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Everything posted by DeRuyter
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I have the same problem. Entered UI and only see one ship - Trader Snow. can't see any thing in shop and warehouse is empty. There are gray boxes for my other outposts but no ships listed. Sent F-11 but report froze on "preparing text" F11 sent. Deleted and reinstalled local files - same thing. Can't enter OW either. Tried on x86 as well.
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I think what we have here is a set of skillful maneuvers on the part of Captain Stewart when faced with 2 opponents. He saw that the second ship was moving to rake him astern and backed sails to prevent that among other things. Here is a more detailed account: http://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/u/uss-constitutions-battle-record0/uss-constitution-capture-of-cyane-and-levant.html According to these accounts both sides were maneuvering to gain advantageous positions. It is unclear when Cyane's rigging was shot up but certainly it was not in a good state afterwards. She was able to maneuver until she struck after a stern rake. It would be interesting to see if, as you suggest, the ships were undermanned.
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Grammar - advice needed
DeRuyter replied to admin's topic in Current Feature Improvement Suggestions
This would do with the addition of the 'a' : 0/5 in a Frigate. If you have the space I like Henry's suggestion: 0/5 while sailing Frigate I would avoid the word sink b/c you'll get the question of whether a capture also counts towards the requirement. To be clear, with the space, the heading could be: Sunk/captured ships Required for Promotion 0/5 while sailing Lynx -
What about traders and escorts or the AI you can hire to haul your goods? Should have some to beef up player traffic.
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Booyaah's One Google Map to rule them all !!
DeRuyter replied to Booyaah's topic in Maps - Development forum
I am working on this for you, just haven't had much game time in the last week or time to input the port resources. -
Telleporting vs Switchng ships & OW Reapir
DeRuyter replied to oleski's topic in Current Feature Improvement Suggestions
I think they are already working on this: http://forum.game-labs.net/index.php?/topic/7231-development-plans-until-early-access-release/ -
This ^^! I would add the effect rough seas would have on lower gundecks on SoL. Can't recall if this was added in ST storm battles, but should be included. I would like to see weather effects in OW and battles. As Maturin notes damage would not be automatic but dependent on the sails you have set. Also this provides an opportunity for the large ship to catch a smaller one that is usually more weatherly.
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I seem to get more leaks in my teak ships.
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Well I hear what you are saying as far as time spent sailing around. As a US player I had to spend time sailing down from the US ports at first, but then I found several areas with plenty of bots and at times players. As admin notes there are areas with lots of players and/or bots. I wouldn't think of it as zones where the devs want you to be, rather there are proper trade routes that the bots are following so once you find one there will be plenty of ship traffic. Try going to the Windward passage (between Cuba and Haiti) lots of action there.
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It can be very bright during night at sea with a full moon!
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AFAIK oared vessels were not necessarily more agile in battle, plus that's a lot of crew taken away from the guns. The main advantage of an oared warship in this period was in areas with tricky wind conditions or a lot of shoals and shallow water. Hence the advantage for pirates of getting into a hidden spot up a river, etc. Oared ships were certainly used in the US, in particular on the lakes and in Jefferson's gunboat navy before 1812. Gunboats with 1-2 guns mounted on pivots or on the bow. However Practically speaking for NA the devs have already stated they are not going to models no wind or light wind conditions (rare in the Caribbean anyway). Plus I am sure the oars would be a prime target for ramming...
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This would be more of an OW benefit. You would have a lookout at the masthead searching for sails as opposed to fighting top where your horizon view would be obstructed by sails and rigging. Once at engagement range guns were sighted manually from the deck. As for the wood it was really all about the density/hardness and longevity of the different types and the only speed factor would be the weight difference. If I recall correctly the British built fir frigates because they were cheaper and quicker to build (also oak was becoming scarce), but they didn't last as long in service.
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Nice idea. I agree with JR though, titles depend on the size of the fleet/ number of squadrons. So for the RN if you had 1 squadron of frigates, the leader would be in effect the Commodore and the others just ship captains. Technically commodore was not really a rank just the title for someone in charge of a squadron (or of a yacht club!) If you had a fleet with multiple squadrons you'd have an Admiral as the fleet commander several other lower ranked admirals as squadron commanders. The latter system would be good for the large fleet events.
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Then I recommend you try "La Trappe" a Dutch trappist beer brewed in a monastery (De Koeningshoeven in Tilburg(yes trappist and not in Belgium!). They have all the Belgian styles. I recommend the quadruple. http://www.koningshoeven.nl/en/abbey/brewery.php Unfortunately my childhood Nederlands taal is also mostly gone! Whenever I visit family in Den Haag we like to go to the beach restaurants in Scheveningen for bitterballen and patats. My cousin is a chef working nearby in Leidschendam. Inevitably we end up in an Indonesian or Thai restaurant though! In fact I highly recommend the restaurant "Max Amsterdam" (in the Jordaan neighborhood)for a modern view on Indonesian cuisine. Excellent Rijsttafel. I have a pofferje pan and sometimes we order kroketen from an online Dutch food store. Now I am hungry too!!
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Player roles discussions
DeRuyter replied to admin's topic in Current Feature Improvement Suggestions
What about the Merchant (Trader) role? Should this be a separate role from "Crafter"? Merchant: Access to trader ships in store or buy from crafter ( we'll need more variety of merchant ships of course). Could be dual role - ie; can also craft their own ships. Can access ports from different Nations for trade. (Maybe this could come in later when all Nations are not at war). Work with NO for escorts or hire NPC escorts. Just a quick thought for another role. Just saw McJimm's post ^^. -
Young you need to log on earlier - there was a fleet of Dutch and Swedes there at 4:00 EST
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Large Merchant Ships Needed
DeRuyter replied to DeRuyter's topic in Current Feature Improvement Suggestions
Very nice! EIC ship Falmouth Well armed with a large crew. -
In my opinion larger merchant ships should be brought in the game sooner rather than later, ie; within the next several patches. I think it is more important to have more merchant ships than adding another SOL (sorry Bucentaure fans!)at the moment. I am thinking a ship like an East Indiaman with significant armament so it can carry a lot of cargo but is a challenge to capture in a smaller ship. In the player choice poll such a ship was voted in (VOC schip Amsterdam) see this thread: http://forum.game-labs.net/index.php?/topic/3922-voc-ship-amsterdam-a-call-for-help/?hl=amsterdam I think variety in the merchant fleet is important as we begin testing crafting and trading increases.
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Put some ships from 16th and 17th centuries
DeRuyter replied to Kimball's topic in Current Feature Improvement Suggestions
This^^ would be cool! Hard to see combining 16th century galleons in NA though. By the time of the Armada the English had already developed a new type called the race built galleon that could out sail and out shoot the Spanish/Portuguese ships. The galleons of the Armanda were designed more for boarding combat then artillery duels. If you are frustrated by sailing upwind in the OW now, try it in a galleon! I will say that some of the late 17th - early 18th century (baroque) designs are quite beautiful. -
I 'd agree that there is too much use of full sails in NA. I think there is another thread somewhere about turn rate v reload rate which is effecting NA combat as well. Here is a historical example of a ship backing sails on main and mizzen masts to make sternway and prevent an enemy from raking her stern: http://www.history.navy.mil/research/library/online-reading-room/title-list-alphabetically/u/uss-constitutions-battle-record0/uss-constitution-capture-of-cyane-and-levant.html I would note that full sails were only used during the chase and then some combination of battle sails once in close combat.
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I am a miniature gamer and have rigged models as well and I am aware of a number of rules HoO included, that have rules to introduce risk of damage or failure when tacking. Some of the games just have a rule to make it harder to tack period. However the risk of damage was minimal unless the wind was very strong or gusting or you had steep waves arresting the ship's momentum. Ships routinely performed a number of maneuvers, which have been mentioned, tacking, boxhauling, heaving to, that required sails to be backed. I have also sailed on a square rigged ship and performed some of these maneuvers. If there was any significant chance of damage a modern replica wouldn't do the maneuvers because of the costs and potential for crew injury, but they do it. If you study a rigging diagram you'll see that the standing rigging is set up to support the masts/spars from all directions. Your forestays are tensioned to provide support against pressure from the front. Also your forestay and mainstay are the thickest lines on the ship. There are any numbers of books on the rigging of tall ships real or models. I would recommend Harland's "Seamanship in the Age of Sail" for a highly detailed study of all aspects of sailing square rigged ships. I am all for implementing rigging damage for carrying too much sail in certain wind conditions, we would just need to have varying wind strength in NA first!! With respect to the broadside reloading I think it varied by nation and crew complement and some miniatures rules/board games reflect this.
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Crew focus sails and mast fall
DeRuyter replied to PIerrick de Badas's topic in Current Feature Improvement Suggestions
Agreed, but you could have crew loss from falling debris not caught in the splinter netting, or marines/sharpshooters in the fighting tops. -
"Redeem" button???
DeRuyter replied to Funny_Bunny's topic in Patch Feedback and General discussions
Now I know - I sailed around in an under crewed ship for a couple of hours before I noticed the button