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Showing results for tags 'shipyard'.
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So lets start off with a current aspect of the game that I think the Devs are going to address but im not sure. This games armor system is a bit...limited, and quite easy to exploit. As it stands armor layouts in the game are not accurate in the least. Belt lines cover the entire ship and extended belts and extended decks are far too easy to make impenetrable. Makes battleships and Heavy cruisers rather insurmountable to ships with smaller guns, and super structures dont really seem to get hurt as easily as they maybe should. As we all know the actual armor layouts of warships is quite the com
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Hello. First of all I would like to THANK YOU for this amazing game...something that for years has been lacking. I was so entranced by all its possibilities that I was inspired to start a sort of graphic novel (in the form of a newspaper) based on a custom battle I played. However, since the update, the hull I was using for my 'hero' has lost one of its' barbette mounts, and it is no longer possible to build the star of my novel in order to finish the project. Is there any way I could 'backdate' the game to V4 in order to build the ship I need to further the story? Thanks,
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I've been thinking about this for awhile now. So Clans can establish a Clan warehouse, but why not a Clan Shipyard?! Think about it: Purpose: Clan crafted ships could be be put in Clan Shipyard by the ship crafter(s) and available for Clan members to claim and take ownership. Ideas on how this could be implemented: 1. Ideal: An icon like Clan warehouse, but for a Clan shipyard. Simply adding an option for "Send to Clan Shipyard" or something when in your Docks view when right clicking on a ship if you own a Shipyard building at that Port. When doing so, user is prompted with a
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The introduction of elite ships as 'end game content' for veteran players was a good thing. You get mostly powerful ships with port boni and, more dependable, those tasty new cannons. However, I think nobody will contradict me when I say ship crafting got stalled this way. It isn't making sense any more. Which is even a higher barrier now as after release we are supposed to set up our shipyards again from scratch and heavily invest into them. Any ship built on player's shipyard, even in preferable woods, will be outmatched by a converted elite note ship. -- So I am proposin
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My suggestion is to add some depth/specialization to the shipbuilders/shipyards in the game. Currently any T3 shipyard can build any ship. What I'm proposing is to have these specialized. As the builders/yards are set up require the player to specialize in a particular style of ships. French ships, British, Spanish, American and Baltic (Swedish, Dutch, Danish, Prussian, Russian). This makes it so that while this puts more effort into getting these ships, 1 person cant just pump out L'Oceans and Aggys for everyone, since one is French and the other British. The rigging and perks I don't
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Ahoy. I was bored so I messed around with excel. Introduction: There is a lot of information out there regarding this game. Much of it is outdated since we are in a constant process of tweaking and testing. I have been playing for a couple weeks, and have just finished grinding myself up to 50 craft. I wanted to see if I did it efficiently (I didn't), or if there were better ways. What I intend to demonstrate with this study is a data-backed guide to grinding a new player to max crafting level as quickly, and as cheaply, as possible. Methods: Data compiled for this study was:
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reinforcement Zone vs. capturable ports
Suppenkelle posted a question in Feature proposals and Gameplay Help Q&A
In his notes to the update on 21st June @admin stated that: "Reinforcement zones ports and capitals (uncapturable ports including free towns) ability to build better vessels reduced, capturable ports ability to build better ships greatly increased" At least in case of Sweden (don't know about the other nations) this seems to be a bit misleading as Sweden has a capturable port within th reinforcement zone: Philipsburg. So, the simple question is: Is Philipsburg counted as a "Reinforcement zone port" or as a capturable port as it is clearly both? Thanks for answers. -
Coming to a shipyard near you soon! The Wasa, by Fredrik Henrik af Chapman. Look no further. Here is the leaked crafting receipt for the new Wasa. A ship that is coming to the game with Unity 5 and which can already be taken for a spin on the testbed server: (click and expand to fullscreen to see full size image) This announcement is sponsored by: To learn about how you can already test out this beautiful new ship devs are giving us - if you haven't already -, follow this link:
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I advocate a more flexible construction/modification feature in the shipyard. I want to be able to trim the ship fitting my play - in this case making my traders fast, dumping all main guns to achieve more speed and fitting a couple of HEAVY stern guns to slow down pursuers. The ship mod section (and initial construction page) should have sliders to select weight, speed, gun sizes, gun placements, rigging quality, hold, powder storage, ammunition, crew selection (number of gunners, sailors, marines...) and all of course having results in speed, stability tonnage and so forth shown... Then I ca
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A lot has been said about the greatest docks and shipyards in history, from the ancient shipyards of Athens, Carthage and Rome to the more modern sites of Britain, Spain, France and the Netherlands but none of these has changed the world quite as significantly as the Venetian arsenal. The Venetian Arsenal, first started as a small project of the Venetian state in 1104. Its purpose was to cheaply and efficiently service the state owned Galleys used to protect the interests of Venice's key source of income through trade. The Arsenal grew with the republic to not just become the worlds most impre
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Hi, i am doing research on shipbuilding in Europe in the Age of Sail. I found some pictures, which i will show below. The first one is the Woolwich Dockyard, the second one is Holmen in Denmark, the third is Rotterdam in the Netherlands and the last one is Stockholm Shipyard You can see the difference in how the ships are build. The difference in how the shipyard looks especially came too my attention. It looks as if the English and Danish made use of some sort of drydock to build their ships, in contrast to the Dutch and Swedes. Can someone explain why some ships are build in some sort
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There is a pirate drama series called "Black Sails" that is a pretty entertaining watch. My question though, as far as the ships in the show, are they purely fictional? If not, can we find the plans to those ships, or ships that draw similarities, their actual names, etc.) would be nice to see some of them in game. nostalgia.
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Hello all, To get a shipyard at level 3 it represents a total investment of more than 1 million gold, yet all this money gives us nothing more in return than a "license" to build higher class ships, no other advantages is given from investing such load of money in a lvl 3 shipyard. My suggestion is to make the shipyard level 3 adding an additional dock slot in the outpost, simple as this, it makes sense to get an additional dry dock slot with such building and it will surely make the shipyard value more worth the investment than now, we will be able to get one more ship stored in the o
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Hello! I would re-command you to add this great ship, a 20 gun Sloop of War From the great series of "Hornblower". This ship is great looking and it's construction is perfect and really beautiful. I will add a link with a picture of this ship-> http://www.google.co.il/imgres?imgurl=https%3A%2F%2F33.media.tumblr.com%2F40bac7ca756710b7df29f7a22573d9d5%2Ftumblr_mrtqdgVUz11qfigugo1_500.gif&imgrefurl=https%3A%2F%2Fwww.tumblr.com%2Ftagged%2Fearl-of-pembroke&h=270&w=500&tbnid=6jHtlr4jWgLihM%3A&zoom=1&docid=BCK6dUTEfIqHGM&ei=KMqVVKj5JoGtUMOmhPgC&tbm=i