Author Topic: Sea Travel Feedback  (Read 59850 times)

Noldorin

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Re: Sea Travel Feedback
« Reply #180: December 04, 2012, 10:50:08 AM »
I dont know if this has been talked about in the past, but how is the sea travel supposed to work for priests? I would have imagined it to work same as normal travel (instant), but even though I have the hours its not so.

Do we wait for turns, wait IRL the amount of hours needed or will it drain hours from the time pool?
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Indirik

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Re: Sea Travel Feedback
« Reply #181: December 04, 2012, 02:31:31 PM »
Sea travel is the same for priests as for everyone else. There is no difference.
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fodder

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Re: Sea Travel Feedback
« Reply #182: December 06, 2012, 08:33:02 AM »
you might recall me taking about navies in daily report previously...
just got another one built....

here are the 2 reports

Regional Report for Avengmil   (4 days, 2 hours ago)
2 new navies are ready. There are now 2 available.

Regional Report for Avengmil   (2 hours, 19 minutes ago)
1 new navy is ready. There are now 2 available.

seeing as navy isn't actually done nor is there a way for me to send them out...  eh.. did 1 just disappear into thin air?

I suppose, this applies to all produced Paraphernalia and similar stuff... do they decay whilst in storage? i've been wondering because demo tools always disappears but i don't know if people actually buy that stuff as there's nothing for us to blow up.

-----
08/12... again 1 produced but 2 in storage. don't suppose storage is capped at 2 or some such? (but wouldn't that say something different?)
1 new navy is ready. There are now 2 available.   

---
09/12.... ok.. it's not capped at 2.. but there's some sort of decay/usage somewhere?
1 new navy is ready. There are now 3 available.
« Last Edit: December 09, 2012, 07:21:08 AM by fodder »
firefox

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Re: Sea Travel Feedback
« Reply #183: December 10, 2012, 11:21:42 PM »
Bump, I don't think people are seeing your edits.
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fodder

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Re: Sea Travel Feedback
« Reply #184: December 17, 2012, 06:29:00 AM »
built a harbour in avenmgil. and so far i don't think i've seen price/time change for my priest.... (10 gold 2 hours)

but build screen did say... production will start tomorrow (eh? wonder what it produces... most likely it'll be like blacksmith....)
will check tomorrow for the difference.
firefox

Shizzle

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Re: Sea Travel Feedback
« Reply #185: December 17, 2012, 01:26:57 PM »
built a harbour in avenmgil. and so far i don't think i've seen price/time change for my priest.... (10 gold 2 hours)

but build screen did say... production will start tomorrow (eh? wonder what it produces... most likely it'll be like blacksmith....)
will check tomorrow for the difference.

The boarding cost and time is probably ax+b=y (simplified), with b being a fixed amount of gold/time for your character. I'd think only the boarding time and cost for your unit scales up according to size, and down because of a harbour. So I wouldn't expect further reductions :)

fodder

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Re: Sea Travel Feedback
« Reply #186: December 18, 2012, 08:43:44 PM »
hmm... forgot to check this morning.... but it's 8 gold and 2 hours now.
firefox

Poliorketes

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Re: Sea Travel Feedback
« Reply #187: December 25, 2012, 10:09:45 AM »
For a 25 men unit, the embark fees are now 76 gold and 12 hours!

I don't know if it's correct behaviour, now is winter and maybe the fees for sea travel are up... but this seems a bit too much!  :P

Chenier

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Re: Sea Travel Feedback
« Reply #188: December 25, 2012, 03:40:39 PM »
For a 25 men unit, the embark fees are now 76 gold and 12 hours!

I don't know if it's correct behaviour, now is winter and maybe the fees for sea travel are up... but this seems a bit too much!  :P

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Tom

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Re: Sea Travel Feedback
« Reply #189: December 25, 2012, 11:49:58 PM »
Also, your paraphernalia matter. Siege engines, for example, will add a lot of both gold and time.


Penchant

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Re: Sea Travel Feedback
« Reply #190: December 25, 2012, 11:56:52 PM »
Also, your paraphernalia matter. Siege engines, for example, will add a lot of both gold and time.
All paraphernalia?
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Poliorketes

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Re: Sea Travel Feedback
« Reply #191: December 26, 2012, 01:54:00 AM »
mmm... no harbours, not my realm... and Paraphernalia: 5 Scouts, 1 Healers, 2 Banners, 5 Demolition.

fodder

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Re: Sea Travel Feedback
« Reply #192: December 26, 2012, 08:52:37 AM »
is that realm at war with yours? (or is it sympathy based as well?)
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Poliorketes

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Re: Sea Travel Feedback
« Reply #193: December 26, 2012, 09:53:25 AM »
Totally in war!  8)... the sympathy affects embark fees?  :o

Bluelake

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Re: Sea Travel Feedback
« Reply #194: January 10, 2013, 03:32:19 PM »
I like it.

It's good for long distances.

I like even better that half of the expenses can be refunded by the army chest.

I think "turning back", and "disembarking on the nearest shore" should be implemented in a not so far future, because sometimes we mess up calculations or miss a turn or 4, or misclick.

I like that we can't see other people at sea with us - makes it harder to coordinate an assault. But I do hope that the turn in which attacking troops click the "disembark" button, the defenders in a region get a warning of approaching ships. This way, at least people 1 region away can try to arrive there and mount a defense. Or maybe you get the option eventually to build a lighthouse in some regions, that will give you a warning of ships that get 3-4 hours close, or will just disembark at next turn.

From my sea experience, you can easily see islands 10 sailing hours away, if they have tall enough mountains, and 50' ships about 2-3 sailing hours away, if you're some 20 meters above sea level. Touristic cruisers you can see from as far as 6 sailing hours away, even at sea level. I guess I could go look up a map and try to find the distances I'm mentioning. It's all from sailing and observing from a particular beach. I'm not sure those medieval ships were as fast as the one I used, but who knows?

Who knows if it'll be even necessary, actually.
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