FactionHeir 09:07 07-10-2009
I noticed this for a while now. Ships that have been seriously damage (red and almost no hull left on any or both sides) automatically repair back to orange after battle, which you can see when you enter battle with them next time. On the campaign map they do display as having just about no hull, but in battle mode they are 1/3 status.
Durallan 18:05 07-10-2009
I can only guess that it may be that these ships have carpenters on board and that when a ships hull gets that low, they need to do some emergency repairs?
Zenicetus 20:04 07-10-2009
Originally Posted by Durallan:
I can only guess that it may be that these ships have carpenters on board and that when a ships hull gets that low, they need to do some emergency repairs?
That's true... all ships would have a carpenter and carry plugs of various sizes (drat, there's a word for it and I can't remember!), and spare timber for repairs. It could also be just a gameplay decision to give the player a little more challenge when attacking, so it isn't a one-shot kill, and at least a chance when on the defensive.
Fisherking 21:47 07-10-2009
Originally Posted by Zenicetus:
That's true... all ships would have a carpenter and carry plugs of various sizes (drat, there's a word for it and I can't remember!), and spare timber for repairs. It could also be just a gameplay decision to give the player a little more challenge when attacking, so it isn't a one-shot kill, and at least a chance when on the defensive.
You are talking about the cone shaped DC Plugs. Damage Control Plugs as well as spars and timbers for makeshift repairs.
It is a good thing that they have it in. They do a much better job of repairing damaged sails between battles.
FactionHeir 00:02 07-11-2009
And of course restocking lost crew on the high seas...
Fisherking 08:41 07-11-2009
Originally Posted by FactionHeir:
And of course restocking lost crew on the high seas...
That is one I have not seen. Perhaps some few wounded recover if you have seen it.
I did have to laugh at one ancillary an admiral acquired though, it was a naval surgeon and the ability was like a minus 15 or 20% chance of wounded recovering.
Durallan 08:45 07-11-2009
I believe he liked amputating the sailors aswell lol, yes, I agree that it is quite amazing that ships have the ability to completely repair and recover their main mast which may have been lost to davey jone's locker in one battle only to return undamaged the next. I don't know if that is a bug or feature however, it gets increasingly harder to figure out which is which! ;)
FactionHeir 12:12 07-11-2009
ETW - Bug or Feature?
Fisherking, you can have a ship losing just about every man in battle and in the next battle be back to full man count as long as you have sufficient cannons to back it up.
Fisherking 13:07 07-11-2009
Originally Posted by
FactionHeir:
ETW - Bug or Feature? 
Fisherking, you can have a ship losing just about every man in battle and in the next battle be back to full man count as long as you have sufficient cannons to back it up.
Well that is something I can't account for.
I never looked too close though. The few times I knew I was down in crew...
I guess they give you the men to man your guns...they must be pressing all their crews from merchantmen and fishing vessels.
Hosakawa Tito 13:32 07-11-2009
I remember in one big battle I had I'd captured several prizes, 4th rate & Galleon plus a couple sloops. Instead of the prize money I opted to incorporate the captures into my badly damaged and decimated fleet. I was given the option to re-crew the fleet, but I didn't choose that option because I didn't know exactly what that meant and didn't want to lose men from my one remaining 3rd rate to crew the prizes. I've never seen that option before or since. Anyone else see that before, and if so did you choose the re-crew option?
Fisherking 07:50 07-12-2009
Originally Posted by Hosakawa Tito:
I remember in one big battle I had I'd captured several prizes, 4th rate & Galleon plus a couple sloops. Instead of the prize money I opted to incorporate the captures into my badly damaged and decimated fleet. I was given the option to re-crew the fleet, but I didn't choose that option because I didn't know exactly what that meant and didn't want to lose men from my one remaining 3rd rate to crew the prizes. I've never seen that option before or since. Anyone else see that before, and if so did you choose the re-crew option?
I have seen it. I may have used it once and sunk the ship I drew from.
I think it is always there. You need to highlight the ships to get it.
FactionHeir 12:18 07-12-2009
And it does nothing
Originally Posted by Fisherking:
You are talking about the cone shaped DC Plugs. Damage Control Plugs as well as spars and timbers for makeshift repairs.
It is a good thing that they have it in. They do a much better job of repairing damaged sails between battles.
Yes, sails always seem to be back to 100% in time for the next encounter. I don't think it pays to look too closely at the logic of naval battles though, it will only upset you

A 6th rate of mine was outrun by a routing light galley with no sails and only 7 of it's original 14 crew left. As it was about to triumphantly cross the finish line several lengths ahead, I paused and zoomed in on it. Closer inspection revealed 14 functioning oars manned by only 3 men!
antisocialmunky 04:12 07-13-2009
The math for that works out if they're using every limb and their teeth. :)
Sail repair makes sense. Limited hull repair makes sense (watch Master and Commander and observe how much they were able to fix between the ambush at the start of the movie). One thing I haven't noticed is the ability to shuffle guns around. Guns can be "knocked out" but recoverable, which would allow you to save some guns that were "lost", much in the same way a wounded crewman would be a "casualty", and thus out of the battle, but not permanantly lost. But if most of the guns on one side were destroyed, one should be able to move the guns from the other side over, assuming the damage wasn't to the rope tie-offs, or the flooring, or whatever is needed to secure a gun. Unlike a modern warship, guns aren't "fixed" in place, in fact, many captains had much leeway in the configuration of their armament, and could shuffle guns around (they were only held in place by ropes, after all).
So if you lose most of the guns on one side and survive a battle, you should be able to balance the two sides after battle. Heck, you should be able to transport guns between ships, as well as crewmembers, to some extent (yes they're heavy, but there are lots of heavy stuff onboard, including much of the rigging and the spars that hold the sails up). I have yet to be able to shuffle guns around post-combat, however, maybe I just don't know the technique.
Fisherking 19:49 07-13-2009
Originally Posted by hoof:
Sail repair makes sense. Limited hull repair makes sense (watch Master and Commander and observe how much they were able to fix between the ambush at the start of the movie). One thing I haven't noticed is the ability to shuffle guns around. Guns can be "knocked out" but recoverable, which would allow you to save some guns that were "lost", much in the same way a wounded crewman would be a "casualty", and thus out of the battle, but not permanantly lost. But if most of the guns on one side were destroyed, one should be able to move the guns from the other side over, assuming the damage wasn't to the rope tie-offs, or the flooring, or whatever is needed to secure a gun. Unlike a modern warship, guns aren't "fixed" in place, in fact, many captains had much leeway in the configuration of their armament, and could shuffle guns around (they were only held in place by ropes, after all).
So if you lose most of the guns on one side and survive a battle, you should be able to balance the two sides after battle. Heck, you should be able to transport guns between ships, as well as crewmembers, to some extent (yes they're heavy, but there are lots of heavy stuff onboard, including much of the rigging and the spars that hold the sails up). I have yet to be able to shuffle guns around post-combat, however, maybe I just don't know the technique.
Guns are repaired on exit of the battle. Say with a sloop you are town to 12 of 18 guns in the battle and one exit from battle you will find you may have 17 guns on the ship.
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