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Everything posted by doublebuck

  1. It's hard to say if it is a bug or not. Generally you have to have the required amount of guns the ship needs in order to apply them to the ship. Now, if you are saying you bought them from the shop and they do not show up in your armory then that would be a bug so F11 and send report. If you save your game or when the game saves, for start of battle and end of battle, then reload, the victory save, and look at your results, redo what you want to do and see if the same thing happens and if it does then send another F11 report which helps the DEV to solve the issue. I would quit game, load that
  2. I'll just say, I forgot what battle I was in when this happened, but the enemy had a Dragoon unit, and so did I. The enemy Dragoon unit attacked and charged one of my infantry units of 150, and I used two other units of 150 each. to join the melee and also with one volley from my Artillery unit as it tried to retreat, helped to kill that Dragoon, but my main infantry unit that took the brunt of that attack had severe casualties. The Dragoon unit I was given in this battle was for me, the first time trying it out. My infantry unit would shoot one volley at a skirmisher unit then I used the
  3. Thanks for your information. I guess we could agree that each of those two upgrades may have a % of risk considering the gun wasn't made for that procedure when the gun was first created. Of course, I think of that only in terms of common sense, not, true factual information. Even without using any of those upgrades on our ship sometimes a ship just blows up anyway so for me, why take a risk like that into a sea battle. I rather use other safe upgrades for my ships but each of us play differently and that's fine. It's a small part of the many things that helps to make this game fun.
  4. I have a question? A short gun shot is not affective at long distant as a musket could shoot at a longer distance. My question is if you put double the black powder into a gun shouldn't that be what could exploded the gun not that you put two round balls in it? If for an example you have a musket and you put two round balls into it with a regular load of black powder wouldn't that be as if it were a short gun load which is not accurate at long range however I would think if you put double the black powder into what normally just requires a single black powder load wouldn't that be what gives
  5. I watched a few of my videos and I guess I could say my larger cannon unit does kill more than my smaller cannon unit. Only a DEV could gives us the best details. I have a 7 gun 8LB 140 men and a 6LB 5 gun 100 men and it appears the larger unit gets more kills but I don't know the % per gun. This game is a NOT an exact copy of UGCW so what applies in that game might not apply in this game.
  6. Yes, in UGCW that is mostly true. This is a different game so they may have fixed that or it might not apply to this game for I don't notice anything odd about a small unit to a large unit other than staying power or lasting longer when it gets attacked. A small unit could get destroyed where a larger unit could take some losses and keep on fighting. Maybe a DEV could make a true comment about if it applies to this game?
  7. UGCW is a finished game that has that feature however this game is not finished so as much as I would like to have that feature I would rather have them focus on making sure all the battles in all of the campaigns work correctly even with all the most recent updates so currently I cannot complete Mare Magnum for days now and even at this very moment in time it prevents from enjoying this new battle. What happens is at the moment I decide to pause or pause a few times suddenly the battle won't come back from a pause so basically the game still plays the music and I can even give orders to my sh
  8. I just tried this battle again. F11 too. When we are in a battle, it is RTS and the AI has an advantage over the human player for it runs it's routines automatically so we need to be able to pause so we can give our ships orders. I don't want to pause a lot and I been playing this game often since December so I know a lot about this game and normally don't have this problem so why is this battle freezing? You can see in this picture it is paused so I can assign orders to my ships but I can't get out of pause and when a person is playing RTS we must be able to pause and not worry about the ba
  9. Another point. Barbary War DLC, 1st battle Ransom ok, second battle Pillars of Hercules two crashes to desktop, 3rd try playing it I got through it with a victory but noticed the game did not deploy two of my ships that were assigned to deploy from the two limit deploy slots so I had to fight it with the 1st four that deployed only. 3rd battle Mare Magnum above problem no ability to make a fire ship, and it froze deep into the battle so I don't know how that battle will end but I thought that I would need a fire ship and can't make one. Yes you gave us a couple of 4th rates to do this bat
  10. Battle Mare Magnum, this battle froze and just played the music I could click onto a ship give it orders but nothing happens for it to not to release from a pause. Also have you removed the tech fire module from the Barbary War DLC? I realize I play on hard difficulty but I think you expect too much from us on this battle and you took away the option for me to make a fire ship. In the American campaign in the early battles I might have used one or 2 two of them for I didn't need them later on but in the British campaign I had to use a lot of them but my problem is in Barbary Wars this battle
  11. I just discovered a problem I have not had with this game before this. In Ver 9.24 REV 36119 UAAOS-8133 report On hard difficulty Barbary War DLC 2nd battle, Pillars of Hercules. 1st enemy ship comes out from middle border I capture it, 2nd enemy ship comes out left end of that same border I capture it no problem but when 3rd enemy ship comes out from the same border far right I got suddenly a crash to desktop like as if I wasn't playing the game or like I was getting ready to click onto it to start to play. So I tried it again, this time when the enemy group of ships deploys a few moments
  12. Interesting. The thing I don't like is say all the ships are in a fight of their own so I click onto a ship that I want it to board a ship and what happens all my ships connect up to it so I can't give the ship I selected to board because they are in a line connected also meaning all my ships are now turning out of what I originally wanted them to do so I have to go down to the scroll bar and x out the line of connected ships just so I can go back to my ship and give it the order to board and also have to give each ship the original orders. What ever allows that to happen I wish it could be ch
  13. I F11 but I just want to make sure you are aware that all the things I listed in the Title reappear every time when getting into harbor even when I delete them I play a battle get to harbor and they all come back and I have to look at them again and delete them, they even come back with results from previous battles info too and I then have to look at them again and delete them. If a stage has 3 battles when I always delete all the info stuff do another battle get to harbor all the new info stuff is there fine but last battle stuff is there again and if I do look at them all and delete them I
  14. Thank you, but I do send a report, and it still happens and if you are not careful or should I say if you don't notice the prisoners that vanished and start that battle and finish it then you lose them forever but the main problem is after Valcour there seems to be no selling of any prisoners and I am up to actually 1814, of them and all through Man O War too no selling of them either. I think does (Seleukos) enjoy spending 8K in maintenance cost or I with 1814 cost? No, so is there a way for you to make the selling of prisoners more often like during a turn? Like I said earlier, if you d
  15. Yeah I agree with you and I always wish a DEV would give us some type of answer. I now have 1811 prisoners and if I start a battle but for any reason to restart the battle or go back to the harbor the 1811 prisoners vanish. Like you said we also have to pay a maintenance cost too so please fix it so each time we go to harbor let us sell them without you stealing them from us. I guess if I don't want to pay that cost just load battle quit it and they vanish but in almost every battle you will get some and if the game is not giving us a chance to sell them then that is not the way it should wor
  16. Again I had 500 prisoners in the harbor I go to next battle fight it for awhile had to quit for I had company over so when I got to the harbor the prisoners that was 500 is gone. Can you inform us that you made a change in the game or not that takes them away from us?
  17. I will never play Bunker Hill ever again until they fix retreating ally units and stop them from retreating forward to the enemy ships. I lose many units that way when all they had to do was go backwards instead of retreating forward. In UGCW and in this UAAOS you never made a game mechanic action that allows us to control a retreating unit so we could direct that unit to a specific spot on the map. That would allow us to save a unit from doing something stupid. I am not asking for total access to the retreating unit all I am saying is at least give us a move order to point them in the correct
  18. With the recent update when the British send me a letter so I can sell the prisoners that are in my harbor each time they only buy a small percentage of the amount that I have for example 176 of 459 or 440 out of 915 so you can see that they don't buy them all but they all disappear at once when I agree to sell what they are asking for. Bottom line I am getting ripped off each time I sell. Do you think this is a glitch or bug or is this intended to clean out the prisoners from the harbor?
  19. I just tested it and what I just noticed is if you send a captured ship to admiralty and gain REP, no cannons go into shop or armory which has been always the case but if you buy a captured ship with REP, I did, see it's guns went into my armory which then I could apply them to the ship that they came off of which makes it an extra task for me to do so if you are going to switch it back, great.
  20. In UGCW, I always use detached skirmishers for they are of good size but in UAAOS I hardly ever use them due to their small size but thanks for the good info.
  21. If, that is true, I second the dislike. I mean, if I, capture a ship, that has guns, then that trophy should have those guns. I don't mind ships that you buy from the shop don't have guns for that is the way it has always been in this game however suddenly taking away the guns on a captured ship, why? We captured the whole ship, and have to pay a high price on REP to get it, also there maybe a high price to repair that said ship as well as a maintenance cost too so why take that little benefit away from us? P.S. Update, Yeah, I finally bought a trophy and yes what a cheap trick it is to t
  22. Even on 2K resolution when you have a lot of units that happens all the time. I think it would be better to have a full scroll left to right of all units and make sure they don't get blocked out by any other info window or if we click onto a unit on the map, that unit, in the scroll bar should be moved to the center of the scroll bar so we would see it better and have access to it faster.
  23. The main problem I see with Bunker Hill recently is ally units that retreat go forward to enemy lines and ships. I seem to wonder why a unit can't go backwards but instead they go forward right to the shore where the ships blast them into nothing. Many units do that, when they waver they run into the mouth of the enemy. When I make a defensive line you would think most of the time a unit that wavers and wants to retreat you would think they would just drop backwards and be safe but instead they run forward to the ships or to the full line of the enemy and get destroyed. The path the units take
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