Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 14, 2013 17:22:21 GMT -5
Ok, that got kinda out of hand.
What I really wanted to say is: I don't get why I lose all my cannons or most of them every single battle I fight. It gets way too expensive to replace them at a port, and half of the time the "Take Cannons" button is greyed out even when the defeated ship still shows "15/15 cannons".
Are they misfiring or do they get hit first by the other ships cannon fire? Is it a bug?
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 14, 2013 17:18:59 GMT -5
The lookouts in the crow's nest had confirmed their quarry's identity, a sleek fluyt flying Cadari Republic colors. Mr. Montoya, the first mate, bellowed orders at the sailors and now the raider sloop "Mako" was rapidly closing the distance. At the helm, Dread Pirate Roberta watched the fluyt change course. They were running, no doubt about it. Exactly the way Roberta wanted.
"Load the front guns!"
The Mako's expanded front castle bustled with frantic activity as the 6 heavy guns were loaded and winched into position. Then an eerie calm set over the ship as everybody waited for the captain's signal to open this battle.
"Ready... FIRE!"
Fire and thunder erupted from the prow and a second later there were 4 splashes and two thuds as the volley hits it mark a little low. Dread Pirate Roberta shouted the order to reload the guns, then belayed that as she saw the fluyt was turning sharply into the wind. The other captain had panicked and was trying to get out of the guns' field of fire. Exactly the way Roberta wanted.
"Load the cannons! Mr. Montoya, prepare sails to come about"
Dread Pirate Roberta did not consider long guns a real battle. Exchanging broadsides from close enough to see the terror in the other captain's face, that made her blood quicken. Thanks to her opponents' inexperience, she would get her chance any minute now. The Mako's 10 cannons were already being rolled out on deck and prepared for firing.
The fluyt was now well within range, turning again to regain some speed. This too played into Roberta's plan, even though she had underestimated the little ship's nimbleness. But in a few seconds, it would cross the Mako's bow again and Roberta knew the captain would try to pull a surprise turn, cutting just under the long guns' range. Fear controlled him. Fear made him blind to his impending doom.
"On my mark, hard to starboard! Line us up nicely, Mr. Montoya!"
At their captain's sign, the Mako's crew executed the maneuver as they had been drilled to hundreds of time. The ship's mast creaked, the hull groaned and thw whole ship shook and leaned over dangerously as it turned much too sharply for common sense. Then just as suddenly, it lurched upright again, now perfectly aligned with the fluyt and riding steady on its own wave.
"FIRE THE CANNONS!!!"
With a thunderous roar the great catapults on deck unleashed their fury and 9 cannons arced skyward then down on the little fluyt. Exactly the way Roberta wanted.
One cannon snapped the main mast in two as it hit while three more crashed straight through the deck, crushing the hapless crew underneath. Two others slammed into the little ships's hull, leaving gaping holes near the waterline. Three cannons hit the water behind the fluyt, having taking the sails with them. The final cannon still sat on the Mako's deck, in a pile of wooden rubble and one screaming sailor, the catapult having collapsed under the weight of the cannon.
On what was left of the fluyt, the white flag was now waving.
"THIS is why I am the DREAD Pirate Roberta!"
"Also, We'll have one spare cannon for the next battle."
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 14, 2013 15:28:16 GMT -5
I suppose the bug is that the names don't reflect the kind of damage you'd expect.
I'm not an authority on the subject, but I'm pretty sure chain shot was meant to snare and break masts, which would probably result in collateral damage to the sails if you hit, or light damage to the hull if you shot too low. Grape shot would bounce off the hull or mast harmlessly, but could decimate both sails and any exposed crew on deck.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 14, 2013 14:18:43 GMT -5
Dunbeath -> Tayvor (bring Rum) -> Go to West Acadas to Pembroke and on to Glencoe.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 14, 2013 13:25:30 GMT -5
I don't think it's too much of a spoiler to tell you to go to Dunbeath next, I think carrying timber.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 13, 2013 16:58:31 GMT -5
You have to combine the rubber chicken with the pulley and use that on the rope.
...Oh wait, that's a different pirate adventure.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 13, 2013 13:28:20 GMT -5
LOL, I was wondering what that did. I thought it was for stopping the ship (because of the anchor graphic) but it didn't seem to do anything.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 13, 2013 10:20:36 GMT -5
Heh, that'd be awesome, CyberKnight captains. I'm afraid they don't stand up well to salt water though. Also, the odds of surviving your first implant aren't that great in the age of pirates...
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 13, 2013 10:09:58 GMT -5
Nathaniel Sveet story: I brought 1000 silver to the sorcerors for the telling... and walked away with 1000 silvers in my pocket! That's very generous, but probably not intended.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 13, 2013 8:15:20 GMT -5
So if the wind says N, I should be sailing south or east or west but NOT North? That was what I assumed, but it still seemed weird that matching the wind and ship directions (by name) is bad.
An arrow showing the wind direction would be great, easier to match it to the ship's course.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 12, 2013 17:48:16 GMT -5
Congratulations on launching your new ship, eh, I mean game!
I started with the Nathaniel Sveet story to get a bit of guidance when starting and it was quite useful, but at the point where you have to meet your uncle after completing the first trade circuit, my kids decided that my attention needed to be on THEM, not some game. When I continued some hours later, I couldn't remember which port to go to, so I went looking through the UI. Nothing anywhere.
I think it would be nice if the current story step/destination is always displayed somewhere.
Edit: I did find the guy after going to the nearest naval base, I had remembered he was in the navy.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 12, 2013 8:01:45 GMT -5
It runs until monday, so I expect will see more results on sunday and monday.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 12, 2013 3:34:19 GMT -5
so yeah, this one is also inspired by the Whites of their Eyes challenge.
The last two missions in the Tour of Duty have a turn limit before you get dumped to the mission failed screen. In the Ridge Freighter mission the limit of 30 turns is shown at the very bottom of the briefing and in Logicus Lifter there is no indication at all how many turns you have. The challenge prompted me to explore a bit more and rack up some more kills and needless to say, I got burned.
I'd like to see some kind of warning or countdown in these kind of scenarios. It would add to your sense of urgency and prevent nasty surprises. It could be an added line in the "turn #, kills #" window that pops up at the start of the turn. Something like:
Turn 24 Kills 18 Turns left: 6
Alternatively, a separate warning at 5/10/15/20 turns left would work for me too.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 12, 2013 3:21:09 GMT -5
I agree 100% with what you're saying in a movement level, and we've both made the argument before. The thing is, in the defensive and 'kill 30 Xeno' levels where the movement miracle isn't as useful, a regular troop can sweep the floor like a Neptune with some luck, and do it through other troops. It's still all about never being in melee. I'm a big fan of scouts too, and while I prefer a Neptune for my siege needs, I find scouts are quite capable at holding a position as long as you, well, don't hold position. Their mobility allows you to reposition just so that the Xenos use up all their AP getting next to you. This means you still never get hit and you conserve ammo by whacking them with a storm fist whenever convenient. It takes a bit more effort to perform this little dance in combat, but it's well worth it when you also enjoy all the scout's other advantages listed above.
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Cyrus
Hero
Hydras rock! BURN BABY BURN!
Posts: 159
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Post by Cyrus on Jul 12, 2013 2:56:27 GMT -5
Captain Power reporting in: By my calculation I got 12 or 13 points.2 for normal difficulty 3 for "Ranger Rave" (2 if it doesn't count after a restart due to failing the mission) 6 for "I'm from Texas" x3 2 for "I AM IRONMAN" on Stardock Raid and Infernus System Rescue I don't expect to get anymore points from these, but here are the kill totals (excluding those from the tutorial): Campaign | Single | Team | Stardock Raid | 81 | 173 | Tour of Duty | 82 | 164 | Infernus System Rescue | 70 | 151 | Grand total | 233 | 488 |
Enjoying the benefits of 20/20 hindsight, I could've gone for a higher difficulty. Not knowing the last two campaigns, I didn't feel confident enough, but at no point did I lose a templar or feel really pressured. Ah well, the bar is set. Next time, xenos, next time...
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