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Everything posted by Hethwill

  1. In game, in port, top right corner, click the medallion. You should have a DLC separator and then the DLCs you purchased. Click Redeem. Voilá. Have fun.
  2. In battle: - Order them to stop - Sail alongside, access ship with X key - Select sink Pretty much same as you would do with a surrendered/captured enemy ship.
  3. Trade protection was one of the major factors that led to wars during this period. Traders are the least innocent.
  4. While the initial message focus the game as whole, it seems there's a very central concern on everything War Server, when in effect the game is two pronged - War and Peace. It would be beneficial to point out exactly which server we all mean when we point out specific things and reply, not to confuse readers that might be searching for a Peace single or multiplayer coop experience and not the additional War competitive multiplayer.
  5. Yep. This occurred on distinct situations - Neutrality towards both nations. If one ship fires another the fort will assist the offended. There's plenty of these cases and the latest i remember still with canvas flying was during ACW with Federals firing upon Rebels in neutral port, but there's a lot of "neutral port defenses fire" during the entire age of sail. Enemy vessels were always fired upon or apprehended. In NA all nations are enemies.
  6. Defense capabilities of the LGV compared to TBrig when faced with 7th and 6th rates is a major difference. Likewise Trade Snow combative capabilities compared to Trader Brig. Less cargo volume in exchange for that volume being occupied by the carriages and guns at the ready. Tbrig should, indeed, be in between both regarding cargo volume.
  7. Other game with insurance covers the full cost ( player must put the entirety of money on insurance though, is basically a savings for a bad day ) has no player to player trade so the prices correspond to what the market charges. Insurance in NA is in relation to what AI market charges, not what players charge. The beauty and the beast, and the more we charge for resources the bigger the gap from insurance. It affects both the buyer as much as the seller, because all lose ships. In that regard the NA insurance is well done.
  8. I don't disagree. Just stating the mechanic as it is now, the machine does not care about human arrangements. IIRC is one of the more requested ideas from the "less nation, more clan" players, to go full clan wars and in that regard yeah, it would be a mechanic in place and all clans could setup diplomatic mechanics between themselves.
  9. The Status at mechanics level is terrifyingly simple - all nations are enemy to all other nations. There's no tracking done by the machine to what the humans do or talk which includes clan level diplomacy with enemy ( enemy!) nation clans. ( all other nations/clans/players are enemies, that's the essential baseline that drives the mechanic so far ). Maybe devs working on alliances !?... who knows...
  10. Objective to take over the enemy ship is to take the prize, the ship itself most of time. So... who keeps the ship ? The original owner or the fellows that capture it ? There can only be one ship.
  11. You will not surrender... But the gank squad might force ( if they fancy your ship ) you to give up the ship, and capture it, by force of chain, some ball, a lot of grape and cutlass.
  12. Oh, this is interesting. So, for example, in a hypothetical Hornblower scenario where Pellew sends him to aid the royalist french army, one could select to play only Pellew part and stay with the fleet -or/and- also play Hornblower and the British and French armies Officers parts ? That's cool would love to play just commanding the naval forces, send marines and give them to land commander and "suffer" by anticipation IF the land forces would do it or not, even with "alternative" endings like having to evacuate the failed expedition.
  13. That's correct nowadays, technically a daily newspaper. But can also be a periodic that relates daily occurrences, such as the ones in the age we depict in the game. Could be weekly, could be monthly, but - and you are right in that - they would list all the daily occurrences during their period cycle. That being said, it is important for the gazette team to take note of daily events, minor, major, and even irrelevant funny ones, to populate the gazette
  14. More "Caribbean news" in this format needed. ( albeit the modern looks the gazette format lends itself to the period of history portrayed by the game, where every town had a gazette )
  15. You will be in good hands...helm...thing... with Ultimate General Age of Sail. I've been avoiding campaign spoilers like they are the plague, but the word in the wind is that is great. Think the investment is well worth, especially for historical SP gamers
  16. Interesting. Thanks for the thoroughly explanation the RAIDER in action, from preparation to the unfolding of battle.
  17. I spent a ton of loki's after it was introduced, spent all my cash and stockpile them, and i'll tell you that in roughly 50 battles i invaded, only 1, only ONE, the player was facing a stronger AI ( not by much but was stronger model). All the others were tremendously one sided. Make no mistake of thinking others are awesome. Loki is a excellent way to thermometer how much risk players are willing to take, and generally speaking is close to 95% chances of victory or no dice. So, definitely NOT a everyday captain that one. Not at all.
  18. Easiest way would be to keep the 5th rank for 12 - 18 pound cannon and elevate the above. 24 pdr to 4th rates. 32 pdr to 3rd rates. ( in truth the 4th and 2nd rates were dropped, they just kept the designation because of many 4th and 2nd rates still in service but no new ones were built ) There is always a "strongest" model in all ranks in game. There's a strongest 6th rate. There's a strongest 1st rate. etc. There's no issues with a strongest 4th rate IMO.
  19. 3 players are 3300 crew, actually maybe even more. isn't 1400 with the additional rank now ? So... 4200 crew.
  20. Is a interesting one to point out regarding the need for crew ( rotation system was and is used in all aspects of warfare )and the casualties in the end ( aside realism of actually surrendering to save face and lives ). A ship listed 350 hands doesn't mean all hands are at all times at a station, even during battles. Gun crews for example, can be listed as 16, but only 8 are manning a gun at one time, others are ready to take over casualties and switch whenever officers see fatigue settle in. Question (kind of off topic but related to in game mechanic): Why didn't the Java or the Constitution 'anchor' themselves dead into the wind, like we do in game, and fight it out making sternway 'esses' ? Hmmm... maybe it would be the worst option in reality, as opposed to be one of the best options in game. Look at the times, passing the 90-65 degrees into the wind takes 10 minutes to go to the eye of the wind ( even if we go 1:5 scale would be 2 minutes in game ), now imagine the Java would abort the tack through and reverse back through the eye of the wind... would be how many minutes without any wind to spare ? ( she is dead on the wind ). Alas in game we can do that in perfect harmonious fashion. Actually it is the preferred method of many gamers. Back to crew management... Gun crews could be used on deck to pull cables, was pretty straightforward work. But to go aloft and do all the rigging work was the "sailing crew" job. Same deal with manning the guns, pushing cables of the carriages is easy and sailing hands can be used but the rest of the reloading and firing process was the "gunnery crew" job. In game we can reduce both "crews" to zero, by turning off focus, and ship still keep operational levels, especially in sailing. ( sails must always be kepts, fiddled with, they can't simply be left on their own with 0 crew looking after them ). Like in the example above, the Constitution gained enough separation to proceed with repairs. She wouldn't be able to do that carrying that much sailing procedures. She needed space and time to let go some of the crew aloft to help with the repairs. So, is there a change needed at crew management? Not really. At best ( or worst ) there would ALWAYS be a minimum crew in all stations representing the true "rigging crew", "guns crew", "marines".
  21. Did acquire the product to enjoy in this festive season and must say i'm very very pleased. I will not touch the campaign at all as i want it to be fresh upon launch so doing the singular engagements at a slow pace and replaying them trying different approaches hoping for different results. I really like the pace of naval combat, hope it stays that way. Land operations seem somewhat "too fast" regarding outcomes if one would translate into scale comparison to the naval side of things ( maybe it is the casualties rate ? no idea ). Anyway, have a lot of feedback lined up and eventually will share it. Last but not least the sound and music are really nice. Thank you team.
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