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Remus

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Everything posted by Remus

  1. Updated to build 11, but there are changes to ship trims I haven't incorporated. If anyone wants me to, please post blueprints of any two ships in every trim. Wood does not matter. The spreadsheet does not incorporate taxes. Building output changes significantly, both for base output and level 2 / level 3 multipliers which now vary between almost every building (including the level 3 stone mine which is exactly the same as the level 2 stone mine but costs you 150k for the privilege of owning one - surely some mistake. The level 3 fir forest multiplier also looks to be an error). The spreadsheet would probably benefit from a sheet allowing you to select which level buildings you own for calculating building hours, which may now become significant. At the moment all calculated values use level 1 building outputs. Unfortunately there isn't an easy way to change this. I have not gone through checking what other changes there are, but there are plenty. Costs and LH change only moderately, and might be entirely due to small changes to lists of ingredients. As per the patch notes, weights decrease significantly, but the spreadsheet doesn't calculate hauling weights, merely lists them in the Items sheet. Have fun.
  2. Updated to 10.4 Hotfix 5. Ship crafting levels and some Marks exchanges are the only real changes since I last updated the spreadsheet. The only blueprint change is the Rattlesnake Heavy now needing 5 fewer Provisions. The Wapen has lost a letter 'p' and some base prices have changed, but nothing of any importance that I can see.
  3. Other people have posted about API MaxSpeed, but I never really looked into it myself. I'd say the first thing to do is to take a few ships and compare MaxSpeed in the API with the in-game stats sheets to see if there is a multiplication constant. You'll need to remove effects of wood, trim, upgrades, knowledge and cargo. Since every wood and trim affects speed. probably the most reliable way would be to get a pair of ships with the same wood and trim, ensure they are empty (including guns), have no filled knowledge slots and no upgrades and divide in each case the API value by the stats sheet max speed. If both numbers are the same then you're off to a good start. You can probably then factor in the wood and trim enhancements to work out what the base multiplication constant is. It'll be around 12 from what I recall. As for what this number represents, my guess is it is related to the units the game uses for distance and time. 1 knot is a nautical mile per hour but nautical miles (or minutes of latitude - it is the same thing) don't seem to tie in nicely with the x-z coordinate system the game uses for position (and therefore distance). It is also highly unlikely the game uses game-time hours for time measurement. It might use real-time seconds (or milliseconds or ticks) and then you have to allow for time acceleration, even in battle. I am sure you could while away hours trying out various combinations of units to get to a conversion factor to knots that matches the multiplication constant you've calculated. Alternatively you might find there isn't a straightforward multiplication constant to get from the API MaxSpeed value to the stats sheet speed. Perhaps there is another value in the API you need to multiply by, which is different for each ship. Perhaps it isn't in the API. Perhaps the in game stats sheet is wrong (have people checked?). As for thicknesses, I don't think these are in the API at all. For my crafting data spreadsheet, ship trim ingredients aren't in the API and I've had to work them out as best I can - but at least there seems to be a direct correlation with a value that is in the API (ShipMass); for thicknesses I cannot see anything likely, What you could do is take a pair of ships, find the ratio between thicknesses and see if there is another pair of stats in the API with the same ratio (this is what I did to find trim ingredients were based off ShipMass). Have fun!
  4. Updated to 10.4 Build updates, so far as I can see: Small ship ingredients reduced (Brig, Cutter, Lynx, Snow and Trader versions of the same - but not Pickle, Privateer, Navy Brig or Mortar Brig) Wappen von Hamburg now has a blueprint Blueprints for Ingermanland, Niagara, Rattlesnake and Rattlesnake Heavy (which were never removed, just made unavailable) how require a permit. Blueprint for Trincomalee now requires a permit Agamemnon now requires level 2 shipyard There are changes to Marks exchanges which I have not attempted to identify I have corrected the Marks Exchange sheet so blueprints now show.
  5. You start off with zero craft XP which severely limits the ships you can build. Fortunately one of them, the Traders Lynx, sells very well as it is not seeded in shops so can only be bought from players. For small traders you don't need to look beyond Fir/Fir Planking for the wood and trim, which makes things rather easier (and cheaper) for gathering materials. But you will need to 30 Combat Marks to buy the blueprint from the Admiralty. I created a crafting guide which is still pretty much up to date here: One thing became very clear through playing that a a lot of raw materials and low level manufactured items find their way into shops, which may well spare you needing to set up resource buildings. Be very wary of prices - shop prices are all over the place - and you will need to work out a pricing strategy for yourself early on so you can determine whether those fir logs or small carriages in the shop are a bargain or a rip off. Personally I used crafting cost plus 100 gold per labour hour, but you can choose whatever you like. You'll need to know costs (and probably labour hours) anyway, so I created a spreadsheet and cost calculator here: Oh, and don't believe anyone who tells you solo shipbuilding is hard. It is easy until you get into the realms of needing some of the rarer woods for frames and planking. The biggest difficulty by far is start up costs: You'll need 250k, maybe more, to set up outposts and buildings, and can probably add on another 100k to harvest or buy your first batch of resources before you can build your first ship. After that you can be more careful, just harvesting what you need rather than everything you can, but even so you can easily spend more than you make for the first week or two. Because of this, I'd say before you even start, make sure you can make money. Check ship prices in your capital. Check each day to see what ships have actually sold. Ask yourself can you compete with existing sellers, and can you still compete if existing sellers then lower their prices when you enter the scene? Good luck.
  6. 10.3 Hotfix 1: There are no changes to anything except two of the Marks exchanges, so I haven't uploaded a new file. If you want to update your own copy, the changes are: Furnishings was 50 for 300 Combat Marks; now 10 for 60 Combat Marks (still 6 marks each) Labour Contracts was 1 for 10 Conquest Marks; now was 1 for 20 Conquest Marks (cost doubles)
  7. I've given up playing but happened to see there was a patch today so I've updated the spreadsheet with new API data. I haven't checked what's changed. The 5% and !0% boxes are for sell contract fees (10% for ships, 5% for everything else). If you want to apply other markups use the yellow boxes at the top. With the layout I am using it would be a major change to add values for marks and I doubt I will change it now (I have specifically excluded Permit costs so far as the Crafting Costs and Calculator sheets are concerned, even though they have a base price in the Items sheet).. However the spreadsheet I created for my own use before the wipe did allow this (and to add actual purchase prices for any item to use instead of crafting costs) but was harder to use. If I find time I'll maybe see if it can be adapted for the post wipe game, and put into a more user-friendly format..But don't hold your breath.
  8. The original picture shows the replica Bounty, built in 1960 and sunk in 2012. As far as I am aware, Surprise in the film Master and Commander: The Far Side of the World was the replica Rose, built in 1970 and now named Surprise, and is shown in some other photographs in this thread. Lynx is also a replica, built in 2001.
  9. I've corrected an error. In the Calculation sheet, the Blueprint Quantities table did not divide ingredient quantities by the blueprint quantity. It does now.
  10. It's not my mistake, but the devs'. Base Price in the Items sheet comes straight from the API and appears to be what shop prices are derived from (though different items get different multipliers). It looks like it's meant to match the crafing cost, and for most items it does, but there are quite a number - mostly recent changes - which dont. Use the Items sheet for weights and to get an idea of shop purchase prices, but I suggest you ignore it for anything else.
  11. Updated to yesterday's unannounced patch. Small traders now need carriages. I've corrected a minor error I had in parsing the API, which may make it easier to check for changes in future as things won't go missing in the Items sheet.
  12. The 1805 excerpt is a little puzzling in making no distinction between using stars and the sun in taking lunars, which makes me think the author wasn't actually practiced in navigation. The moon moves with respect to the stars only slightly slower than the sun, at about 14.5 degrees an hour which of course is 14.5 minutes of a degree per minute of time. Yet the author seems to recommend using the sun, which he correctly states moves in respect to the moon at 30 secomds of a degree per minute of time - nearly 30 times slower, which means 30 times less accurate. It is also a more complicated calculation, since you need to know the positions of both the moon and the sun (which both move) whereas stars are fixed. The inaccuracy in the lunar distance method (if you use a star) isn't so much the sextant reading but inaccuracies in knowing the position of the moon and the compoind error of having to set your timepiece to the lunar measurement then using this to time your fix. You are entirely correct about needing to guess the time/longitude and spend a very long time watching for an eclipse. I am pretty sure naval telescopes of the day could see the moons - even on board ship - but judging the time of an eclipse is a different matter and lunars look to me to be far easier, though I've never tried either.. The half hour to calculate your longitude (unless you are using the noon sight and the equation of time - inaccurate but very easy) applies whatever means you use to determine the time. It is quicker with tables (I could do three or four stars in about 15 minutes - on top of the 15 minutes or so it would take for the readings) but I don't think they had modern tables 200 years ago.
  13. Yes, that's correct. It was changed a couple of days ago.
  14. No, but a pocket watch is good enough for lunars. I agree with your 30 miles, by the way. But with a chronomter you wouldn't get much better than 10, and from what I can tell ships 200 years ago seem divided betrween those with chronometers, those who took lunars and those who used dead reckoning. I found it particularly curious that Captain Ahab in Moby Dick never tried to measure longitude at all, nor did he use dead reckoning. Melville was only a common sailor in the 1840s so may well not have appreciated the finer points of navigation, but in the passage where he mentions the sextant (Ahab took noon sights for latiutude) he would certainly have mentioned a chronometer if Ahab had one (it would have been paricularly relevent), and since the log line was unused (surely this was from Melville's personal experience) he couldn't have been taking running fixes anyway.
  15. It's not too bad under clear skies. You can see the moons clearly enough with a pair of moderate 7x50 binoculars - and I've done it from onboard ship - but I didn't try watching for eclipses. Unlike lunars or star sights, there's no maths involved. You aren't measuring angles (that would be difficult) but judging when a moon passes behind or emerges from behind (or in front of) Jupiter and looking it up in a table. There are roughly two eclipses per day, so four opportunites for observation, but if two moons are close together you'd probably not be able to distinguish between them which would reduce your opportunities. Also for about 2 months of the year Jupiter is too close to the sun to see the moons clearly. You'd still need a timepiece of course, to relate your observation of the eclipse to your sun and star sights.
  16. Sailors do indeed sail by the stars, but it is a misconception to think they used the night sky to find their position. Some stars and planets have been used since prehistoric times for direction (not position). The pole star shows north; the planets and stars on or near the ecliptic (eg Regulus and Spica) roughly show east and west. Vikings used the pole star for position (latitude only) but their means were very crude and I doubt they were accurate within a couple of hundred miles. By the late eighteenth century, measurement methods were reasonably accurate with quadrants and sextants, and stars were used for position finding, but you needed to see the horizon so star sights were taken at dawn or dusk. I doubt they'd have had modern tables, so working out position from a star's right ascension and declination would have been far harder then than it is for the 57 selected stars used today, but if I remember rightly Patrick o'Brien has one of his characters take a sight on Vega and he's pretty good on historical accuracy). For latitude by far the easiest measurement is the noon sight. The noon sight is rather unreliable for longitude. Better to combine it with a couple of running fixes on the sun, one in the morning, one in the afternoon, and use dead reckoning between them (you need a chronometer as well), but later navigators with modern tables (and chronometers) often prefer to take star sights at dawn and dusk to get a fix. You can manage without a chronometer (but not without any timepiece whatsoever) by taking a lunar (at night) between the moon and a star or planet close to the ecliptic, but you need to keep accurate time between when you take the lunar and when you take the sun or star sights - accuracy over a few hours rather than months. It isn't nearly as precise as having an accurate chronometer, but at least you don't have that nagging doubt that perhaps your chronometer - the instrument in which you place all your faith - is wrong...
  17. Well, well. 1 km in game must be very different from 1 km on land then. Unless the grid has changed, squares were labelled in half-degrees which is 30 nautical miles in the north-south direction and about 28 east-west at Caribbean latitudes. 30 nautical miles is 56 km, not 36.
  18. Here's the full list: British Gunnery Sergeant needs 5 Gold Coins Elite British Rig Refit needs 3Silver Coins Elite Pirate Rig Refit needs 3 Silver Coins Nassau Boarders need 5 Slver Coins Northern Carpenters need 5 Silver Coins Northern Master Carpenters need 5 Gold Coins Incidentally, I've changed my stance. Let's treat gold and silver coins like tobacco. Although they can be crafted their main purpose is loot so let's just regard them as such, and keep gold and silver rare(-ish).
  19. Happy with the time, but not the distance. It's not like boarding where you need to be right alongside. To scavenge a derelict I'd send a boat over.
  20. There has been lots of griping and confusion over removal of teleports and what the ones in the game still do, and it is clear the devs have a pretty narrow view of what constitutes an emergency for you to teleport out of. Being stuck on dry land ffs. The hardcore response would be to wait for sea levels to rise. But I'm not hardcore, and I feel there are some lesser emergencies the devs should address. The Other Port Anyone who sails will doubtless be familiar with the captain or navigator's anguished command, but here in Naval Action it refers to that other common confusion as you sail south across the Gulf of Mexico, watching - not for enemies (what enemies?) - but the Trader Tool to tell you when Alacranes becomes the nearest port so you can hit the Tow button and save yourself a hundred miles of sailing to Belize. It's only after you find yourself dumped back at Nouvelle-Orléans that you realise your mistake. So let's have an Other (Tele-)Port to put you where you actually wanted to go. Fleet Control 1 You know that time when you got to your destination only to discover you forgot to put the TBrig in your fleet? Well, this teleport would fix it for you, magically moving ship and cargo to your current port. Fleet Control 2 You know that time when you got to your destination only to discover you accidentally left that TBrig in your fleet? Well, this teleport would fix it for you, magically moving ship and cargo to your port of origin. Delivery Mission So you burnt all your LH and LCs - over 3000 hours - making hundreds of guns. You carefully stow them in your TBrig and TLynx, mildly disappointed you still have some hold space to spare. You remember to put the ship into fleet and manage to avoid all the obstacles (well, except for a couple of minor islands) between Placentia and Kingston/Port Royal. You unload your cargo and start listing it in the shop before thinking: surely you made some 24lb carronades. Delivery Mission is the emergency teleport for goods you left behind. Flag Captain Sometimes it isn't ships or even cargo you need to teleport in an emergency. Have you ever found yourself outside that foreign port only to realise there's no friendly yellow text. No three little words below the PRAY button. Well, Flag Captain will teleport just the captain to any friendly port, let you set your flag, and teleport you back again to your ship. Perhaps there are other emergency teleports I have missed. Do post your suggestions below.
  21. I think (but I have not checked) that NPC ship prices are related to crafting cost. Possibly not in direct relationship and I don't know if wood type is factored in. From the prices in the OP it sounds as if the NPC price is double the crafting+wood purchase costs* and, in keeping with other NPC prices, labour hours aren't factored in at all. *if the Renommee is Teak or Live Oak and the Surprise is not then double is pretty much spot on Surprise and Renommee are at pretty much extreme ends of ship prices for size of ship (you can also compare Navy Brig and Mercury). I have no idea why this is, but earlier correspondence with Admin confirms it is intentional. There is no way in the current economy I would match NPC ship prices. Currently I only sell traders where I only have to compete with (and invariably undercut) other players (I charge 39k for a fir/fir TLynx in the shop, or 35k for a direct trade), but my main production is guns. For a cheap wood Surprise (eg Sabicu//Sabicu) I'd charge about 190k. For Teak/Teak it would be about 225k. Again, with the economy the way it is I'm not sure there is demand for ships at such prices, and I'm too poor right now to lock up such sums in speculative ventures when I can use all my LH and far more besides making items which do sell. However, if LH generation were increased 4-fold, I would probably reduce the amount I charge per LH 4-fold to preserve the same income, which means I could match the NPC Surprise price of 90k if it were cheap woods. I'd probably charge a premium for Renommees because of their gold and silver content (other harvestable resources are not a problem for me) and I'd probably also charge a premium for teak and white oak, and wouldn't offer cedar or live oak at all). But, and here is the crucial thing, I am not sure even at these prices ships would actually sell. Potential ship buyers in the shop simply do not have enough money; the wealthy 'extreme traders' are mostly tied up in clans and don't go anywhere near the shop. This is why I'd like the money generation side sorted out first. Give higher rewards for combat.
  22. I support the melting down option, even if it needed coal or charcoal. Coins are needed in a tiny number of craftable upgrades, The most that is needed is 5, so their best use right now is to be sold to the shop. 6lb mediums are sellable commodities. Many players would be pleased for you to undercut the shop price with a sell contract, and I've just crafted some for exactly that purpose.
  23. I've now updated the spreadsheet to 10.1 Hotfix 2 and incorporated a couple of very minor improvements. The only changes for crafting that I can see are: Canvas Rolls BP changes from 2 LH to 1 LH Planks in all woods, LH reduces by about 1/3 Long and Medium guns up to 18 lb have reduced ingredient quantities:: - 4 lb reduced by 50% - 6 lb reduced by 40% - 9 lb reduced by 30% - 12 lb reduced by 20% - 18 lb reduced by 10% Carronades up to 24 lb have reduced ingredient quantities: - 12 lb reduced by 40% - 18 lb reduced by 20% - 24 lb reduced by 10% There are the usual seemingly random changes to 'modules' with some items vanishing and others re-appearing after an absence, with a few brand new ones thrown in. I'm particualrly intrigued by TEST MODULE SPEED IN OW, and hope I get one drop from my next PvE kill Enjoy!
  24. I dc'd in battle but only for a minute or two, and as far as I know my repairs were fine. Just as well as I needed a few rig repairs to escape the surprise I tagged the NPCs to escape from in the first place. Looks like it's only a problem with longer disconnects.
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