[Implemented] New Feature: Fishing

Implemented suggestions or suggestions that refer to implemented suggestions can be found here.

Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Thu Jul 09, 2015 2:25 pm

Might I add a suggestion : so far, all looks fine, but a 'pause route' option would be helpful : if you want stop fishing to allow the fleet to stop in port while you add/drop ships, for example, or because the w/h is temporarily full but you dont want to move the fleet elsewhere.

Another useful option would be an 'edit route' function, so you could change the unload policy : currently you would have to cancel the route then re-make it once the fleet is free, however long that may take.
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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Thu Jul 09, 2015 3:02 pm

One oddity noticed : My fleets returned before they were full : it contains mixed types and one will fill before the rest : does this mean the fleet comes back as soon as one ship is full even if other ships are not?

edit : or it might be a rounding error, as the production rate is an odd number, assuming '10 min' slots are used to calculate that, as appears to be the case looking at the cargo increasing.

more number-cruching later: Ship type A fills itself : at which point the other 4 (ship type B) in the fleet still have 4 empty spaces each : thus the shortfall (16 crates) noticed on return : as the next ten-minute production is more than that, I assume some check mechanism decides enough is enough and sends them back.

Actually, its better they return then, the saved 10 mins over the whole days voyages allows an extra trip which will recover that shortfall plus extra.

and more : just to confuse matters : my fleets in one port come back not quite full, my fleets in another port,(same fleet configuraton), come back full : I is confusicated.
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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Thu Jul 09, 2015 4:22 pm

Captain Jack wrote:Feature Briefing



-New ship type for fishing
Dogger
15 crew members, 75 cargo, no cannons, 12.500 base cost, material cost a little higher than fluyt, low HP, +20% bonus on Fishing Production rate, ship speed similar to howker (but with less crew,it means it will be the slowest ship in the game)
A lvl 1 Trawler will generate 43 crates per hour. (With +50% from a level 20 Fishing Technology, will make the Trawler generate 64.5 crates an hour)
In comparison, a LMM produces 40 crates per hour with this formula.


The figuress are wrong here as the +20% bonus has not been included : should be 51 crates per hour?
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Re: [Implemented] New Feature: Fishing

Postby Loki » Thu Jul 09, 2015 4:27 pm

I used a mixed fleet, it appears the first full fleet sees the entire fleet head home, I expected it to be the opposite way round and the last ship filled would see the fleet homeward bound.

EDIT:
Feature Details

Fleets can fish at the vicinity of any port.

A fishing action consists of these parts:
1)Fleet movement to destination port (ONLY if different than the current fleet port).
2)Fishing Trip (It can last a maximum of 18 hours)
3)Fleet movement back to destination port. (This move, will NOT create a gossip entry).

My fishing fleets are visible as a gossip entry.
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Re: [Implemented] New Feature: Fishing

Postby Loki » Thu Jul 09, 2015 5:53 pm

I have too also add that mixed fleets can be a complete liability I now have an accumulation of danger from stupidly using a cutter tail, having assumed the slower ships rule would apply to the fleet...
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Re: [Implemented] New Feature: Fishing

Postby Roileon » Thu Jul 09, 2015 6:01 pm

Well I guess I better build a fishing fleet even though I'm not totally sure about what it's doing. I just like the idea that I can be a simple fisherman in times of war.
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Re: [Implemented] New Feature: Fishing

Postby Gunder » Thu Jul 09, 2015 6:19 pm

I think that so etching is wrong.

I have had a fleet (4 x LMM) fishing since the fishing was inplemented, and I gathered 14 danger. I have 3000 free units on my warehouse. I don't remember if I told it to sell or store, but nothing has been sold or stored.
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Re: [Implemented] New Feature: Fishing

Postby Redjack02 » Thu Jul 09, 2015 6:21 pm

the fleet doesnt work when selling the fish at the market. Only while unloading unto warehouse
Would like to be able to edit it allso. Sell directly or un load to market
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Re: [Implemented] New Feature: Fishing

Postby Most Lee Harmless » Thu Jul 09, 2015 6:28 pm

Mine are storing into warehouse and running sweetly... if not always 100% full on return, but I can live with that... haven't tried selling into port, that might be the problem ; if it dont sell, it goes back out full, turns around cos its full, then repeats ad infinitum...
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Re: [Implemented] New Feature: Fishing

Postby Loki » Thu Jul 09, 2015 6:32 pm

Danik wrote:Mine are storing into warehouse and running sweetly... if not always 100% full on return, but I can live with that... haven't tried selling into port, that might be the problem ; if it dont sell, it goes back out full, turns around cos its full, then repeats ad infinitum...


I can confirm they are not selling at market, I have had 5 fleets set to sell and they are just circling full but not selling.. the warehouse option is working
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