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Remus

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Everything posted by Remus

  1. Factually, I agree with you, but I regard this as indicative of a broken economy. Also I don't happen to like playing that particular game, so after a few days of it, following pretty much to the letter the same steps you did, I invested all my money in outposts, buidlings, a workshop and my first coal and iron crop, I made some cannons and listed them in my capital. They sold. With the profits I harvested more materials and made more cannons. They too sold. I could now upgrade the iron mine and build another. Before too long I was 2x level 2 iron, 1x level 2 coal and 1x level 1 coal and harvesting every last nugget (I knew I'd have to demolish the second coal mine in due course so wanted to stockpile). After about a week, I am now building ships. Only a level 1 shipyard so far but the level 2 will come and I'm burning through every LC I can get hold of (within reasonable cost - wrecks are my firend!). I only charge a moderate mark up on my sales: 100 per LH which gives me 100k per day for what is now very little work, and I'm undercutting almost everyone else in the marketplace with plenty of choice of what to sell (I try not to compete with other sellers who price their goods reasonably, even if they are a little higher than what I would charge myself). However, crafting is a money sink, not a money generator. I bring very little money into the server so my own rather smug approach only works because players like @Slamz go out and do the grinding for me. Thank you my friend
  2. Usually I sail on port tack and follow the wind round, slowly sterring to port at whatever wind angle provides the jump from 10 or so knots to 18 or so knots (ymmv) if I can manage it, but sometimes I sit at the 0 to 10 jump, particulalrly on short journeys.. If I'm sailing off the wind and it catches up with me, I'll probably keep at the same angle as above but on startboard tack, steering slowly to port till my destination is dead upwind then I'll tack to the same angle on port and continue to follow the wind round till I'm back on course. But often I'm AFK and just let the ship do its own thing
  3. This may have been posted before but I don't recall seeing it. Can the shop price be added to the contracts list? This is particualrly important when choosing cannons, comparing the price of mediums and longs. In the screenshot, I can see the prices for Longs because they are all player made (1590 for the first 10, then 50 at 4100, and if I need more than that there are a further 22 for 4211) . But for Mediums I can only see the price of the player mades. If I am equiping a Privateer or Pickle I want 12. This is 24100 for longs, but how much for mediums? Probably more ... but how much more? I'd prefeer mediums but if they cost 30k I'd probably choose longs.
  4. If we had money to buy ships and labour hours to make them, then significant quantities of food supplies would be needed. The devs even added a farm building in case we found ourselves short. I don't know about other players, but I've been carefully preserving my ships since the wipe, shit-scared to lose them because of the cost, in total contrast to the reckless abandon with which I played before the wipe. I haven't bought a player-made ship yet. The money imbalance is the problem; when this is sorted I dare say quite a few other problems will go away. Edit: Rum weighs 0.05. Food supplies weigh 0.58. I know which I'd rather carry.
  5. Have you anything in the ship? Guns, repairs? These lower both values you see. The green (or red) value includes wood and trim, and probably knowledge and upgrades as well (but I haven't checked this)
  6. It doesn't exist. A number of obsolete blueprints are still in game. Teak, Pine, Red Wood, Compass Wood, Live Oak, Cedar, Mahogany (off the top of my head). Teak, Live Oak, Cedar and Mahogany are now seeded in shops in selected ports (as are Sabicu, Caguairan and White Oak too). Pine and Red Wood no longer exist and Compass Wood drops from oak and fir production. For Teak and the other seeded woods, check the Trader Tool for ports witrh a dot in the A column
  7. I'd say @Sir William Hargood is correct. Quarterdeck and Forecastle, with gangways between them, but this doesn't really help you. Some ships (eg Snow, iirc) only mount guns on the quarterdeck, but most have guns on the forecastle as well and in the game these are both considered to be the same deck.
  8. Agree entirly, but why are fleets with warships allowed in enemy ports to start with, if they still are?
  9. You can sell your main ship, then (iirc) you can move your fleet ship to dock. So the mechanism that is missing is being able to swap one of your fleet ships with your main in a port without an outpost, which I think would be more useful. I'd also like to move my current ship to fleet in a port without an outpost so I can buy a new main. At the moment the only option is to sell.
  10. Since you are only dealing with three ingredients, you may as well use fixed LH for each (iron ore is 0.125, coal is 0.125, charcoal is 0.126) rather than calculate them from the blueprints. Multiply each of these by the iron, coal and charcoal requirements you have already calculated. As you say, you add all the ingredient LHs to the cannon LH you already have. I would add another green cell like the cannon count for users to type in their own LH rate. Multiply the total LH by the LH rate, and add this to the money cost to give a sale price (or wahtever you want to call it) The formulas aren't difficult - PM me if you like. I reckon the hardest part is working out a layout that makes the spreadsheet easy to use and read.
  11. Not an error as such - that is exactly how they appear in game. I had earlier reported both in the typos thread but only the item name got corrected, not the blueprint name. Edit: It got corrected in 10.1 hotfix 1.
  12. Remus

    Rum Bug

    Agreed it's bugged, but I did get crew back. More than I ever had in the first place. I know we have OW time acceleration, but it's quite ridicullous for the gunner's wife to have had so many children in so short a time.
  13. Me too. It doesn't (I've now colour coded a spreadsheet to make it easier for me to see, from the API that @Black Spawn posted - link below). Basic cutter, pickle and privateer just need 3. Brig needs 4 (or 5 for the Navy Brig or Mortar Brig which are dead ends in the knowledge tree); Snow needs 3. One of the things so many of us are complaining about is if we just rely on what the game tells us, we get the information the wrong way round. You only discover you need to grind a Privateer, say, when you've already unlocked 2 slots in a Mercury. You've probably already sold that Privateer because ship slots are so expensive, and it's now two levels below your rank so you don't really want to go back. On the other hand you may spend hours unlocking everything in a Navy Brig or Niagara because you think they'll be needed for a later ship, but they aren't.
  14. Remus

    Contract Bug

    I think @twins1215 is right, He hit delete - clearly he made a mistake. But then there is a confirm screen where he says he hit cancel. But it still deleted the contract. I'm not in game so I cannot check this is how it works. If it does it is certainly a bug.
  15. No it isn't. I've just turned 1st Lt (didn't redeem xp); I've finished grinding the Pickle to slot 3 (no need to go higher) but haven't started the Privateer. What ship am I meant to be on at this level? Brig/Snow, or am I at the Mercury level, I forget?
  16. Ah, bit it isn't triangulation. The trader tool is very useful indeed (I use it all the time for exactly this purpose), but in 19th century terms it is magic. Navigators of the age were experts at measuring angles, and could triangulate their position if they could see anything to measure the angle of, but remotely measuring distance (except by measuring the angle subtended by a lighthouse, church tower, cliff or mountain of known height) was impossible till the late 20th century.
  17. You can, by including harvesting and charcoal labour hours as well. Those of us who price by LH use it for everything - everything craftable at least. You might see oak logs on sale at 90 and think they are too expensive (the harvesting cost is 73). I look at them and buy, because each oak log incorporates 0.25 LH, meaning I price them at 98.
  18. I use 100/LH myself in these current cash-starved times, so I was nodding with your every statement till the last. If you are charging for labour hours, why do you also charge mark up on materials cost? Set an LH rate for the profit you wish to make (100/LH means 100k profit per day) and leave it at that.. My sell price for 6lb longs is 1590, the extra 89 covering the listing fees. As I say, I use 100/LH for the current economy. If gold becomes more plentiful I may charge more. If labour hour generation increases I may charge less. If LH generation increases but building output does not, I will probably also charge for building hours as these will become a limiting factor (1 level 1 iron ore mine makes 991 in 24 hours, which is 41.3 per hour, meaning 41.3 iron ore takes 1 'building hour' to produce). But percentage mark ups on cost in a game like this make no sense to me, they are too arbitrary.
  19. Very nice. A couple of comments: Labour hours doesn't include harvesting resources or making charcoal, it is only for the gun blueprint The Cost Totals, Iron, Coal and Charcoal requirements on the right are misleading if you are crafting, as you cannot craft in 12s or whatever. But I can see cost totals for odd numbers being useful for pricing a bundle of guns being sold to another playe.. Charcoal of course you can only make 500 at a time (14.6k gold for the oak logs), but this is outside the scope of the spreadsheet.
  20. I too have been boarded by a sinkiing ship (I got credit and xp for the kill too, but this may have been on Testbed and might not have made it over to live). It's a shock when it happens, but it makes sense in gameplay mechanics. If the enemy crew outnumber my own and their ship is a goner anyway, of course they'll try to take mine. The big problem is just how hard that Surprise is to replace. There's no scope any more for simply going out and playing, learning and enjoying oneself. Currently I'm mostly sailing in a Pickle for that very reason, and even such a small ship, and even having the money to replace it, I'm dead scared of losing it.
  21. I think it's where you hand the wheel over to some large flightless birds
  22. Sorry, I don't understand the question. An outpost is merely a permanent warehouse and the ability to craft and erect buildings in that port. If you mean extracting resources from buildings then go to the craft tab, then resources. Beware: claiming resources can be costly. In general only take what you need.
  23. @admin: Suggestion to devs: Now we can overload our ships with battle loot and get slowed down horribly in consequence, can the same mechanic be applied to shipwrecks? They only weigh about 150 (I picked up my last one in a Pickle) so it's no less unrealistic than battle, where I can easily end up 150 overloaded.
  24. Yes, but how can players sell them to the AI in the first place? Go to a port, Put PvE marks in your hold or warehouse. Click Shop > Marks and you'll see no buy price. It isn't like oak logs or black ironwood where every port will buy whatever you have, even if the price is only 1. Will the shop buy PvP and Conquest marks as well? According to the API, PvE Marks, PvP Marks and Marks of Conquest all have a base price of 1000. That could be ... er ... interesting.
  25. I've just noticed the AI in Port Royal on Global has a sell price for PvE marks, Surely this isn't right, undermining player supply and demand. How did it get the marks to sell in the first place?
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