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?
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?
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Generals - https://forums.totalwar.org/vb/showthread.php?t=87740
Blue's guide to char development - https://forums.totalwar.org/vb/showthread.php?t=87579
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.
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And of course restocking lost crew on the high seas...
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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! ;)
I play Custom Campaign Mod with 1.2!
My guide on the Family Tree - https://forums.totalwar.org/vb/showthread.php?t=87794
Kobal2fr's guides on training chars to be
Governors - https://forums.totalwar.org/vb/showthread.php?t=86130
Generals - https://forums.totalwar.org/vb/showthread.php?t=87740
Blue's guide to char development - https://forums.totalwar.org/vb/showthread.php?t=87579
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.
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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!
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Step forward, Harry, Prince of Wales."
( King Richard in Blackadder)
The math for that works out if they're using every limb and their teeth. :)
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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.
Education: that which reveals to the wise,
and conceals from the stupid,
the vast limits of their knowledge.
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