Longneck wrote:
Hell yeah! It looks like the sails are set for the following turn. Could that be for the current turn? If I remember right, that's the first thing you do during a new turn in the boardgame, so it would be nice to duplicate that. And you see the ships as they are now, not how you think they'll be next turn.
If you could set sails and move with those new sails in the same turn, the opponent would not be able to plan accordingly: in the board game, the opponent knows what sails you have before the move plotting phase. On the other hand, in the boardgame you apply sails after you have moved (it's the last phase of a turn) so you know both your position and enemy position, while in the current solution you have to "guess" if full sails will be a good idea or not.
If we want to replicate the exact boardgame behaviour, we would have to ask Sail Choice at the end of each turn. This would make Advanced Rules games longer as you would have to wait everyone to make his Sail choice. However, we could add a "Skip Sail Phase" checkbox (like the skip TBP phase) to make it a little faster.
The ammo types have different ranges. It might be nice to include the range in the pulldown list. For example: "Chain (3 hexes)" or whatever it actually is.
Good suggestion.
Can't check at the moment but yes, that's probably wind speed change. You will get a wind change message on turn 15: then you'll know which wind is currently in effect. In new Adv. Rules games created from now on, you will always have at least one "Wind change" message in the log so you'll be able to check wind speed there - one wind change message every 3 turns + one on Turn 0 which says starting wind.
I also wanted to add something so that you can see on every ship which wind speed / rigging loss speed changes are in effect. |