Jump to content
Game-Labs Forum

Balck

Tester
  • Posts

    488
  • Joined

  • Last visited

Everything posted by Balck

  1. A vector: The one element we are missing is magnitude, in our case wind speed. Not sure if this will be implemented into the game. AoP had this. In either case, it's the same concept as in AoP, NA's is just larger. It's a minor graphical issue really, one easily resolved if deemed necessary.
  2. That music is so very Napoleonic!
  3. Agreed in all respects. PS. My 2 year old daughter loves your avatar Johny. She calls it "silly teeth" and gets a kick out of seeing it every time I read one of your posts. Thought I'd share
  4. Very Dutch, wasn't she I think she may be too early for the game's time line. Seems we are sticking to 18th century to early 19th century.
  5. This was discussed here: http://forum.game-labs.net/index.php?/topic/862-tacking-sequence/?p=47160 0 is north on the compass, 90 is east, 180 is south and 270 is west. This could be amended to show N,E,S,W respectively with the intermediate cardinal points, NNE, NE, ENE, etc. I was able to deduce it pretty quickly given my line of work where we work with meets and bounds and north is always 0 degrees. As to the wind direction, I see no harm on simply moving it to the opposite side, it will still point int he same direction but it may be harder to deduce the wind direction with the relation to the yards this way as you try to manually control them. I've found the current set up helpful in this regard. It's a minor issue to be honest and one which is not that difficult to adjust to. Other games have already done that which NA is doing as can be seen from this video from Age of Pirates:
  6. Their animation doesn't help. The balls appear to fly faster than regular guns but have extremely short range. They really should fly slower and retain the short range. There's a bit of disconnect between the two.
  7. It's a matter of marshaling resources at the moment. I would like to see either this or the free roaming camera on the deck ala Age of Pirates. But I am content with the current system to be honest. There are enough collisions as it is
  8. Bump for anyone else who may be looking for these
  9. Get it quick! See if you can make it into today's beta keys batch! Good luck and welcome
  10. You also have your own intro music should you have a clan/society youtube channel I'm not Dutch but love their naval history. If the nation is included in the game, color me orange!
  11. I'm surprised no one has suggested the obvious name... The Flying Dutchmen Instead of V.O.C. you would have D.V.D. on your flag and logo for the Dutch translation. It would look pretty nice and historical even if the name is somewhat tongue in cheek. Alternatively, since there is a Decatur Armada, you have some great names to chose from, Tromp, Witt and De Ruyter. That or the Medway Raiders...
  12. I think you may be confusing the models with what they made into classes. For example, they used this model: For the Alexander and Macedon fourth rate. The model was based on the Friedrich Wilhelm zu Pferde, a real ship. The Myrmidon, Trinidad, Conquistador where based on La Renommee, also a real ship. The Prince and the subsequent types used the model of the HMS Prince, also a real ship: The Invincible and subsequent types were based on the San Felipe, also a real ship: Valiant was based on the Ingermanland (which will be coming to this game) So yes, the types where made up out of whole cloth. Giving the Prince 16lb main deck just so people must grind for the new 1st rate type using the exact same model is a prime example. We are not discussing types. We are discussing models, as shown above.
  13. Balck

    POTBS

    http://forum.game-labs.net/index.php?/topic/287-potbs/ Yes, the majority of us were PotBS players at one point.
  14. La Belle would be a great vessel for beginners to sidestep the Lynx/Cutter. There will need to be some serious updates based on the quality of models in this game however, specially with regards to the rigging. Good to have you aboard
  15. Played WoWP for a few hours, had motion sickness for a week... Who thought moving the horizon instead of the plane was a good idea?!
  16. Yes, you'll receive the key at the email you provided when you ordered. Activates just as you would any other key on steam. See you Friday
  17. Most of the ship models in that game where based on actual ships. The ship types were complete fantasy however. We are interested in the models not the types
  18. Seems that way. From a neutral position, double tapping will gradually shift the rudder full left/right and hold it in place. It will remain at its max position until you release it by a single tap of the opposite direction, at which point it will gradually move to neutral. It doesn't instantly go to full or neutral, it travels there, for lack of a better term. Not sure how or why yours isn't working.
  19. You mean, you want the shaded area at the no go zone instead, like this? Don't see a problem with that. Maybe it should be shaded pink/red with the best point/running in green/blue? Or something acceptable for the color blind.
  20. Wouldn't that be only a problem with respected to Lynx, Yacht and Cutter, where their best point to the wind is beam rather than broad reach? Suppose it could use some tuning up or make it dependent on the ship-type.
  21. Really? I always see the shaded arcs on the downwind side of the arrow. Compass point, 0 being north, I get. The arrow is the wind, point of the arrow is downwind. Maybe I'm missing something...
  22. Frankly, I like the minimalist U.I. It has plenty of info without overwhelming the screen. I hope they don't go to PotBS style though, never liked that rose under the boat.
×
×
  • Create New...