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Remus

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Posts posted by Remus

  1. 4 hours ago, SneakyTurtle said:

    Well, this was a big waste of PvE Marks....

    Without knowing what it takes to craft these, you can waste your marks on a blue print that you will not be able to craft.  Like I just did.

    200 PvE marks wasted on the Northern Carpenter that requires 5 Swedish Carpenters and 5 silver coins to make.   Being a US player, it is very unlikely that I will be able to make this.

    It really would be helpful to know what is require to make these before one spends their hard earned Marks

    Can we have an addition to the wonderful spreadsheet to include the resources required?

    3 hours ago, Jœrnson said:

    Did any1 already discover what mats Northern Master Carpenters require? 

    Thankj you SneakyTurtle for showing me an omission in my data tables; I've fixed it now.

    If either of you (or anyone else) want to know the materials, check out the thread below. Tables 6 and 7 are more-or-less raw data from the API, but I find tables 13 and 14 easier to read. Table 7 lists blueprint ingredients (eg the iron ingot blueprint requires 20 iron ore and 5 charcoal) whereas table 14 lists the base reosurces needed to make 1 of the item (1 iron ingot requires 1 iron ore and 0.1 oak log). I hope this helps.

    Edit: In answer to Jœrnson: Northern Master Carpenters requires

    5 Gold Coins
    5 Swedish Carpenter
    1 Expert Carpentry Handbook

    • Like 1
  2. From what I recall, Banks gets a few mentions throughout the series in his own right. Sir Joseph Banks partially financed Cook's first expedition (1768-1771) and sailed with him as a naturalist. He was president of the Royal Society from 1778 till his death in 1820 and was one of the leading scientists of the age.

    Some aspects of Blaine are based on Banks, but not his intelligence work, I think, and there is no contradiction in the fictional Blaine appearing alongside the historical Banks.

  3. 4 hours ago, Norfolk nChance said:

     

    [Ramus]  

    So sink the lower BR and always cap the higher rated ship right ?

    No. capture the ship which does not give you reward (recently killed).

    Sink the ship which does (not recently killed).

    Of course, this doesn't help if you particularly want an Indefatigable and don't want a Trincomalee. But given the opportunity, you may as well cap a recently killed ship regardless since it's the only reward you'll get (apart from what was in the hold).

    • Like 2
  4. 2 hours ago, JG14_Cuzn said:

    Hello!

    i did an F11 report on this but wanted to see if you can help  

    myself, Francau and Pit1969 engaged 2 Danish players this evening (around 10pm Eastern time) 

    we capped them both, sunk 1 and I put the other in fleet. 

    When we left the battle none of us received PVP marks, XP, nor any gold. 

    The trincomolee Francau capped and sank was a 'recently killed' player, but the Indefatigable that I capped and put into fleet was not

    is this a bug or glitch?or is the the game mechanics?

    thanks!

    Game mechanics.

    Recently killed (the guy you sunk) means no gold, xp or marks

    Capping a ship means no gold, xp or marks ('the ship is its own reward' say the devs)

    You should have done it the other way round. Sinking the one you capped would have got at least one of you rewards,

  5. 5 minutes ago, Liquicity said:

    you first need to claim the contract

    Thanks, mate. Someone just told mt he same in game. I must have had too much money before the wipe I never noticed :) (well, also, I mainy sold ships, of course).

    • Like 1
  6. I put up two sell contracts on Global this morning, both at KPR. 60x 9lb long guns @1990 (I think) and 30x 4 lb longs :@ 990. When I logged in tonight I had the email about the 9s being sold, but no money. I checked the listings and only 2x 4s were left. I f11'd it (Tristram Yorick is my character name). Logged and exited to OW, but still no gold.

    Just now I got the email about the long 4s beign sold, but no money for them either, not even the last two which must have sold right noiw.

    Is there a time delay? I'm still at sea. I've received battle rewards no problem.

  7. Use the hyperlinks. Each ingredient in a BP is a hyperlink to the next BP - you know this, don't you? The Back button returns you up the tree.

    I'm not sure I'd like auto crafting of sub-components. I could quickly run out of money or labour hours at a point I didn't want to, whereas doing it by hand keeps me in control.

    • Like 1
  8. 7 minutes ago, Sir Texas Sir said:

    DO NOT IMPROVE AI BOARDING.   I'm sorry they get marines, Barricades and a bunch of other things.  If your doing it right and taking there crew down before boarding it's going to be easy for any one.  Though if you match them in crew they can put a hurt to you if your a newb and don't know how to board.  Hell I seen a guy loose when he had almost twice as many crew.   It's easy for us that know how to board and what to hit and when.    Also remember they will pull you if they have more crew than you.  99% of the boards I win against players is cause they have no clue what to do in a board.  These same guys prob will get there arse handed to them by AI.

    He boarded me. I was outnumbered with no prep. Still won easily. Brace - counter / change to deck guns - brace - brace - brace - counter / change to deck guns - brace - brace - brace - counter / change to deck guns - brace - brace - brace - counter / change to deck guns - brace - brace  - brace - counter / change to deck guns - die of boredom

  9. 32 minutes ago, admin said:

    it seems that missions are mixed up

    captains who were doing first rank missions (for example midshipman for britain) should do ensign missions instead.  (second from top in choices)

    Just done Midshipman mission on Global. Me, Ensign in Basic Cutter. Enemy solo Cutter. All good.

    Edit: Another Midshipman mission, still in Basic Cutter. Enemy solo Privateer. All good - though please improve AI boarding.

  10. 1 minute ago, Jones el Tuerto said:

    They should put back the thing if a player of a nation (excluding pirates) attack another player of that nation switch instantly to Pirates, he should be punished in that way I guess.

    Wouldn't help here. [BFG]Nijmegen entered the battle as an ally to @DestroyerNL, but then attacked Dutch Destroyer inside the battle.

    Either that and he was aiming at the enemy off your starboard quarter and missed. My shots go like that sometimes :unsure:

  11. 5 hours ago, The Red Duke said:

    Thanks for the preliminary answer on your end of the stick :)

    So, theoretically, investors on armament manufacture and trade can establish a solid market by simply undercutting the prices of the NPC store ( that only sells mediums ).

    My last post was wrong.

    Start up costs are closer to 300k. 73k for the logs, 10k for stone and 13k for iron fittings - I don't know what I was thinkiing.

    • Like 1
  12. 5 hours ago, The Red Duke said:

    Question about cannons/carronades manufacturers aka. Armament Dealers

    How much was the investment cost for:

    - Establishing the outposts and buildings

    Another question:

    - How much does it cost to produce one cannon 6 pounds long or equivalent carronade 12 pounds

    Thank you for your answers.

    I cannot really add any more to @Farrago's post, but I'll write much the same things in a different way:

    Start up is nearly 200k 300k excluding outposts. Add another 10k and maybe another outpost for coal

    • Buildings: 180k (workshop, oak, iron, stone)
    • Resources: 16.8k 96k (7.1k 73k for oak logs, 1k 10k for stone, 8.7k 13k for iron fittings)

    Base cost of a 6lb long is 1240, taking 7.8 LH. 12lb carronade is 349, taking 1.83 LH.

    When you first set up cannon prices on Testbed I saw they were exactly 3 times the base cost. With the change to charcoal this has changed somewhat, but mediums are now all about 2.85 times base cost. Personally I don't like working with base cost mark-ups but prefer to give a price to labour hours. Shop cannons are priced at 250-260 per LH. Players should have no hesitation in undercutting this quite considerably and, as I have said before, I reckon NPC cannons are well-priced to encourage players to make them themselves.

    However it seems odd for us to be encouraged to use our valuable labour hours to make something which NPCs also make. Oh well, I guess we'll all just put player-made cannons on NPC-built ships.

    • Like 1
  13. Several people have mentioned 'could be re-cast' as if it is a virtue. What it really means is the bore wears far quicker than an iron cannon.

    I might be being a little unfair here. Bronze cannons are cheaper to cast then iron ones (the casting process, not including the material), so you might get a bronze cannon re-cast when you wouldn't think of replacing a similarly-worn iron cannon.

    Iron cannons can be re-cast as well, but there's no point. The material is so cheap, you may as well sell the old cannon for scrap (where doubtless it will be re-made into something else) and buy a new cannon rather then go to the trouble of taking a few tons of iron to the ironworks yourself.

    • Like 1
  14. 10 minutes ago, Anolytic said:

    I've had some issues/bugs with looting ships in battle instances. 

    First off I discovered that the weight of oak logs in the hold is different from what the splitting tool calculates. So when I tried to split a stack of ~149 weight to fit in the 150 weight hold of my basic cutter I ended up with 163 weight even though the splitting tool said the weight was 148. This confused me a lot, but I tried to still work it out by splitting off a few more logs from my stacks. Then I discovered the next bug. It was impossible to split off individual oak logs. If I chose a stack of everything but 1 log, the minimum stack I could get out of it seemed to be 2 logs. Scratch this part. I just watched my own video and realized my mistake.

    At this point I said f it and put everything in my hold, pressed exit and then left the battle. To my slight surprise this caused no issues. I was able to leave with my hold 120% full, enter OW and sail into my capital port to leave the prized loot. 

    Later I looted another AI trader and got some really heavy goods. I was able to stack about 300 weight worth of loot, between 2 or 3 different types of resources, into my hold and sail back to my warehouse with all of it. My basic cutter must have been stacked full of goods both under deck and on deck. How it didn't sink under the immense weight I do not know. All is well that ends well.

    Still, I'm asking if this is intentional or not. Are we supposed to be able to loot Indiamans with a basic cutter and sail all the goods back to port?

    I have a short video of my observations:

     

    Did your basic cutter have guns? They weigh about 14 - the difference you mention.

    You can overload ships in battle. I haven't worked out what the limit is, but if you are allowed to overload it seems you are always able to load the entire stack. You can sometimes load an additional stack of something else if you are overloaded, but eventually you won't be able to add anything.

  15. 20 minutes ago, koiz said:

    We are customers. If they have a problem with what we paid for then they need to get out of development.

    And if they are pissed off by actual constructive criticism that's the sign of an amatuer. The stress of things not working is one thing but when you let the users get to you it's on the devs

    What game did you buy? The one I bought had a nice big notice at the top of the page

    59232a1da6eaf_NewPicture.jpg.92a2f6353e01ffa42baec7eb50385851.jpg

    • Like 12
  16. 3 hours ago, PaladinFX said:

    I don't understand the decision to remove copper from the game.

    So where the heck is the copper coming from for the ships that have a copper hull?

    Seems logical to me that if you want to improve a ships speed then copper plating the hull is needed. If we select Speed for the build and the copper hull just magically appears without copper being needed as one of the resources that's just going to be stupid and unrealistic.

    What exactly is wrong with having copper in game anyways?

    I think all navy ships (but perhaps not all traders) of this age would have been copper-bottomed. Shipbuilding is already very easy and copper seems an odd choice to remove.

    If TP is removed entirely, then remote crafting must be made possible. Or allow me to leave a month's instructions with my overseer. Or give me a couple of weeks' building resource storage and a week's LH storage. It is unreasonable to expect crafting players to sail to each of their outposts every 2 days when they neither need to collect or deliver materials, just so they can harvest some hemp.

    • Like 6
  17. 3 minutes ago, Norfolk nChance said:

     

    If anybody as time have a look at the Map function on Arma3 on YouTube. Also look at the Compass on Arma3. I know its FPS but using the Compass as an Overlay like pressing the [Shift] key to look through the spyglass. Either a graphic sextant or compass would be used in the same way for NA. 

    As one of probably very few NA players to have actually used a sextant to navigate I can tell you it would be impossible to use one in game. Even at real life speeds, taking a sight east or west at dawn or dusk you'll be amazed just how fast stars and planets move (yes, yes, I know ...). With 24 hours compressed to 20 minutes you'll never stand a chance.

    There are two key relationships. An error of 1 minute in reading the sextant translates as 1 nautical mile on the ground, and an error of 15 seconds of time translates as 1 minute of longitude on the ground, a little less than a nautical mile in the Caribbean.

    With the speed the sun and stars move (and, by the way, we don't seem to have accurate constellations in game, let alone planets) we'll be lucky to get 5 degree accuracy reading the sextant - that's 300 miles, and with the clock only incrementing in 10 minutes steps every 8 seconds or so, well, 10 minutes of time is 40 minutes of longitude, or 2/3 of a degree (which isn't unrealistic for the time, I might add).

    But knowing the time and shooting sights is only half the problem. The calculations aren't the trigonometry you learned at school, and it used to take me about 15 minutes using sight reduction tables to plot a fix.

    Now, there are two caveats to this. Most celestial navigation is difficult, but there are two ways of finding latitude which are easy, and one of finding longitude which is easy but unreliable.

    • A dawn or dusk sight of the pole star gives you your latitude with no further calculation necessary, except possibly deducting the dip of the horizon if you are in an elevated position. You take readings at dawn or dusk because you must be able to see the horizon.
    • A noon sun sight is a little harder because (a) you need to watch it rise and then start to fall so you can determine its highest point and (b) you then need to look up the sun's declination for that date and time and add or deduct this from the sextant reading (as well as deducting the height of eye angle as before)
    • With the noon sun sight, if you can determine the exact time the sun reached its highest point then you can use the ship's chronometer and the equation of time to determine your longitude. The equation of time is the easy bit, but you'll need to be very skilled to determine the time of noon within 15 seconds (1 minute of longitude, remember) and then any errors in your chronometer also translate as 15 seconds per minute.

    Even these 'easy' methods would be very difficult to program in game, I imagine.

    • Like 2
  18. Agree whoelheartedly with the resources thing. I was thinking of a weekly calculation based on how much of a resource had been extracted in the previous 28 days (Weekly rather then daily change helps not penalise players who don't play every day; 28 day totals allows a prediction of what the following week's building % is likely to be, giving players the chance to move before the weekly change if they want). Extraction limits have to multiply up by something related to the number of players;I was thinking of active players on the server, but it could be per nation. It is building outputs which most need to be restricted imo. I'm not too botheresd either way about gold or LH increases.

    For shipyards I am less sure. The purpose of the shipyard seems to be to tie up a building slot so if you want to build ships you have fewer slots for resource buildings - which seems a decent idea to me - but is let down by being able to harvest everything you need for ships and guns by rotating just 3 slots with cheap level 1 buildings.

    Won't your plan for national shipyards encourage centralisation?

    • Like 1
  19. I am in favour of keeping GPS, though there are three changes I would like to see:

    1. Write latitude before longitude
    2. Use minutes rather than decimal degrees
    3. Use nautical miles instead of whatever 'k' stands for (km?)

    However I understand why some people want to see GPS removed. Navigators of 200 years ago were not helpless or blind, they had several tools to help them and by the tiime of the game they generally had accurate charts (though I think Kidds had yet to be set down accurately :))

    • Sailing from a port and within about 20 miles of the coast in daylight (except in storms), a navigator would know exactly where they were. So does the player, usually, so perhaps he doesn't need to be told where he is.
    • Away from shore, at night or in storms, navigation would be by dead reckoning - which is basically what we think we are doing when using the compass without GPS to navigate. But we don't have currents or leeway, a poor helmsman or (except for dodging the daily sweep) continually changing course to follow the wind. Also it is clear from posts on here that most players have no idea how to calculate distances, which (currents aside) is one of the easier jobs for the eighteenth century navigator, though wasn't particularly accurate. I don't know how this could be done in game. Perhaps it could tell you you have travelled about 200 miles from Aves. You'll know the direction from looking at the compass (we seem to be pretty good at that bit, within certain limitations), but we need a way of finding distances on the map. Of course, 1 mile is 1 minute of latiude, but the map with it's square grid is obviously flawed (or perhaps it isn't square and it is my eyes that are faulty), but at any rate there could be a scale somewhere for those less well-versed in marine navigation
    • Dead reckoning gets steadily less reliable the longer (time rather than distance) you spend away from the shore. This is probably matched by our own inaccuarcies in reading the compass.
    • Away from shore, a ship can check its position using a sextant. You need to see a celestial body and the horizon - so you cannot take sights at night, in storms or even in overcast conditions. For game purposes, reasonably matching reality, we could have dawn, noon and dusk sights (but not in storms). As others have noted, latitude can be measured a lot more accurately than longitude (strictly speaking, longitude can be measured just as accuately as latitud if your chronometer is correct; if your chronometer is wrong then so will the measurement, and if you have to take lunars to find the time then any inaccuracies in taking sights are squared for the longitude measurement). I think for the game, we might be best off ignoring the difference between latitude and longitude and just give positions to something like 10 miles (10 minutes or 0.17 degrees)
      From this, you could get a display saying something like:
      • Last fix. Time: Day 2 19:00, Position: 19°30'N 67°40'W (sextant) Distance sailed since last fix: 210M, or
      • Last fix: Time: Day 1 13:20, Position: 20°15'N 74°40'W (land) Distance sailed since last fix: 72M
    • The fix would only get updated at 05:00, 12:00 or 19:00 in open sea if you happen to have a clear sky, or if you are within sight of land.
    • Approaching a new coastline, you'll be able to take bearings accurately, but might not be entirely sure what bit of coastline you are looking at. I have no idea how to reflect this in game
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