Ship travel

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Cherize
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Ship travel

Postby Cherize » Fri Nov 10, 2006 3:23 am

Does a ship stop, if you go inside the cabin and then there is no one on deck? Or has there been some kind of glitch in the game today?
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Spider
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Postby Spider » Fri Nov 10, 2006 3:51 am

It stops when no ones on deck.
Cherize
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Postby Cherize » Fri Nov 10, 2006 3:57 am

Gives new meaning to, If the boat is rockin', don't bother knockin'. :oops:
Phalynx
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Postby Phalynx » Fri Nov 10, 2006 7:33 am

Wow thanks for the heads up on that one.... glad I didn't waste my time on a cabin now...
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SekoETC
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Postby SekoETC » Fri Nov 10, 2006 10:40 am

*rolls eyes* Like how were you supposed to steer from a cabin when there's no windows? Of course it stops! But the good thing is you can have a sleeping newspawn on the deck and it will keep moving due to that, in the direction you set earlier, provided that it doesn't run into anything.
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Phalynx
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Postby Phalynx » Fri Nov 10, 2006 11:00 am

Yeah, sleeping newspawns... the most trustworthy characters you will come across....

Cabin is the wrong word. I would envisage cabin to be on the deck, with windows and the place where mosts boats would be piloted from.

I think a cantr cabin is more like a hold - a big space beneath decks where you can't see anything.
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Blake Stone, Jizz Bucket, Patterson Queasley, Billy Sherwood, Chavlet D'Arcy, Johnson.
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SekoETC
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Postby SekoETC » Fri Nov 10, 2006 3:57 pm

Cantr cabins = a pirate's best friend. People can't even see cabins from the shore or harbours, as far as I know. So you could be like "Prisoner? What prisoner? Do you see anyone else here but me?" Kinda like boats docked to a ship, exept that if you put a prisoner in a cabin, they can't undock with it. Just be sure to assume that everyone you drag carries 15 kilos, to leave enough room for entering yourself.

Not long ago I realized* the scenario that it's possible for you to drag someone through a locked door, after which for some reason there's too much load for any more people to enter - including yourself. So if the person you dragged doesn't have a key, they cannot get out and you cannot get in. I don't know if dragging keys was enabled yet, but even if it was, if the person you dragged happened to be a prisoner, you wouldn't be giving them a key to get out since they would get a perfect chance for sniping.
*) By realized I mean through logical thinking, not through ingame experience.

Even if the door was open, you cannot enter if there's enough load, meaning you don't necessarily have to build a lock if you're planning to use it as a fortress. Just make sure you go inside before someone else does. These flaws have always existed, but the limits are not encountered so easily with larger buildings.
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Marian
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Postby Marian » Fri Nov 10, 2006 5:36 pm

Darn, I didn't realize it stopped. Well that sucks. :( I guess it that would make sense if there was actually a sailing project, but the way ships work in Cantr is they keep going in a straight line until they hit a coast. You're not actually sailing the thing, you just start it up and then repair tools or cook...and why should it matter if thats inside or outside?

And so every time take five seconds to move some resources or pick up a tool from inside I've got to reset my direction and speed and all that?
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Chris Johnson
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Postby Chris Johnson » Fri Nov 10, 2006 5:43 pm

Marian wrote:And so every time take five seconds to move some resources or pick up a tool from inside I've got to reset my direction and speed and all that?


No - The boat only stops when no one is on the deck of the main ship, when sailing is processed once per cantr hour - It's safe to move around at other times - Simlar to projects - you can leave them and come back to them and not lose progress unless you are not working on them when projects are processed.
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Marian
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Postby Marian » Fri Nov 10, 2006 10:24 pm

Okay, thanks for clearing that up.
sem
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Postby sem » Sat Nov 11, 2006 12:06 am

SekoETC wrote:*rolls eyes* Like how were you supposed to steer from a cabin when there's no windows? Of course it stops! But the good thing is you can have a sleeping newspawn on the deck and it will keep moving due to that, in the direction you set earlier, provided that it doesn't run into anything.


Err... You lash the wheel so that it stays roughly on the same course, and you let the wind and currents do the rest. Unless you take the sails down every time you enter the cabin why should it stop??
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Jos Elkink
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Postby Jos Elkink » Sat Nov 11, 2006 12:08 am

What are you talking about? Ever been on a real boat? Of course it stops dead in the water immediately you enter a cabin!!
Phalynx
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Postby Phalynx » Sat Nov 11, 2006 12:10 am

And its cheaper than those heavy anchor things!
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Marian
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Postby Marian » Sat Nov 11, 2006 4:48 am

Jos Elkink wrote:What are you talking about? Ever been on a real boat? Of course it stops dead in the water immediately you enter a cabin!!


Yes I've been on a real boat...needless to say they're nothing like Cantr boats. ;) In RL I wouldn't go to sleep while steering one, (not that there's a steering wheel on Cantr boats anyway) and I wouldn't wander off to sharpen a knife. Running into a coast is something to be a little more concerned about to.

I know there aren't engines on ships but in Cantr that's almost what it's like, like you point your ship in the right direction, set your speed, then flip a switch and let it go.
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Postby tiddy ogg » Sat Nov 11, 2006 8:33 am

If there are no engines, no weather, maybe they are propelled by oars, or they're all pedaloes. Thus leaving your station would remove the propulsion.

Sorry if this is regarded as chat.

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