; illustrations: Baugean, Les Petites Marines) The merchant navy is of crucial importance in SL, as it will be our main target as privateer captains. It will be also central in the smuggler’s career, as smugglers were nothing but merchant traders breaching the trade and fiscal rules… The merchant service was indeed under strict rules to protect domestic trad
    1 point
  29. Hi, I was never interested in NA, as MMO's aren't really my cup of tea. I did play a ton of the New Horizons mod, and I was wondering if there would be any similarity? Going to port, speaking with important people, planning with a yardmaster, planning downtime etc?
    1 point
  30. I want to start off by saying I absolutely love Game Labs and the incredible work you all are doing. I've invested in literally everything you've put out so far that has a single-player element. I've never been much into MMOs, so felt that Naval Action wouldn't really be appealing to me, and have been crossing my fingers hoping that a single-player iteration of this would come to fruition. I'm definitely planning on investing in this, as I am a huge fan of the time period and history in general. I am NOT, however, a really hardcore sailing fanatic and my question would be... how scalable
    1 point
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    1 point
  32. However, the game is still in (very) early development, alpha tests will begin only in 2021
    1 point
  33. Hi thorman, you will find all the info on https://www.sea-legends.com/buy
    1 point
  34. (continued) 7. Damage (most of the following informations are from S. Willis, Fighting at Sea in the Eighteenth Century. The Art of Sailing Warfare, Boydell Press, 2008) Damage was, unsurprisingly, a key factor in the evolution of performance and tactical choice during a battle. According to Sam Willis, “one the one hand, the period was characterized by an ability to retain manoeuvrability and a high quality of performance in the face of heavy damage. In this respect, battle became attritional, and placed an increased emphasis on the value of high initial morale, staying power
    1 point
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