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Found 18 results

  1. Update Patch 27 - Port Interface, New missions, Streamlined economy, Insurance, New currencies.: Alternatively use the sheet as explained here. _______________________________________________________________________ This game is no different than other games with moving and shooting pixels: Speed is life. I set out to document each ship's speed characteristics in detail in order to enable you players to make the most out of your given fighting vessel. Ships can have wildly varying speeds all depending on wood type and upgrades. The ships in this thread are made of oak
  2. Hi devs! This happened couple time already. I did sail from port with Indiaman but i decided to re enter port and switch to privateer for a quick cruise: the privateer was still sailing with the OW speed of a Indiaman. What kind of bug is this?
  3. "Vier schnelle Fregatten schneiden der CHERUBIM den Weg zum Heimathafen ab. Bei vorteilhaftem Wind haben sie sie bald eingeholt, schießen ihre Segel in Fetzen, schießen dann die Mannschaft runter, und am Ende boardet ein speziell ausgerüstetes Schiff den Alleinfahrer." Soweit, so gut - alles okay - so war das eben manchmal - Pech gehabt. Aber was dann folgt, ist einfach nur übelster Mist aus einem drittklassigen Science-Fiction- B--Movie, der mich in einem sonst so schönen Spiel wie NAVAL ACTION schwer enttäuscht. Denn die Kommandeure der vier schnellen Fregatten setzen nun
  4. It's simple. Wasa it's actually slower than a Bellona, that makes no sense. At least it should have the same speed as a Bellona.
  5. May it be that the endy speed was nerfed within this week or last? If so, why?
  6. http://steamcommunity.com/sharedfiles/filedetails/?id=1126360230 clocked at 176Knts... lol
  7. Ok simple enough question from a player less than 3 months into the game I bought a fir / fir plank surprise. This should have a basic speed. Struggling to find any websites or info with up to date information but players have been trying to help added 3 permanent upgrades to try and make it faster, reasons don't matter it was a plan i read about by Mr Koltes before the speed nerf Bovenwinds, Gazzelle and Crooked Hull which should alter the speed by 6% , give me a 14% crew nerf ? ( 7x2) -5% armour ? and boost turning speed by 3% If I hover over the ship in th
  8. Edit: What you have written has been removed, please check the following rule on what procedure to take if you have suspicion that someone is cheating or exploiting if you don't have proof. - Moderator Team
  9. One complaint I hear very often from friends that play the game is that everything is taking too long. At the same time, the time factor works out great when the map is heavily populated and adds richness and a hardcore quality to the game. This idea is for an adjustable means of shrinking travel times in an adjustable fashion - that can be increased or reduced based on population size or other factors. Idea: "Trade Winds" are paths marked on the map and visible in the sea that accelerate the ship by a %0 to X in a particular fixed direction, as long as the ship stays on the path.
  10. Ahoy captains, i have a very specific question but maybe someone can help. What woods do i need to use to build a renommee that exceeds the speed limit enough to not slow it down below the speed limit of 15 knots with hold loaded? I will use speed upgrades like copper plating and gazelle figurehead too of course. I don't like to use fir or bermuda but i will if i have to. Any suggestions? A very fast renomme that can still take a fight was what i had in mind...
  11. Loiving this new title so far. It takes me back to CWG2, one of the best designed games I've ever owned. I'm happy to have the half speed control but I'd be even happier if I could edit how fast 'half speed' actually runs. I would like to play parts of the action at real-time speed during larger battles. Also, I'd like to see some orders delay added for Move and Hold commands. This should vary based on the range from the commander. Facing, skirmishers, retreat, etc. should not have any delay, as those orders would be issued by the local unit commander.
  12. I've been thinking of setting up shop where I can build ships with the regional close-haul bonus. Seems like that would be a good bonus on a trader brig. Then I came into possession of a t brig that had the bonus already on it. It sails at the same 12 kts as any other t brig when I sail slightly upwind, mostly upwind or very nearly into the wind. Looks like this buff is a waste of time, even for trader ships. Am I missing something?
  13. While on another stiffness streak again (7 ships until now...), i thought about improving the current system with as little effort as possible. Its just sad to see all the stiffness rotting in the shops sometimes at prices, not even covering the notes. Ill keep it as short as possible: Current situation speed and stiffness imbalanced (essential trim vs situational trim) no disadvantage for speed in terms of stats useless wood/trim combinations like teak/stiffness (liveoak/speed faster and stronger) rigging quality useless (leightweight ropes and blocks does the same) build strenght/p
  14. Предлагаю увеличить скорость хода кораблей на глобальной карте в 2-3 раза. На данный момент такая скорость не позволяет занимать торговлей не то что между странами, но даже между соседними островами, потому что чтобы доплыть от острова до острова нужно затратить 1 час. Этот временной промежуток подходит разве что для бездельников, у которых есть достаточно времени. Одновременно с этим нужно убрать телепорты на аутпосты как нереалистичные.
  15. I have a suggestion for the movement of the ships while near a town port on the open world. Instead of having ships moving super fast, perhaps when you enter the radius of a port, the speed of the ship is reduced to 1/2, 1/3, 1/4? This would eliminate the zooming ships in and out of a port. Where the change happens in the game mechanics could probably be at the same radius where you see a town's name. Just an idea.
  16. Given the recent discussions regarding speed mods (and here), why PVP is currently at a premium and the changes to rules of engagement, it's becoming more apparent that 'the chase' in this game will be just as, if not more important than the actual battles. If you can set up a ship to outrun anyone then you win, or more importantly you never lose. Recent nerfs to the faster ships also highlight this. We need variation when it comes to ships and in particular, speed. Firstly, I think every ship should have inherent variations to the base stats of it's class. No two ships were ever made
  17. I love that the ships heel with the wind and I like that we have to amend our speed so that we cannot travel at full speed and fire upwind without range problems. However when sailing the Bellona you have to stop completely to be able to fire at a targets hull when it is upwind of you. Even depowering the sails does not work. This is not imho a real reflection.of the speeds a ship could sail whilst being able to fight. Under battle sails the ship had steerage way and could fight both sides of its ship. Currently this is not possible. Even Dead Slow is not sufficient to be able to hit an up
  18. I was a little to late to buy into the Alpha Release before the PayPal issue, so I've had to make do with jealously gazing at other people's videos instead, which is not a bad exercise as it turns out. Some of this is bound to have been covered, but I'm wondering if anyone else is under the impression that ship speeds seem to be a bit on the fast side too much of the time. From my reading, late 18th/early 19th C Ships-of-the-line spent most of their time at 3-5 knots and never more than 8-9 from (HMS Victory figures). I know smaller boats were much more manoeverable and probably a tad faster b
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