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Thomas Cochrane

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Posts posted by Thomas Cochrane

  1. So basically the naval officer gets everything for free and has to accept fights. It doesnt matter if you loose, you got everything for free anyways!

     

    And the privateer has to work for all of it.

     

    I love it! (but only if this combination for the naval officer will really happen.)

     

    Also privateer can go after shipping, which officers could not without orders to hassle trade. 

      

    Also privateer gets a better prize share. 

     

    I think it would matter if you lose, even as an officer, because you will never get any better ships or promotion. 

  2. Do you think it would be possible not to overwrite the old prices? If we had past prices and quantities of goods, we could find out the price function by using econometric analysis ;)

     

    and thanks for letting me join the project

     

    In principle this is a good idea, but how would it work in practice?

     

    Also, You know that you can review all revisions by going to FILE > SEE REVISION HISTORY 

     

    Maybe there is already enough data there for you to analyse.

  3. I just updated the spreadsheet. Its clear that either the prices change on a daily basis or different players get different prices. Plus as you sell stuff the price you get goes down. Initial thoughts are that the sell price is rather low in most cases and its going to be hard to get rich.

     

    Yeh. I think the trading will likely be changed otherwise it won't be very fun - if you want to go here and add some support to raising minimum prices the devs may notice : http://forum.game-labs.net/index.php?/topic/6103-suggestions-for-improving-trading/

  4. This collaborative prices spreadsheet will shortly be taken offline.

     

    The new one will be hosted on a private Googlesheets documents.

     

    If you want access then you have to PM me or add to the bottom of this thread. 

     

    To get access all you have to do is agree to update the prices from time to time (not just use it to take information and never update).

     

    If anyone wants to thing of a formal name for the org that is fine too.

    • Like 5
  5. I have been reading some naval books recently and I thought it would be cool to create a youtube series about the life of Nelson and some of his battles and engagements and other nautical things - like five minutes each.

     

    My questions are:

     

    1) To the devs: would we be allowed to use in game footage from Naval action (with attribution) for this purpose?

     

    2) To the community: Would anyone like to do a reenactment ? I was thinking of starting with something small like the Agamemnon's engagement with the Ca Ira/Vestale in the Med (13/03/1795)

  6. My game doesnt crash but it becomes unplayable every time I leave port and often when I leave a battle. The screen splits into four segments, like a kaleidoscope, and I can see anything until I restart. Anyone else getting this? 

  7. My daughter, who is nine months old, likes to fire the cannons. Or at least likes to smash the spacebar. 

     

    Anyway, put your son on the ships books now so that he will have more seatime when he comes to sit for lieutenant. 

    • Like 2
  8. Ref. recovering anchors. Cutting away your anchor in battle or emergency was a recognised practice. Ships had several anchors and whilst they didn't like dropping them they did at need. If time and circumstances allowed they would bouy them but if not 'dragging for an anchor' was a recognised procedure.

    Making ships wait to recover them before moving off would be highly unrealistic.

    Fighting from a stationary position was also a recognised procedure. It was done at anchor, with a spring to the anchor to allow the ship to be pointed exactly. It was sufficiently common that there was a specific signal for it in the code book. The only problem with that tactic is that you needed the water to be shallow enough for the anchor to be usable - vessels have never carried cables of infinite length!

    That last also rules out making a ship under Bare Poles anchor if you want to be realistic. Unless you are in reasonably shallow waters it would be simply impossible.

     

    Interesting. In real life if you foul and anchor and have to cut the line you might leave a fender floating there so you can come back later and try to retrieve it. This might be an option in those days too, for example using a barrel to mark the location. So if you can run to fight in game you wouldn't necessarily lose the anchor, you might come back and get it later. Obviously this depends on the size of the ship because it's one thing to hold modern chain and rope with a fender, the chain and rope in those days probably weighted a lot more. Assuming they also used a mixture of chain (for the weight where its needed at the bottom) and the rope then it the only thing the float would have to support would be the length of the rope measuring the length o the water depth (obviously the chain/rope combo would be much much longer, but most of it would lie on the seabed and not pulling down on the float). 

  9. I have a question are ships irl able to turn with no sail power?

     

    In a absolute flat calm they wouldn't turn at all without oars. 

     

    Usually there is a enough wind that they will begin to turn very slowly just on bare poles, though it can happen that you are completely becalmed. 

     

    There is also the effect of tide and current would have the effect of moving the boat and generating some way so that the rudder would have some effect.

     

    But in answer to your question: generally yes, at least to some extent but it could take a very long time to turn around (like hours).

     

    Edit: Thinking about it more I guess it also depends on size because I've seen Hobie Cats without gennys (i.e. main sail only) get stuck when the wind fails and they seem not to be able to turn at all, maybe the bigger ships have more forces acting on them?

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