The High Seas (Naval MP Scenario)

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woodmouse
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Re: The High Seas (Naval MP Scenario)

Post by woodmouse » September 24th, 2008, 2:54 pm

I like the High Seas. It's a bit hard, though. But it's good. :)
[offtopic]Mabuse you have 400 posts![/offtopic]
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A Guy
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Re: The High Seas (Naval MP Scenario)

Post by A Guy » October 3rd, 2008, 10:52 pm

I believe that the recruits should get random traits.
I'm just... a guy...
I'm back for now, I might get started on some work again.

stepan
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Re: The High Seas (Naval MP Scenario)

Post by stepan » October 14th, 2008, 1:34 am

Hi guys. I am loving the game but i cant sem to leave my ship. what do i do in order to leave it :S

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A Guy
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Re: The High Seas (Naval MP Scenario)

Post by A Guy » October 14th, 2008, 8:54 pm

You walk on the gangplank.
I'm just... a guy...
I'm back for now, I might get started on some work again.

SkeleRanger
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Re: The High Seas (Naval MP Scenario)

Post by SkeleRanger » October 24th, 2008, 11:52 pm

Hi, I've played this MP and I think its great. I hope it does well.

I downloaded Mabuse's mod, and I played around with it a bit. Fixed a few bugs. I think I fixed the slave net problem...sort of. I did away with the net, and added a special unit instead, and it works pretty well.
If you don't like it just tell me to go away and I'll leave you alone. :)
I hope you like it though.
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Mabuse
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Re: The High Seas (Naval MP Scenario)

Post by Mabuse » October 25th, 2008, 11:38 am

go for it.

@all who think THS is great:
Feel free to expand, mod or do whatever you think is good.
The best bet is your own, good Taste.

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woodmouse
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Re: The High Seas (Naval MP Scenario)

Post by woodmouse » October 25th, 2008, 11:47 am

Oooh... I could do something for it... Maybe....
Check out my sprites!

SkeleRanger
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Re: The High Seas (Naval MP Scenario)

Post by SkeleRanger » October 25th, 2008, 4:58 pm

Whoops. :shock: I forgot to upload the file. Here it is.
Attachments
The_High_Seas_Naval_BattleV4.zip
(53.05 KiB) Downloaded 253 times
'We've strayed into a zone with a high magical index... Don't ask me how. Once upon a time a really powerful magic field must have been generated here, and we're feeling the after-effects.'
'Precisely,' said a passing bush.
--Terry Pratchett
Tale of a Mage(finished)
Art for Tale of a Mage

shieldw0lf
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Re: The High Seas (Naval MP Scenario)

Post by shieldw0lf » January 17th, 2009, 5:43 pm

This thing is painful to play. The boat should be faster than the troops, not slower than the troops. That's why we use boats in war in the first place. The whole game was me moving my stupid boat one space, then the other players fighting prison guards and scoring ridiculous number of points, winning the game without getting on their boat before I ever saw land or another player. Uninstall...

Clonkinator
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Re: The High Seas (Naval MP Scenario)

Post by Clonkinator » January 17th, 2009, 6:54 pm

The boat is faster than your troops, duh. Of course, you need someone to man the boat though. If you put some guys on the appropriate places in your ship and select a certain option from the right click menu, you can increase your ship's mobility and attack force quite a bit. You can easily have it go 10 spaces per turn, if not even more.

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Limabean
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Re: The High Seas (Naval MP Scenario)

Post by Limabean » January 17th, 2009, 8:29 pm

shieldw0lf wrote:This thing is painful to play. The boat should be faster than the troops, not slower than the troops. That's why we use boats in war in the first place. The whole game was me moving my stupid boat one space, then the other players fighting prison guards and scoring ridiculous number of points, winning the game without getting on their boat before I ever saw land or another player. Uninstall...
If you find something that seems that bad, but is also liked by a lot of players, you probably aren't playing it right :roll:
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-Arthur C. Clarke-

Mabuse
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Re: The High Seas (Naval MP Scenario)

Post by Mabuse » January 17th, 2009, 10:28 pm

shieldw0lf wrote:This thing is painful to play. The boat should be faster than the troops, not slower than the troops. That's why we use boats in war in the first place. The whole game was me moving my stupid boat one space, then the other players fighting prison guards and scoring ridiculous number of points, winning the game without getting on their boat before I ever saw land or another player. Uninstall...
:augh:

:lol2:

btw clonkinator said it already - you have to put units on the right places on the boat. that means you have to "man the rigging" by putting a units on them. each unit of the maximum of 3 units which can man the rigging wil give the boat a speed of +3.

base speed is 1
3 man of the rigging = +9 speed (for +3 each)
if you use your captain to navigate it gets another +2 speed
if you own nautical maps and use captain to navigate you get anothe r+2 speed

max speed of your flagship is 14 ;)
The best bet is your own, good Taste.

shieldw0lf
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Re: The High Seas (Naval MP Scenario)

Post by shieldw0lf » January 18th, 2009, 7:12 pm

Sorry, I was a bit hasty. This game is actually pretty good, but rather difficult to figure out.

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Slann
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Re: The High Seas (Naval MP Scenario)

Post by Slann » January 31st, 2009, 3:50 pm

I saw a bug on bob's version. You cant exit your units when you take it to the rumble. You can enter, but no go out.... :lol2:

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Bob_The_Mighty
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Re: The High Seas (Naval MP Scenario)

Post by Bob_The_Mighty » February 4th, 2009, 1:05 pm

Slann wrote:I saw a bug on bob's version. You cant exit your units when you take it to the rumble. You can enter, but no go out.... :lol2:
What does this mean? What is the rumble? Can you explain?
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