Author Topic: Sea Travel Feedback  (Read 58558 times)

Peri

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Re: Sea Travel Feedback
« Reply #150: November 08, 2012, 02:07:10 PM »
And should the capital be coastal, odds are the attackers will have started a TO to prevent any use of the walls.

I think this does not happen anymore with the new TO system. There was a discussion with Tom some time ago and he pretty much stated it was never intended that a takeover could deny defenders the use of walls.

Chenier

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Re: Sea Travel Feedback
« Reply #151: November 09, 2012, 12:17:31 AM »
I think this does not happen anymore with the new TO system. There was a discussion with Tom some time ago and he pretty much stated it was never intended that a takeover could deny defenders the use of walls.

That would be news to me. Last battles I saw concerning TOs and walls, the walls couldn't be used.

Should that be the case, though, it'd lower my fear of surprise sea attacks considerably.
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Penchant

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Re: Sea Travel Feedback
« Reply #152: November 14, 2012, 06:01:11 AM »
Is landing turn based or does it work like regular sea travel ?
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fodder

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Re: Sea Travel Feedback
« Reply #153: November 14, 2012, 09:47:32 AM »
well.. they all go by turns...

embark/landing supposed to use normal hours (<8 a turn)
sailing uses sea hours (travel 12 sea hours a turn)
firefox

fodder

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Re: Sea Travel Feedback
« Reply #154: November 25, 2012, 07:19:53 AM »
hmm... maybe landing doesn't use normal hours.. despite what wiki says?

yosef with his 70 odd sf tried to land from eastern drift to avengmil at sunset. think it said 16 hours and he had 12 hours on hand.

1 turn later, at sunrise, he's 4 hours away from land with 12 hours on hand still.....  so why has he got 12 hours on hand... if landing uses normal hours? (20% provision did get used during landing)

would have expected something like 4 hours away with maybe 6 hours on hand (since he gets about 6 a turn nowadays.. i think)
« Last Edit: November 25, 2012, 07:23:26 AM by fodder »
firefox

Chenier

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Re: Sea Travel Feedback
« Reply #155: November 25, 2012, 01:24:30 PM »
Does embarking status show on scout reports?
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Indirik

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Re: Sea Travel Feedback
« Reply #156: November 25, 2012, 01:56:48 PM »
When my priest on Dwilight landed, he lost almost all the time in his time pool.
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fodder

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Re: Sea Travel Feedback
« Reply #157: November 25, 2012, 07:24:08 PM »
sunset... yosef and his sf... landed

Back on Dry Land   (1 hour, 7 minutes ago)
personal message
Your ship has arrived at the coast of Avengmil and is putting you ashore.

Getting ashore takes most of your time, even though much of it is wasted in waiting.

10 hours on hand.
---
not sure why 10 hours.... 10 = 4+6... not sure where the 4 came from.
firefox

fodder

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Re: Sea Travel Feedback
« Reply #158: November 26, 2012, 09:32:20 PM »
eastern drift->avengmil... priest with 16 hours on hand. estimated landing time = 16. with some luck i should have only a hour or 2 on hand when i wake up.
firefox

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Re: Sea Travel Feedback
« Reply #159: November 26, 2012, 11:15:44 PM »
eastern drift->avengmil... priest with 16 hours on hand. estimated landing time = 16. with some luck i should have only a hour or 2 on hand when i wake up.

Wake up? ah come on the boat rides ain't that bad
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fodder

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Re: Sea Travel Feedback
« Reply #160: November 27, 2012, 07:56:03 AM »
wake up ... irl..

---
sunrise... yuri the priest, bt

Eastern Drift
You are nearing the shores of Avengmil.
You will reach the coast in about 4 hours.

which meant... he did 12 hour out of the 16 hour trip..

the priest also still has 16 hours on hand.

which seems to point to landing using naval hours instead of personal hours. or some such. will know how many hours on hand he has at sunset.
firefox

egamma

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Re: Sea Travel Feedback
« Reply #161: November 27, 2012, 05:43:57 PM »
Your priest doesn't move faster than the ship--he can't swim that well in his heavy robes.

fodder

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Re: Sea Travel Feedback
« Reply #162: November 27, 2012, 06:22:42 PM »
except... as wiki said, landing is supposed to take PERSONAL hours, not naval hours.
http://wiki.battlemaster.org/wiki/Sea_Travel


---
sunset.. landed

Back on Dry Land   (just in)
personal message
Your ship has arrived at the coast of Avengmil and is putting you ashore.

Getting ashore takes most of your time, even though much of it is wasted in waiting.

4 hours on hand.

a common theme of 4 base hours upon landing? then normal classes get their turn's worth of hours added to it... priests accumulate their hours on top of the 4....

"Getting ashore takes most of your time, even though much of it is wasted in waiting." <---- matches that line of description though...
« Last Edit: November 27, 2012, 06:25:07 PM by fodder »
firefox

egamma

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Re: Sea Travel Feedback
« Reply #163: November 28, 2012, 06:55:50 AM »
Well, you're going to land with one of the regular sunrise/sunset turns--apparently the tide follows the sun.

How many hours you have in your pool may change, it may be a random number, or change if there's a port, etc.

fodder

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Re: Sea Travel Feedback
« Reply #164: November 28, 2012, 08:23:31 PM »
..... this happened to a trader with no unit (dwi, a couple of pages back), a h/w with 70 odd men and a priest. after landing, all of them had 4 hours base + 1 turn's worth of hours or in the priest's case, just the base because he hadn't accumulate hours yet since landing.

the priest had 16 hours on hand, so if landing uses personal hours, he would have landed at 1st turn change with 0 hours on hand (landing was supposed to take 16 hours). that didn't happen.

either there's a bug in the landing code, or it's working exactly as intended (landing takes naval hours, then upon landing, zap your personal hours to 4 + turn's worth, etc) and the wiki has dodgy info.
firefox