Results 1 to 7 of 7

Thread: Naval movement rates

  1. #1
    Praeparet bellum Member Quillan's Avatar
    Join Date
    Sep 2004
    Posts
    1,109

    Default Naval movement rates

    So, are fleets SUPPOSED to move slower when they're carrying trebuchets? Because mine are.
    Age and treachery will defeat youth and skill every time.

  2. #2

    Default Re: Naval movement rates

    I believe that a navy's movement is limited by any passenger's movement rate. Mostly as a prevention from say, having a chain of navies that could interconnect and basically ferry an army from England to Egypt in one go (similar to a bucket brigade)

    Now I don't know that trebuchet's have so much smaller movement rates than a normal army, so, if they do, they limit the ship in that way. Perhaps they need to make it that in a ship it has the same movement rate as a normal footsoldier? But again, that is an exploit in a way.

    The best way you need to consider it is that men are a lot easier to manage than a large siege weapon on a ship in terms of keeling it down and such.
    Current Campaigns:

  3. #3
    Praeparet bellum Member Quillan's Avatar
    Join Date
    Sep 2004
    Posts
    1,109

    Default Re: Naval movement rates

    There's a limit, yes, but it's not that one. If the land unit has used 80% of whatever its land movement is when it boards the ship, then the ship can move a max of 20% of its naval movement afterwards. If the ship uses 90% of its move the next turn getting to shore, then the army only has 10% of its movement left. I'm not referring to the turn the trebuchets load, I'm talking about the following turns. I had more troops than would fit on one fleet, as I was dragging along militia as a garrison too. The ships with the trebuchets were slower than the ships without.
    Age and treachery will defeat youth and skill every time.

  4. #4
    Cynic Senior Member sapi's Avatar
    Join Date
    Oct 2004
    Location
    Brisbane
    Posts
    4,970

    Default Re: Naval movement rates

    Than obviously it does.

    Whether it's intended or not is the next question ;)
    From wise men, O Lord, protect us -anon
    The death of one man is a tragedy; the death of millions, a statistic -Stalin
    We can categorically state that we have not released man-eating badgers into the area -UK military spokesman Major Mike Shearer

  5. #5
    Insanity perhaps is inevitable Member shifty157's Avatar
    Join Date
    Jan 2005
    Posts
    1,145

    Default Re: Naval movement rates

    Do ships carrying cavalry move faster than ships carrying infantry? Itd be interesting to find out if naval movement rates are affected by what they have on board.

  6. #6
    Member Member Zenicetus's Avatar
    Join Date
    Jul 2005
    Location
    On a ship, in a storm
    Posts
    906

    Default Re: Naval movement rates

    Quote Originally Posted by shifty157
    Do ships carrying cavalry move faster than ships carrying infantry? Itd be interesting to find out if naval movement rates are affected by what they have on board.
    I sure hope it doesn't work that way. A ship has a maximum load waterline stripe. This principle goes back a looooong time. No medieval captain would overload his ship, and weight is weight, period... whether it's soldiers, or horses, or artillery.

    Assuming a reasonable and safe load for a voyage, the speed shouldn't be affected by the type of cargo. I'll be disappointed if the game actually works that way. Prevailing wind and current direction was a much more important factor. Ships should ideally be faster sailing one direction across the Med than another, but this isn't modeled in the game at all. If that isn't modeled, then cargo weight has no place here either.

    (grumpy old sailor post)
    Feaw is a weapon.... wise genewuhs use weuuhw! -- Jebe the Tyrant

  7. #7
    Texan Member BigTex's Avatar
    Join Date
    Jan 2006
    Location
    Arlington, Texas, United States of America.
    Posts
    1,187

    Default Re: Naval movement rates

    Quote Originally Posted by Zenicetus
    I sure hope it doesn't work that way. A ship has a maximum load waterline stripe. This principle goes back a looooong time. No medieval captain would overload his ship, and weight is weight, period... whether it's soldiers, or horses, or artillery.

    Assuming a reasonable and safe load for a voyage, the speed shouldn't be affected by the type of cargo. I'll be disappointed if the game actually works that way. Prevailing wind and current direction was a much more important factor. Ships should ideally be faster sailing one direction across the Med than another, but this isn't modeled in the game at all. If that isn't modeled, then cargo weight has no place here either.

    (grumpy old sailor post)
    It may not be realistic, but in terms of the game he is correct. The movement points of a ship is determined by its passengers. If a ship has none then it has it's regular movement points. Artillery having fewer movement points then infantry make the ships move slower.

    There is 1 way around this though. Before, or after you move the ship, go to the page with the ship unit card. Click select the ship('s) unit card, make sure if there's ships its all the ships. Once the card is highlighted the game ignores the fact that there's passengers on board and your given the ships full movement points. During the movement it also keeps up with the fact that the passengers have moved though. So if you use this method you wont be able to unload in the same turn if you use the maximum possible movement points of the ship.
    Wine is a bit different, as I am sure even kids will like it.
    BigTex
    "Hilary Clinton is the devil"
    ~Texas proverb

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO