fortescue
Curator
[ Star Traders 2 Supporter ]
Wasteland Wanderer
Posts: 47
|
Post by fortescue on May 8, 2014 13:59:34 GMT -5
The system is very neat and all, but it is really annoying playing a ship with a small hold and running out of rations in the space of a few turns. This would be less of a problem if deep sea commissions were marked on the map so you could judge if you thought you could make the trip before you accept. The other thing that would be nice is if the manual would tell me what stat prevents enemy ships from escaping you. I assume Navigation but it isn't said explicitly.
|
|
|
Post by En1gma on May 8, 2014 19:29:56 GMT -5
Keep in mind that one square traveled at -3 wind can take as long as 2 full days, where as traveling at +3 takes only 4 hours per square... Rations consumed will reflect this time spent, which is exactly why it is best to tack in a zigzag when traveling against the wind instead of beating windward.
|
|
|
Post by Cory Trese on May 9, 2014 15:55:17 GMT -5
The system is very neat and all, but it is really annoying playing a ship with a small hold and running out of rations in the space of a few turns. This would be less of a problem if deep sea commissions were marked on the map so you could judge if you thought you could make the trip before you accept. The other thing that would be nice is if the manual would tell me what stat prevents enemy ships from escaping you. I assume Navigation but it isn't said explicitly. I have spent a great deal of time on code to Make Wind Less Punishing On Rations and Time. I am sad that you are not seeing it. Are you playing on "Easy" mode? That is where you should start.
|
|
|
Post by En1gma on May 9, 2014 19:26:19 GMT -5
It's there to see and works properly, Cory... It's actually noticeably better than when I first started playing in September, I feel like rations just evaporated back then, this way makes you use the wind simulator the way you would actually sail in real life...
|
|
|
Post by anaxis on May 9, 2014 19:29:11 GMT -5
It's there to see and works properly, Cory... It's actually noticeably better than when I first started playing in September, I feel like rations just evaporated back then, this way makes you use the wind simulator the way you would actually sail in real life... I've noticed the difference as well. And it'd certainly make things interesting if the wind were eventually variable.
|
|
fortescue
Curator
[ Star Traders 2 Supporter ]
Wasteland Wanderer
Posts: 47
|
Post by fortescue on May 9, 2014 22:25:23 GMT -5
The system is very neat and all, but it is really annoying playing a ship with a small hold and running out of rations in the space of a few turns. This would be less of a problem if deep sea commissions were marked on the map so you could judge if you thought you could make the trip before you accept. The other thing that would be nice is if the manual would tell me what stat prevents enemy ships from escaping you. I assume Navigation but it isn't said explicitly. I have spent a great deal of time on code to Make Wind Less Punishing On Rations and Time. I am sad that you are not seeing it. Are you playing on "Easy" mode? That is where you should start. Oh, no, I started on Challenging I think because I wanted to unlock achievement upgrades and ships I am probably doing it wrong, haha. I should focus on easier commissions until I have some XP built up.
|
|
|
Post by En1gma on May 10, 2014 6:38:32 GMT -5
I've noticed the difference as well. And it'd certainly make things interesting if the wind were eventually variable. How awesome would it be if the seasons had an effect on the winds? Just a subtle change in direction each season that found its way back to how it was originally.
|
|