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Showing content with the highest reputation on 01/22/2020 in all areas

  1. 3 points
    4th issue of the Willemstad Gazette now available. https://docdro.id/avfqcnK https://pdfhost.io/v/blrKcV5E_Gazette4finalpdf.pdf
  2. 2 points
    Not sure about other raiders but for me it's often more about repairs management than the fight itself. Depending on how good the other captain is at sailing their Indiaman or Warship and in keeping the other AI Indiaman in range taking on that fleet is possible in a Prince even if all ships are fully crewed. However it's the waste in Reps in taking hits from AI that is often the deciding factor, since I'm often a long way from a free port and using too many reps for one relatively low reward battle isn't worth the time to sail home and get more.
  3. 2 points
    It would be nice to have some better shallow water trade ships
  4. 2 points
    As someone who does a lot of solo trader hunting, I would love the ability to send trade ship prizes to port after capture. But I wonder if that would instead be the new exploit: I’m a Pirate. My Russian alt trader leaves Vera Cruz loaded with goods. 5 minutes later he surrenders to my Pirate who sends the prize to Mortimer. Bam. 5 minutes = big bucks. It would be nice to see the amount of time required to dump cargo increased. I capture a lot of empty ships.
  5. 2 points
  6. 2 points
    It was 16.0 even I wish 😥 I was probably risking more than your whole gank fleet combined. I had three ships out there, my gold Wapen, the gold Wapen I lent Lionshaft, and the purple/fast Ingermanland I lent Railgun. We did not only hit traders, there's a french Buc and purple Lo/Wo 3rd rate sitting at the bottom of the ocean too. Maybe @LionShaft got a screenshot. I think mods are currently well balanced if we look at the whole risk/reward situation. If you invest 10 million reals worth of mods into a ship, it has to pay off, atleast most the time. If not, gold ships and mods just become museum pieces, which sit in the docks to be marveled at but never used. I don't think anyone wants that.
  7. 1 point
    As the title suggest. I believe it is quite an easy feature to add? Since it just need to assign the design instead of the human player, to the AI?
  8. 1 point
    well tbf, all ships should have the prepared perk. Since you can see the ships from so far away you would expect the ship to be ready for combat when a ship gets close. The only time it wouldn't be expected is if a ship sails false flag towards a "friendly" ship, say a pirate ship sails a british flag towards a british tradeship (insert Black Flag Scene) then it wouldnt be strange if the tradeship wasnt already read to fight.
  9. 1 point
    But... but.... then I might not be the richest man on the server anymore!!
  10. 1 point
    Hello folks, Thought we needed some more fun stuff and I spend a lot of time sailing places. So here it is. This newsletter will mainly be focusing on the Dutch perspective of Naval Action. I'd be more than happy to include more in the next issue if you send me info/stories/gossip etc... Trying to remain like the BBC in my reporting as it were. This link will take you to a viewable pdf of the very first Willemstad Gazette! https://docdro.id/LZEVaeT 2nd issue of the Willemstad Gazette available now. https://docdro.id/osnot6U 3rd issue of the Willemstad Gazette available now. https://docdro.id/izVaZEp 4th issue of the Willemstad Gazette now available. https://docdro.id/avfqcnK https://pdfhost.io/v/blrKcV5E_Gazette4finalpdf.pdf
  11. 1 point
    I like that the reward is connected to the activity in a port, this is good and it forced us to do port raids on ports where there are players. But the low reward targets should just not show up at all imo. When players see those they think Port Raids are a unrewarding joke! The fact that you have to sail around and check multiple ports in hope of finding a good port raid missions is super annoying. Why can't all possible port raids be listed in all regional capitals and there be some filter in place so the unrewarding port raids just does not show up. That would make this an easier feature to use imo. My experience with port raids: Santiago De Cuba, Baracoa pays well, if your 2 or 3 players and do 2 or 3 missions. Then each player gets his/her own chest. We sailed away with 25-30K doubloons, 20-30 combat medals, 20-200K reals (big difference). We also did Batabano raid, but the payout was not so good in reals and ocmbat medals. We did it for the doubloon payout of around 20K doubloons per chest.
  12. 1 point
    I don't mean to sound blunt, but a group of players were thinking of doing raid missions and the rewards, quite frankly, are just flat out bad: Honestly if anyone ever asked, I'd tell them to never do raid missions and instead just farm privateer fleets...or heck, if you (or your team) want combat medals, just farm some hunt missions. it goes like this Victory Marks? probably the only reason to do raid missions IF you don't take part in RvR....but honestly if you're doing raid missions you have the ships, just just engage in RvR. plenty of ports to control, plenty of ways to make victory marks of your own. not to mention players sell them at la tortue for 20-30k each. Combat Medals? Hunt Missions, PvP missions are just flat out better return on your investment then ever trying to "farm" them with these raid missions. don't bother Doubloons? look at me straight and tell me that after splitting up the rewards to your fellow group mates after a raid that you got enough doubloons for your time. PvP and Cargo Delivery missions are better farming then this and less risky based on the ships you use. Real(s)? 10 minutes, in ONE traders brig will literally get you 2x, 3x, or 4x what you're earning here. Again, just like doubloons, after you split it up (which I've never seen happen) it doesn't even cover the cost of repairs used. I encourage more screenshots of possible raid mission chest rewards to give a more fair assessment. I personally have never seen the rewards be higher than 30 VMs/CMs and that still is rather lower of rewards when you split them to your group mates.
  13. 1 point
    this is the mindset of 80% of Naval Action players. The best battles you usually get are 1v1's in fairly equal ships where both parts want to fight.
  14. 1 point
    That by definition means you're fighting against the Swedes for the time being
  15. 1 point
    @admin, may I gently remind you that we are all still waiting for an explanation to this seemingly-inexplicable set of changes? Please?
  16. 1 point
    Would you buy DLC Trader Pandora?
  17. 1 point
    Regarde par là 🙂 : https://www.sea-legends.com
  18. 1 point
    This would only compound the issue of playing naval battles first and wanting to really prioritize how to best change your ships. Also, this would break a lot of the lore as each stage can be several months resulting in a lot of re-editing which I would rather not have to do. XD Although, I agree that the current implementation can be a "bit awkward" as well as incredibly gamy however, I feel that for most things, ending at the stage is currently the best options for how to do things.
  19. 1 point
  20. 1 point
    A black box. If nobody would expect an elite Spanish and a navy hull on it too 😂
  21. 1 point
    agreed. a stiff breeze kills a snow. i just fear the snow v snow "wars" and a snow wins in 1 broadside :P. but a Snow also has very little limitations in what it "can't" do and a highly skilled player can essentially because indestructible with one. Now those players just got a huge carro boost...nightmares are abound.
  22. 1 point
    This BB's B turret should not be able to fire straight back 😛
  23. 1 point
    No, but reports are checked by hand and abusers get their punishment depends on amount and severity of toxic behaviour
  24. 1 point
    To be fair a lot warships sank in storms or were wrecked on reefs by foul weather during the age of sail, but that doesn't change the fact that this ship is a goddamned unicorn. What baffles me is that it was already objectively hitting above its weight class before the 32pd carros, and it still handles like it has an antigrav generator aboard, but the devs somehow decided that it still wasn't powerful enough. Just... what the actual hello kitty?
  25. 1 point
  26. 1 point
  27. 1 point
  28. 1 point
  29. 1 point
  30. 1 point
  31. 1 point
    A world first, a 12-pdr French frigate fires into the English Solent!
  32. 1 point
  33. 1 point
    I always enjoyed being on the bridge (of a modern destroyer) at this time of day.
  34. 1 point
    The day dawns on the last night watch.
  35. 1 point
  36. 1 point
  37. 1 point
  38. 1 point
    First, excellent mod - thanks so much to both of you, Panda and Jonny. It's been many hours of fun (and at times pain 😉) It's been a massive improvement over vanilla. I've made it past Malvern Hill now on Union Legendary thus far and have a couple observations: I've also experienced the save-game loss of wounded officers that gomurr mentioned above - I've lost a good handful of colonels before noticing this was an issue. I'm a slow player and play a grand battle like Shiloh over the course of a few days. This ends up being a big hurdle to overcome the extra loss of leadership... I'll try and delve further to see where this breaks. Skirmishers are super op - my couple 500 man brigades armed with Lorenzes routinely get over 3,000 kills per battle. They basically carry the day in the way artillery used to be. That being said, I have no idea how to beat Shiloh without them... Artillery for the most part is pretty balanced. Perhaps still a bit op, but it's now rooted in reality and the curves seem to work great. I feel the perks are the most flushed out - for instance you really have to think hard about weather to take the extra 10% range at the cost of firepower. The 14 pndr seems to generally perform the best for me, though I'm not sure how realistic that is I haven't had much trouble raking-up officers - running up to 2nd Bull Run, I have 3 Lt. Generals, 3 MGs, and several Brig. Gens. despite the aforementioned loss from the save game issue. I just followed your tip on training officers on new units, particularly artillery. I honestly enjoy the challenge of trying to rank them up / balancing command on top units. Your youtube videos are a huge, huge help - thanks for taking the extra time to do them I find it really hard to justify to justify anything but the accuracy perk for the first perk for infantry - most of the time, the extra firepower is essential. I'm not sure how to gauge the value of medicine - I have a feeling that most of the time, you're just better off with higher training and filling losses with cheaper veterans. But the weapons returned may tip the balance? After a while, having to massacre army after army gets a bit tedious - it sounds like moral and surrendering is being reworked, which sounds great to me! Thanks again!
  39. 1 point
    Directing the furling of the sails
  40. 1 point
    To get ready an anchor
  41. 1 point
    L'Hermione = Overachieving. Solidarity. Sharing. Commitment. Living together. Helping each other.
  42. 1 point
  43. 1 point
    Like in Ultimate General:Civil War, Career Points are highly important. In Ultimate Admiral:Age of Sail, they have been greatly expanded and the number of points you receive from battles has been greatly increased. Note: I apologize about the guide being incomplete and not having the POI experience you can earn. I just don't have enough time to replay through everything to find out and really would like to post this guide anyway as its 95% complete. Note: This guide is not meant to tell you how to spend the points as there are several different strategies. My recommended point distribution will come in a later full battle guide. Note: The guide goes left to right for each section and left side to ride side. Career Points: Admiralty: Mission Reward provides a 0-25% bonus to the cash reward from each mission. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Prices provides a 0-25% bonus to the sale of a ship as well as a 0-25% reduction on the purchase price of a ship. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Admiralty’s Assortment provides a 0-50% bonus to the assortment of what is in the admiralty shop. This results in better and more varied ships as well as equipment for both land and sea. Each point is equal to 10% meaning you need 5 points to receive the full bonus. Reputation provides 0-5 additional reputation you gain per battle. Each point is equal to 1 reputation meaning you need 5 points to receive the full bonus. Crew: (Notes that the box below Admiralty has no label so I am just calling it this for now.) Crew Training provides a 0-25% bonus to the experience gain of your crew. This results in crews starring much faster as well as their overall stats. Note that there is no distinguishing between land and sea units which most likely means that this applies for both types of units. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Crew Healing results in 0-25% of your casualties being returned to you at the end of the battle. Note that there is no distinguishing between land and sea units which most likely means that this applies for both types of units. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Crew Recruiting provides a 0-25% discount to the cost of replenishing units with veterans. Note that there is no distinguishing between land and sea units which most likely means that this applies for both types of units. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Techs: Technological Novelties provides a 0-50% bonus to the amount of technology you receive(max of 3). The game uses a random curve to decide how many techs you receive which is where this value is being applied. After deciding how many techs the system will give you, there is a separate algorithm to decide what these techs. It is important to note that the bonus will not be applied here. Also, note that this is still based on a random number generator (RNG) so nothing is guaranteed. Each point is equal to 10% meaning you need 5 points to receive the full bonus. Technology Research Cost provides a 0-25% discount towards the cost of technology. This includes both a monetary and a reputation discount. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Officers: Officer Training provides a 0-25% bonus to the experience gain of officers. Note that there is no distinguishing between land and sea officers which most likely means that this applies for both types of officers. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Officer Recruiting provides a 0-25% discount to the hiring cost of officers. Note that there is no distinguishing between land and sea officers which most likely means that this applies for both types of officers. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Officers Assortment provides a 0-50% bonus to the amount and skill of the officers that are available for recruitment within the shop. Note that there is no distinguishing between land and sea officers which most likely means that this applies for both types of officers. Each point is equal to 10% meaning you need 5 points to receive the full bonus. Ship Building: Repairs Cost provides a 0-25% discount to the repair cost of a ship at the end of an engagement. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Damage Control results in a 0-25% restoration of the damage a ship took during the previous battle. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Upgrades Cost provides a 0-25% discount towards the cost of applying upgrades to all ships. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Luck: Luck gives a 0-30% bonus to the success chance of points of interests. Each point is equal to 5% except for the first one which is equal to 10%. You will still need 5 points to receive the full bonus. Survival reduces the chance of an officer dying by 0-25%.The bonus will only be applied to the death roll which is rolled after an officer is wounded. Each point is equal to 5% meaning you need 5 points to receive the full bonus. Each battle will provide a certain number of experience points that allows you to invest in a career choice of your choosing. For minor battles, you will be rewarded 1 experience point For grand battles, you will be rewarded with 3 experience points The intros to both campaigns count as grand battles Some Points of Interest will provide experience points (most likely all are 1 experience) Filthy Smuggler: 1 experience Total possible: British: INCOMPLETE American: INCOMPLETE When starting a campaign, you will follow the early life of your chosen admiral which will allow you to gain three starting career points. Note: You will be given a choice between three separate career points. After selecting one of the three, you will not have an opportunity to return so choose wisely. Note: I am writing the available choices you have by reading top to bottom British: 1769 Childhood (First Pick) 1 point into Repairs Cost (equal to -5%) 1 point into Upgrades Cost (equal to -5%) 1 point into Luck (equal to 10%) 1771 Midshipman (Second Pick) 1 point into Crew Training (equal to 5%) 1 point into Crew Healing (equal to 5%) 1 point into Crew Recruiting (equal to 5%) 1777 Lieutenant (Third and Final Pick) 1 point into Officers Recruiting (equal to -5%) 1 point into Technological Novelties (equal to 10%) 1 point into Reputation (equal to 1 per battle) American: 1760 Escape (First Pick) 1 point into Mission Reward (equal to 5%) 1 point into Luck (equal to 10%) 1 point into Survival (equal to -5%) 1770 Emigration (Second Pick) 1 point into Repairs Cost (equal to -5%) 1 point into Prices (equal to 5% on sale and -5% on purchase) 1 point into Reputation (equal to 1 per battle) 1775 Volunteer (Third and Final Pick) 1 point into Crew Training (equal to 5%) 1 point into Crew Recruiting (equal to 5%) 1 point into Crew Healing (equal to 5%)
  44. 1 point
  45. 1 point
  46. 1 point
    aka. less afk sailing or else even the ai will snag'ya proper
  47. 1 point
    All nice except this. Depends a lot how it will be implemented...
  48. 1 point
    Objective is to reduce long hours of sailing for players and populate the world with meaningful NPC fleets that transport goods which are needed. When in harbor, players should be able to assemble a fleet, equip the ships, add items to the hold and define a destination for the fleet. When launched, these ships appear in the open world and sail the specified route towards their destination. Once they arrive, the ships can be found again in the player's dock. In open world these fleets work exactly like current NPCs, they can be attacked, sunk or captured. Numbers of random AI NPCs could be reduced accordingly. Players could send their trade goods, resources or ships to a remote port without sailing themselves. They can choose to escort their fleet in open world or let it sail alone. There is a risk to it, but potential benefit is that no personal time in front of the computer is required to sail long distances. This mechanism could be used to boost economy somewhat. Trade hubs would emerge which in turn will be targeted by pirates. Tow function is not required anymore.
  49. 1 point
    Should've been implemented long ago really..
  50. 1 point
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