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Thanks for the feedback!
Ideally you'd get all your crew back - there's currently a problem where one crewmember becomes the captain and vanishes - I've got that on my list of bugs to sort.
Any additional crew you assign _should_ come back when you sell the ship and weapons should return too - I'll verify what's happening there. Might make most sense to have them leave their weapons when they go to the captured ship, then leave the ship on reaching port and move to the tavern... (they are going to have to wait around a while after all) where you can rehire them.
1-3: Good points on the 'blind choice' - I'll see if we can fit some more information in there as to who those crew are (though if you can get them all back after it'll be less of a problem).
4. The captured ships all get debuffs as a game balance issue, if you repair it all up you'll save significantly on buying a brand new ship, but it'll still cost a good amount of gold (you're better off selling immediately rather than repairing first though if you just want the gold - repairing will cost more than the return). Capturing an enemy Greatship is massively easier than getting the gold to buy one, these debuffs let you capture it and work to restore it to full strength (either sailing it or leaving it in dock while you use your other ship).
Immediately selling a captured ship will still net you more gold than the pennants would get you in a port with the max bounty on that faction, though obviously it's more of a hassle to get the ship to port, there's the danger it gets sunk mid-way and you're deprived of some crew (temporarily, once it's all sorted!)
Cheers,
Fraser
Thank you for replying.
I did not know that the crew returns to the Tavern to be rehired. After losing crew the first few times, I decided to just strictly hire 1-2 persons who I disarmed exclusively for the purpose of returning ships and losing those guys in the process.
*** EDIT
So reloaded a save, when I place 1 crew to steer the ship back to port and I go to town; I get the person back and he is now called "Captain XYZ" He/ she takes up a slot? But the bug is that he thinks hes captain and tries constantly to take the wheel from my character in the ocean. He doesnt help during battles and for all intents and purposes is an annoyance. Cant dismiss him nor equip unequip him. Their portrait is also of the ship they were steering back.
Another small thing I think that can help. When at the shipwright, and looking at captured ships, is it possible for you to tweek the menu so players can get in depth view of the ships.
There are a lot of ships in the game. Some of them are generic, others not so much. If the menus there could possibly list the crew, guns, special weapons, etc. Or you know maybe theres a way to indicate if the ship is worse, on par, or better than the current ship the captain is using?
It's been years since I've been fully immersed in any Warhammer. My Warhammer Lore level is probably not as super high or current compared to many who play, so this can be helpful for those who aren't "Lords of Lore."
Also randomly, The starter ship says that I have 19 crew capacity, but the crew manifest and tavern says I have 15 crew capacity. Am I bugged?
OOO and one last question. Say we have a fleet or allied captains. Is it possible to exchange the ships those captains have for ones that we captured? In the "endgame," it would be awesome to have a super fleet.
Thank you again for replying. It is great that the devs are on the boards hearing what people have to say to help make the game better.
Hmm, we had the ship descriptions in the warehouse but there wasn't any room for the upgrade descriptions as well - the descriptions can be found in the ship purchase screen but only if you're in a port that sells that ship.
I wonder if as a shorthand for "how good is this ship?" we include the 'skull' rating for each ship there (and in the ship purchase screen) - that's currently shown when you target ships out at sea...
19 crew is including your officers: the Firstmate, captain, bosun and sharpshooter, 15 is your room for regular crew.
Capturing ships and promoting a crew member to captain (or hiring a local captain and a local ship) and then sailing off with them as allies would indeed be pretty cool :) hopefully we can get that in sooner rather than later... though there is a limit to your total number of allied ships I guess a fleet of 6 Galleons/Greatships would be pretty terrifying :)
You're welcome - It's great for us too that we're able to talk to our players on here :) Thanks again for the feedback!
No, completely disappeared from the game. I went to the port I sent them to, which was only a short distance from where I captured them, and nothing. They weren't on the world map either, just gone. At first I thought maybe they'd been sunk by something, but I didn't get a notification that this had happened, so I'm not sure.
When I went to Chantillon and completed the mission, I brought up the map and could see the ship sailing away. So I thought I'd get back in the water and follow them. But once out of port, they were not on the map. Thinking they may have docked somewhere ridiculously fast, I went back in to Chantillon to look in the warehouse and no sign of the captured ship.
As I say, very likely I'm missing how this works. But anyway, I have a save before I took this mission, so I can just go back there and avoid it until I get a strategy. But as is, I didn't want to carry of having 'lost' a ship and a crew for no reason. But I'd like to know what to do when I go back in and in similar situations.
Any advice much appreciated :)
http://steamcommunity.com/app/344240/discussions/1/371918937255095977/
I notice that if you go to capture a ship, but then cancel that, the "Leave" button becomes a "Scuttle" button, but if you choose it, you still just leave, so likely just the label that's switching, not the action.
Perhaps with Fistful of Grapeshot there just needs to be a cutscene at the end of the mission like there is at the beginning, that once you take their cargo for the mission the ship sails away, so there's no option to capture it. Obviously as it stands, if it outruns you or if you sink it without capturing the cargo, the mission doesn't go well for you anyway. So it's just sorting out that third option, capture, either to work or not be available :)
We'd like you to be able to capture it - just need to not have the crew be infected by the aura of piracy around that vessel and inspired to go a-pirate themselves...