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Funny_Bunny

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Everything posted by Funny_Bunny

  1. Id like transparent masts… but i can wait for the camera. as long as i know its coming.
  2. I suggest offering amnesty to Pirates once of twice a year. mechanics; Every so often (and rarely) a nation offers amnesty to current pirates. If the pirate crew accepts amnesty, they become members of that nation. (variation on terms and conditions can apply, such as; keep current assets and ship, surrender 10% wealth in taxes, or whatever else was historically offered. Same rules apply now for the former pirate, as to any member of that nation, save that Amnesty will NOT be accepted again in the event that the crew returns to piracy. Aye or Nay?
  3. What in blazes is this "motor vessel" you speak of???
  4. When we are buying goods, can we change it so the slider bar is at the max position by default? That way we don't have to click, move, drag, move, click… We could just click, move, click. Very handy when you are buying 30 of something.
  5. I'd like to see Lighhouses in ports that historically had ones. That would make nighttime sailing better for us.
  6. Im a bloody pyrate! O'course I stole em!
  7. Re-fonted it for ye, ya whinging sook of a land lubber!
  8. What be yer Articles about yer ship? The articles of Pagan Pete be; I) The Captain and Quartermaster to receive two shares of a prize: the master, boatswain, and gunner, one share and a half, and other officers one and quarter. II) No person to game at cards or dice for money. III) The lights and candles to be put out at eight o'clock at night: if any of the crew, after that hour still remained inclined for drinking, they were to do it on the open deck. IV) To keep their piece, pistols, and cutlass clean and fit for service. V) To desert the ship or their quarters in battle, was punished with death or marooning. VI) No striking one another on board, but every man's quarrels to be ended on shore, at sword and pistol. (The quarter-master of the ship, when the parties will not come to any reconciliation, accompanies them on shore with what assistance he thinks proper, and turns the disputant back to back, at so many paces distance; at the word of command, they turn and fire immediately, (or else the piece is knocked out of their hands). If both miss, they come to their cutlasses, and then he is declared the victor who draws the first blood.) VII) The cabin boy and powered monkeys to have rest on Friday, but the other six days and nights, none without special favour. VIII) If any Man shall lose a Joint in time of an Engagement, shall have 400 Pieces of Eight ; if a Limb, 800. IX)He that sees a Sail first, shall have the best Pistol or Small Arm aboard of her. X) That every man shall keep his watch night and day; and at the hour of eight in the evening every one shall retire from gaming and drinking, in order to attend his respective station. What be Yer articles of confederation, Capn?
  9. I believe the rules were in effect to avoid collisions near the docks. That is when ships would me coming and going in different directions. Once at sea, things are pretty straight forward. Does that answer your question, young man?
  10. Lesson two, Navigation. Now lads, using the wind gets you nowhere but lost, unless you know how to read a chart (map), use a compass, and find your way by the Sun. ​The ship already has a compass built in. The compass has all the directions you are already familiar with, plus a few more. If you start at North, reading clockwise, they are; North, East of North, North by North East, North East, East of North East, North of East, East, South by East… and so forth. Each of these represent about 18 degrees on an as yet to be invented 360 deg compass. North being 0 or 360, NE = 45, E = 90, SE= 140, S =180, SW = 220, W = 270 NW = 320. All of this is of no use without your trusty map. You can keep the map open in the background and estimate a course by using the compass points we talked about. If you are making a voyage to a small island or one that is very far away, you may want to print a copy of the map, and lay a precise course using a map and compass (if you are a Boy Scout). *This world map uses a geographic north, so correcting for magnetic declination is not required. If you don't know what that is, don't worry about it in game, but don't try it in the real world or you will get lost and die. I know. I know, settle down lads. its not as hard as it sounds. Ill give you an example. Say you want to make a short trip from Amealienborg on the West end of the British Virgin Islands, to The Settelment. You look on the map and see that the course isn't North East, it lies further to the East than that. So you would sail "East of North East" (about 60 deg). Note that the game world we live in is actually correct with your trusty and indispensable map! Kudos to the wonderful Developers up in the Admiralty! You can actually match islands to the map, very handy for staying on course or finding your way if you get lost. I know this is a difficult subject lads, its even harder in the real world, but stick with it and pleas ask me any questions you have via a Private message (Ill post relevant info here if a major subject comes up) Frederick Bunnington III
  11. Lesson one, Sailing & the wind. The wind indicator on your screen has an arrow that indicates which way the wind is blowing as the arrow flies. Ships use the wind to sail across the water, by use of two types of sails. Square and Triangle. ​Square sails; the oldest, and are fastest when the wind is at your back. They do not work well at all when facing into the wind. Triangle sails, or Jibs; are at their fastest with the wind abeam (sideways). They can sail much closer to the wind than square sails can, but are not as fast a squares with the wind astern (blowing from behind) Sailing into the wind; I know it sounds impossible, but it can be done with triangular sails and proper seamanship. The art is known as "Tacking" By sailing your vessel alternatively 45 degrees port (left) or starboard (right) for equal times (use your hourglass and compass, lads) you can navigate your ship into the wind. Its not as quick, but it can be done. Getting clapped in Irons: Sailing too "close to the wind" (facing into the wind) will cause a sailed vessel to slow, stop, and then be blown backwards. To get free, simply hold the rudder the opposite direction you wish to turn and go to full sails. The ship will then turn the wind abeam, where you reverse your rudder turn toward your chosen course.Right of Way: When sailing near another vessel, the ship on your right, has the right to stay on his course. The ship on the left MUST change his course, in the manner best suited to himself, to avoid a collision. In battle: To escape in a square rigged vessel, run with the wind. To escape with jibs, run abeam of the wind. To board and capture a ship, try to nudge him into the wind. This will stop both of you enough to engage in grappling (G will appear on your screen). I think that's all for now. Any questions lads? Frederick Bunnington III
  12. OK Midshipmen, Here is a cabin for those boys new to the ship, where we learn what it takes to captain a vessel. I'm hoping this topic will become a nice Q and A area where we can bring our newest Midshipmen up to speed. First: What is a midshipman? A Midshipman was a boy of about 12 years of age, educated, and often of the upper class. His role was to learn how to be a good officer, and eventually a Captain. A Midshipman had command rank above most sailors, who were legally bound to obey the Midshipmans orders or face disciplinary action. Midshipmen however would merely face the switch if they failed in their duties. At the end of their stint as a midshipman, they could take the officers exam to become a lieutenant at age 18. How is a Midshipman different that a powder monkey? A powered monkey is a boy with little or no education from the lower classes, who carries gunpowder and is learning a sailing trade. Midshipmen served in their respective navy. They had a collective (very small) cabin aboard most ships. In the cabin they could work on their lessons, or relax in their time off. (I'm writing this as we sail between ports) Frederick Bunnington III
  13. For the future, can we get an option to chose the ball type that is loaded in our cannon at the start of a battle?
  14. There are 78 people online, but i get a "Steam Authentication error" for the last two hours. Ive tried rebooting, and re loggin into steam. HELP!
  15. Aye, ye got my vote! Some ships turn better at speed, and the bleed off speed to much when at full rudder. Arrr
  16. Can we get some options for boarding music? Like; Bagpipe Drums Blood-curdiling screaming No music
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