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Felix Victor

Yet another map: Naval Action map

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Posted (edited)
20 hours ago, balticsailor said:

Doctor Bloods Chest has 0.07 Boni (7%) but doesn't seem to add any to splinter protection, if you use it with oak planking you go from 10% to 11% protection, so i guess it might be a rounding thing there.

As for the Rudder Half Time, if i got it right it is the time from no rudder to full rudder (or visa vi) and it should decrease with mods like rum ration but it does increase. For ex sample 3rd oak oak 5 s half time goes to 5.6 s with extra rum. If you take a Fir/ Fir trim (no rum) you get 5.2 s again by my take it the time should be shorter then with Oak/Oak. 

 

v8.11.8. Well spotted.

Edited by Felix Victor
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v8.11.8 2019-07-06

  • list ship blueprint fixed: oak/fir trim correctly calculated
  • compare ships fixed: module modifiers with percentage values correctly calculated
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Would it be possible to add the elite ship's loot to the loot table ?

Eg: Which rank of ship would drop 24 pdr Blomefields ?

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10 hours ago, Felix Victor said:

Updated beta version at https://na-map-test.netlify.com/:

  • Port battles zones, forts and towers are named/numbered

Looks strange on Firefox, will check it. Please test whether you can confirm the numbers 🥂

@rediii @HamBlower

the A circle is clearly labelled.

seems B and C "circle" is now invisible or not showing.

for reference:

Screenshot_189.png

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4 hours ago, Teutonic said:

seems B and C "circle" is now invisible or not showing.

Did you use Firefox? This is why I wrote "looks strange on Firefox" 😀

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12 hours ago, Jan van Santen said:

Eg: Which rank of ship would drop 24 pdr Blomefields ?

API data doesnt show it. There are only two different entries, for smaller and bigger ships. I do not know to which ship rates this relates.

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5 hours ago, Felix Victor said:

Did you use Firefox? This is why I wrote "looks strange on Firefox" 😀

I use firefox - thanks!

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3 hours ago, blademage said:

Looks like Peace Server doesn't talk to you:)

Can confirm it. Will check. Thanks for the report.

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Hi Felix -- I bow down to you -- the work you are doing with this map is phenomenal.

I am tinkering around with the Naval Action API data and I have a question (I am developing NavalGaming.com for the US).

It appears that you have access to real-time data, like port hostility levels and port battle results. From where do you get that data? Also, where do you get port timer data?

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@Felix Victor since we have that frontline mechanic noone can wrap his mind around what is attackable or not, can you add a feature to show attackable ports starting from port x ? I think it only shows the closest 2 enemy ports so you would have to add a option to enter your own nation or present a list of attacks possible for each nation. Only regional capitals can be attacked

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Posted (edited)

To do this you'd have to have a list of attackable ports per port in the api, then you could cross reference who the owning country was, but I don't remember there being a list of attackable ports in the ports api file...

Edited by woodenfish

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10 minutes ago, rediii said:

frontline mechanic

You are not the first asking for it.

I have made a list based on the direct distances between county capitals but it is not correct. After the wipe missions from Tumbado were available for Santa Fe (201k distance) but not for Salamanca (178k). Barberouge hinted something about regional shapes or deep water routes but nothing specific. As long as the devs do not disclose their algorithm I can't add it. As I said earlier a half right list does more harm than no list at all.

@adminare you willing or able to give more details about the front lines?

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5 minutes ago, Liberalism said:

As admin use to say, we need to "discover" game mechanics :) Still funny how front lines were meant to protect certain regions from sudden attacks right into the center of country, but then we get a warp jump attack on Les Cayes through half the map and Brits could never knew this attack was possible.

Improperly tested mechanics and rushed release.

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13 minutes ago, Liberalism said:

As admin use to say, we need to "discover" game mechanics :) Still funny how front lines were meant to protect certain regions from sudden attacks right into the center of country, but then we get a warp jump attack on Les Cayes through half the map and Brits could never knew this attack was possible.

That is the biggest issue imo, there isn't a clear-cut definition. There are 7-ish capitals and 2 free ports that are closer to Les Cayes and not across the sea, but Santa Marta was allowed to pull missions because the Dutch had a lot of ports (but the number is unknown as to the required number to start pulling random missions).

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30 minutes ago, Spikes said:

That is the biggest issue imo, there isn't a clear-cut definition. There are 7-ish capitals and 2 free ports that are closer to Les Cayes and not across the sea, but Santa Marta was allowed to pull missions because the Dutch had a lot of ports (but the number is unknown as to the required number to start pulling random missions).

It's just simple. 3 closest enemy county capitals. The range is estimated by closest sea route.
For example we have Campeche, the nearest counties are all Russian so the nearest attackable capitals are Salamanca, Pinar del Rio (sic!) and Belize. For Veracruz it's the same ports, though Omoa is closer to it by straight line (as raven fly).

So in case of Santa Marta Les Cayes are nearest county. The other two is Portobelo and Old Providence/Pedro Cay I guess

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I hate to ask this, but where are people getting images of Fort and Tower locations for each port? I thought it'd be a on this map in a drop-down menu somewhere. 😕

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