Jump to content
Game-Labs Forum

ShavedAlpaca

Members2
  • Posts

    83
  • Joined

  • Last visited

Posts posted by ShavedAlpaca

  1. I have sent an f11 report regarding this today. Here seems a better place to have the situation explained for me.

    I bought a crafted exceptional Privateer. Captured a T-Brig with it. In post battle screen changed to TBrig and sent privateer to fleet. Sailed on. Spotted TCutter, engaged. In battle sailed to my privateer, pressed X and changed ships. In the privateer I then captured the TCutter. In post battle screen changed to TBrig again to haul cargo and sent the other two to fleet.
    Later I got attacked by a player. In battle switched to privateer again and both my traders managed to escape and then I followed them. Again changed to TBrig and sailed to the nearest friendly port.
    There I sold my cargo, sold the TBrig and without a ship to sail out again I tried to send my Privateer from Fleet to Docks. The game didnt let me as I didnt have an outpost there. Tried again just in case. Same message. Bought a basic cutter and sailed on. Got to a port where I do have an outpost. Sent all my fleet ships to dock and sold the captured TCutter. Then I saw my privateer has only 3 durability left. Somewhere in this sequence of events I lost 2 dura. If there is a legit reason I dont really care, I just want to understand. If it is a bug, I will be very happy if its fixed :)

     

     

    PvP2:GB

    • Like 1
  2. I would recommend a better CPU if possible, other than that it should run OK as it is.

    Maybe try and save up another 200£ and go for an i5 system that would last you longer.
    A motherboard that supports ddr4 ram and stuff like that.

     

    Im in the process of buying a PC now aswell with a budget of around 700€.
    Went for an i5-6500, 8gb ram and gtx950 all compatible with the stuff coming out this year so that it will last as  long as possible, gonna stuff more ram in when I can, then depending on how prices fluctuate I change the CPU or GPU.

    • Like 1
  3. Oh as for the number of players part, that was also extensively discussed just prior to Steam EA. Things like EVE and Elite Dangerous have an advantage here as they have areas of their maps, every system, every planetary body is its own little server in essence. Here, all of the carribean sea is one zone and so it is server intensive to have 12k people on it. I think the current server limit is 3k and droped to 2.5k to prevent crashes. Either you need a MASSIVE SUPER BEAST ULTRA MASTER RACE server that can handle huge player numbers or find a way to split the map up. Which is difficult, since space games have hyperspace jumps and all that but here you would want it as smooth as possible.
    Now border exploits come into play, how do you prevent players camping a popular crossing?
    That is the problem when you want more players. Currently the multiple servers are in to accomodate all the new captains that came with the steam EA. I have no doubt the devs would like more players on the map.
    We just need to help them figure out how.

     

  4. I admire the wall of text, I agree with some things, I do not with most. Character abilities, talents and stuff like that don't really fit in Naval Action as I see it. To each his own I guess. To be honest, the game is already complicated enough for new players, the additional stress because you need to pick talents would be a bit much.

    Fog of war would be null and void because of 3rd party maps.

    Crew recruiting is too hardcore I think.

    Port fortification - yes

    Mission type - yes

    Hidden and secret zones (exploration in general) - yes

    Achievements - yes and use pennants and ensigns on your ship to display them.(this has been discussed before, we got a statement thats almost a promise from the devs that this is in the plan)
    Charisma- nah

     

    Talents- Nope, too complicated, difficult to implement and hard to balance. As far as I understand game development.  Also Im not a fan of it. The ships have their own characteristics and you can build them to suit your needs and wants, then the captains own skill comes into effect. If a Commodore and a Midshipman fight it out in basic cutters its a fair game, keeps the skill of sailing and gunnery relevant. If the Comm has +10% to damage from skills its not. This rewards grinding and we all know the game has enough of that as it is :D

     

    A for effort tho.

     

    • Like 2
  5. I would rather see an "autopilot" for your trade ship (or whatever) that would sail it along a preset course of your choosing to your capital, essentially as an NPC, rather than having *any* teleports.

     

    This would allow you to take out a different ship to do PVP, craft, whatever you wanted to do besides the apparently boring task of sailing one's goods from port to capitol.

     

    I understand that this would expose those goods to capture, and that's entirely the point of the suggestion.

     

    The reason is that this game needs something more to do on an RvR level than the current "Power Level so you can Port Battle in a SOL" meta which is currently too dominant in the game, to the detriment of other play styles.

     

    For pirating and privateering to matter in a RvR sense, there needs to be an economic warfare angle possible, and currently due to the abused teleport mechanic, there really isn't.

     

    I get that people want action and that's fine - if traders were required to sail in the OW, there would be TONS of action available, for even Midshipmen to take part in, and it would matter - a lot! - in a RvR sense.

     

    Currently newbies are forced to PVE powerlevel up to at least a Frigate before they feel like they're really taking part in the game, and that's silly. They should be primarily hunting player traders - or protecting them! - while doing this, it would give actual meaning to their activities for the entire server, and more fun for everyone as a consequence.

     

    Ive posted this in the pirate topics before: I would like the ability for a player to hire NPC Traders and the ability to hire a cutter or lynx at any rank if you are sailing a trader ship yourself.

    Now there are four options: 

    -Sail the trader ship yourself, hire a consort, or dont, your choice.

    -Hire a Trader NPC and let it loose on the world, set its destination port and it will go off by itself. It would appear on the OW just like any other NPC ship  (you can sail next to it in OW if you want) , maybe add the information by who it was hired. And when it gets sunk you can receive a late (20+ min) notification: Your trader ship has not reached its destination, rumors are it was captured by: Pirate - Pagan Pete.   Or something like that, lets say it simulates knowledge of local fishermen who saw it being chased or something. Now you can go and hunt the scurvy dog.

    -Hire a Trader NPC with one or two cutters or lynxes as escorts, Same as above, except it has a bit of protection. (All this costs money by the way, so you need to think if its worth protecting that trader with a cutter worth 12k or something)

    -Hire a Trader NPC and add it to your fleet, like you can cutters and lynxes now, so on the OW your ship shows up, just like it does now, with the addition Fleet:Traders Snow.

    I think this is a good way to make it feel like a mission if you are protecting it and to give the players who do not have the time to make 5 trading runs an option to transfer their goods, at a cost and with certain risk.

    This would also make the economy flow easier to maintain when it changes to 100% player dependant.

    How about a "book passage" option?

     

    Ports will have a randomised list of available journeys, for a fee, which will take you to another port instantly.

     

    It'd cost money, and you can't specify your destination; you can only take the routes that are available, and the range is limited to something reasonable. Effectively, you're hitchhiking on AI ships. But it'd offer a decent chance of being able to hop and skip to where you want to be.

    The current teleport to outposts is that, your captain hires an invisible ship that takes zero time to reach the desired outpost. You are in effect a passenger. Id support the addition of a fee for this service. Im not sure about making it available to all ports, Id say lets keep it to outposts.

    Definitely need to be able to get back to port, at least your home port, after a battle. There's nothing to dampen the feeling of a good fight more than a half hour grind 'sailing' back to any port. And forgeet if there's a storm. The game is unplayable. Ports and missions need to be visible with at least a marker. Considering how long these 'storms' last, I log out for a while.

    The "real" storms arent that long. (Still waiting for the devs to reintroduce the real storm battle instances, I like that so much) Fog and shitty weather are quite frequent and long lasting sadly. And sailing back to port after a battle, low on repair kits, evading enemy ships and keeping out of sight of land, performing difficult blue water navigation with the limited tools in the game is a thrill of its own, not a grind :)

    Edit: Made quotes spoilers to save screen space :D

    • Like 3
  6. Why does everyone have to rush to max levels?  As soon as they get there, they complain about the lack of "end game" content...  /sigh

     

    Take your time, relax as you sail through this admittedly beautiful ocean, and enjoy the slower pace...  If you just want to shoot stuff, there are plenty of other games...

     

    PS  This is not aimed at you, Teamski...  You were just the straw for my camel...  ;)

    ^+1 

    I completely agree.

    Before Steam EA, in the era of TP w/ ship and 7h cooldown,  it was stated that there will be no teleports at all, and that is how I would like it best.

    But the "no ship TP" is a good compromise, if you want to hunt NPCs, stay in an outpost that isnt very hot in regards to PvP, if you want PvP, TP to your outpost near the windward passage where you have a few ships stored from before and do PvP.

    One thing I would not stand for is TP with a ship. Back to capital is fine, doesnt hurt anyone. But between outposts is a no-no, completely defeats the purpose of having an OW map.

    If you want quick action use the battles events. And missions spawn close enough that you cant really complain.

    • Like 1
  7. What I would like is:

    -No ship, nation and rank info window when clicking on a ship in OW only player name and the options to message and attack

    -Spyglass in OW

    -Ensign in OW like in battle

     

    So, now you have to look at the ship carefully and look for its ensign. Sailing directly towards an enemy somewhat hides your ensign giving some element of surprise without actually using false colours.

     

    With more ships coming in the generic terms should be avoided I believe. The class name or the most famous of that class' ships name. Example: Trinc is Leda class, but Trinc is more known.

  8. Jacob, If im not mistaken it would be fairly easy (but a bit time consuming) to put in commands for specific sail settings. The sail setting has an integer value linked to it so it is aware of the current position of the sails. This prevents from depowering if youre already depowered and it also keeps track of the buttons pressed. Soooo, you could just put in something along the lines of:
    Command: Sails Dead Slow
    The value for dead slow is 1.

    So, check integer if 5, press S 4 times.

    if 4 press 3

    and so on.
    Ill add it to my notes and put that in when I start working on this again.

    Like I said, if Sega or Ca dont reply in the next 2 or 3 weeks Im putting the link back up. I made an effort to contact them and since its a free product and I own the original source of the files, I think we're fairly safe.

    • Like 1
  9. It is great that other people have an interest in this aswell. Keep at it :)

    As for Creative Labs and Sega, I havent gotten a reply and as far as I know Jacob hasnt either. Untill I get back to the project I will keep the total war pack hidden. If they do not reply until then I will probably make it available again. Feel free to contact them aswell, they might reply to you. No harm in trying. Fair winds and calm seas capn's.

  10. The double shot options are removed in the provided download links. With the upcoming patch and crew focus changes the profile will have to be changed a lot. Ill get back to it in late march. Real life is currently in the way.

    The double shot options are removed in the provided download links. With the upcoming patch and crew focus changes the profile will have to be changed a lot. Ill get back to it in late march. Real life is currently in the way.

    • Like 1
  11. Anyone know how to get Windows 10 64 bit "Text to speech" voice pack in a male voice? The 2 default options are both female which ruins things for a Voice Attack Text To Speech order confirmations....

    You need to install extra voices, some are free but the good ones you usually have to buy from somewhere. Just google "TTS Voices".

    There are guides how to unlock voices in the registry in windows but dont show up. If I can find it Ill edit this post with some links.

  12. Those sound files from Napoleon will be copy protected; if you have not contacted the Creative Assembly you should do. They are decent devs and were very helpful back when I modded their games, I am sure they will give you permission, but you should have asked first.

    Would I have to? Im not demanding payment for it tho? Ill shoot them an email. Thanks for the heads up.

     

    Edit: Cant find an email address. If anyone finds it please pass it on to me :)

    2nd Edit: found it.

  13. hi.

    Im using voice attack myself (due to injury).

     

    So fare Ive managed to control total 180 degrees turn using manual sailing, changeing yards each 45 degrees turn for a Naval brig.

     

    This is a save of 10 seconds thowards an autoskipper for a 180deg turn ,start wind from NE,turning away from wind (left :)  and startspeed 5knots (max sails up).

     

    Im setting the QE and ZC by measuring full time and half time it takes to set positons of yards which is 5 seconds from 0 to max for the naval brig.

     

    I will make single commands using  wind from 8 directions in step of 45 degs, (0-45-90.....). Asuming max sails up. and thereafter put them together according to from where tthe wind arrives.

     

    When steady coarse is wanted, the turning is interrupted, autoskipper enabled and rudder neutralized, with another command.

     

    Example of command: Starboard135, meaning turn starboard, present wind direction from 135 degrees (SE).

     

    I lack the max speed regarding 7 wind directions to make (and thereby measure or calculate the time it takes to turn 45 degs from each wind direction.

     

    Heres a link that may show some manouvres and commands (voice) to use, if u dont allready have them :)

     

    https://www.youtube.com/watch?v=v6DZIvMZWzQ

     

    Wish You fair winds

     

    regards

    That would be really great if you can get it to work. As Ive stated in the first post Im putting the project on hold for a month or so,new job, no pc to play the game and test it. (Im on a Pentium 4, 1gb Ram machine for now)

    If you manage to make this a reliable feature please share it. Ill put it with the other downloads.

     

    I see a few issues tho. Every ship is different, then there is the wood type and upgrades to take into account. You might be better off making a tutorial on how to make these commands so that people can do it for their ship.

    Also. When you lose crew the performance will take a hit and make this whole thing faulter. It really is an odd one. Best of luck anyway :)

×
×
  • Create New...