Saturday, February 12, 2011

[Captain's Log] The New World Awaits

 Source:  [Captain's Log] The New World Awaits

Captain Anjel's Log                                
by David "AnjelusX" Slauenwhite

January 17 1495

The world has changed, and it’s an exciting change indeed for voyagers to explore and discover a new horizon has been opened for us to venture out into. Central and South America has been opened for us to explore and discover what new wonders await any hearty soul willing to put in the work and effort to reach the New World. Called upon by our various nations through great Imperial Quests we can work our way to seek entry to the newly expanded areas of the now known world.


There is a great variety of new discoveries to be made, cities to explore, and even more quests awaiting those who put their adventuring soul forward to traverse the ocean and meet the challenges. I myself have been hard at work to prove myself worthy of the opportunity to make the journey, completing tasks set upon me by the Doge, working with the great sailors of Venice to open up the way for our nation to grow strong and become a power on an even grander scale. Racing out to defeat pirates or carry out the missions given us to fulfil the requirements is a tireless effort, once for which we and any sailor worth his salt is well and able to manage.

Reclaiming land and building cities that will shine for our nation on those distant shores is a concerted effort. We have within our power to shape the nature of our presence in the New World. Through investment, growth, and development, we all have an effect on the changes found within these new cities. Eventually these cities will become a shining jewel in the crown of our individual nation’s sphere of influence. Through the hard work and dedication of our nation’s stalwart adventurers, merchants, and naval forces, we can have a real impact on our future. Allowing us to open up new opportunities, new items to be found, and so much more.


Along with the changes in the world, the docks have opened up to allow us to keep a vessel on hand should we decide to crew and maintain an extra for various needs. For myself I find keeping a good cargo vessel in supply and well cared for a definite asset for when I tire of exploring and combat and wish to enjoy the pleasures of economic engagements and crafting new materials. Coupled with new original ship permits, and the ability to memorize my more well used and loved recipes for crafting makes the work spent on Imperial Quests even more attractive as I gain Patriotic Points in the service of my nation. These Patriotic Points to be spent on memorizing recipes, having space to let my other vessel rest and restore, or simply gaining a new original ship to build.

The world of the Aztec’s call out to all brave and bold voyagers, with the New World awaiting, we can now extend beyond ourselves, working through the story of our nation’s people to open up levels beyond what we thought were possible and going even further than we have dreamed. I look forward to engaging further into the world that awaits and will enjoy seeing the many voyagers who will be making their own valiant plunge into the New World!

Fair Breezes and Safe Seas,
Captain Anjelus Xavier Infiniti

Thursday, February 10, 2011

Basic information you need for Shipbuilding.

Uncharted Waters OL --- production

The basis of common sense】 【Shipbuilding
  • Proficiency = (level + shipbuilding shipping total number of days) X8.5 / (Shipbuilding Lv +1) (decimal points rounded down)
  • Can be combined shipbuilding Rating = (shipbuilding LvX5) +9
  • Ship Information
  • Wood selection
  • Shipbuilding experience
  • Laminated Boat
  • Special shipbuilding materials
    • Prices of basic shipbuilding: NPC selling price × 0.6
    • Material changes in the price: (NPC selling price × 0.6) × price coefficient of material
    • Price plus or minus the number of spaces: ((NPC selling price × 0.6) × material price coefficient) × rate of addition and subtraction module
      Assuming 15% increase cabin is × 1.15 (without considering shift change)
    • Adjust artillery: general ship in about 1000 to about 20,000 (all prices are different for each vessel, and no clear understanding to the analysis, it temporarily unable to provide)
    • Floating Price:
      • Ship waiting time (Taiwan made a cover of 8.9 times. Others can be precious or pepper the trip back)
      • To be dissolved when the crew of the ship changes (decrease training and loyalty) and the cost of re-added the sailor
      • Shipbuilding and other craftsman-made training costs and the time when the burning vessel (the second half of the investment cost will be for instructions)
      • Other charges: Banks lead put the saw storage fees, ship at sea waiting for, the required consumption of water, food and cope with loss of the props required for the disaster, physical, sailors casualties, and equipment durability when encountered at lower interest loss
    • Material:
      There are 10 kinds of vessels available materials, except with the speed will affect the durability will also affect the price, and the shipbuilders have to look at the degree level and the regional development can be determined by the material (only a few areas have a lot of material, good material than the shipyard will several times more expensive to sell and, if special materials to before you purchase a small computer to count)
    • Example illustrates: (A set of game content relationship, the actual value will be less with the direct conversion of the value of 1 or 2)
      • NPC to sell the small Arabian boat
        Durability 160, 240 vertical sail, square sail 25, the shipyard price 360000
        Election is made of teak, the teak trim coefficient of 110% of the endurance factor of 105% finishing rate of 160% of the price factor
      • Adjusted for small Arab boat
        Durability 176 (= 160 × 110%), vertical fan 251 (= 240 × 105%), transverse fan 26 (= 25 × 105%)
        Price 345600 (= 360000 × 0.6 × 160%)
  • Adjust the shipping room, gun room
    • Requirements & Concepts
      • Shipbuilding Level 5 (with 4 +1) or more, and can use the ship who can talk with the port boat maker and gun room change the number of crew
      • Both increase and decrease in some of the warehouse will directly affect the number of (a crew member is to reduce the number to increase the number of a warehouse)
    • Formula
      • Boat Room (crew): The minimum number of crew members the basic value × 120% ~ 150% change between
        Minimum value: the minimum required number of × 120% crew
        The maximum value: the number of × 150% of basic crew
      • Gun Room: basic values at 50% ~ 150% change between
        The maximum value: 50% of the basic values
        Minimum value: 150% of basic value
    • For example: Business cover round sailing
      NPC selling value: Ship Room 70, Room 30 guns, storage 580, the minimum required number of 45 crew members
      • Adjustment of the minimum crew: 45 × 120% = 54 the boat room 54, room 30 guns, storage 596
        The crew to adjust the maximum: 70 × 150% = 105, Room 105, the boat, gun chamber 30, storage 545
      • Gun Room adjusting the minimum: 30 × 50% = 15 vessels Room 70, Room 15 guns, storage 595
        Gun room to adjust the maximum: 30 × 150% = 45 vessels Room 70, Room 45 guns, storage 565
      • At the same time adjustment of the minimum
        Adjustment of the minimum crew: 45 × 120% = 54 people
        Gun Room adjusting the minimum: 30 × 50% = 15
        Boat Room 54, Room 15 guns, storage 610

Tuesday, February 8, 2011

Aide skill information.

Note: Just refer to the skill images  so you'll know what skill it is referring in UWO (Global)

Aide employed:
  • Hire an aide to 100,000 D.
  • First aide employed, players adventure, trade, grades should be a battle to reach Lv20.
  • Employ second lieutenant, the player's adventure, trade, grades should be a battle to reach Lv40, first lieutenant, have reached a level Lv20.
  • 】 【CH.1 revision → players have to buy three apartment (1 person 2 people onboard standby).
  • 【CH.3 revision →】 4 senior apartments player upgrade LV.3 (2 persons onboard standby 2).
  • Fired aide, will lose all the experience points.

○ aide 

  • Grant skills: the player has a skill level +1.
  • Adjutant skills: aide-specific skills. (Characteristic of high engine high skill level is higher).
  • Language skills: Which position as adjutant Jieyou effect. (Except Latin Ka Erte outside the ancient Egyptian language is
Jobs
Adjutant skills
Tooltip

Long navigation
Skills grantsSail parade, rescue, surveying, geography, survival, supplies, banquet, courtship, navigation technology
Return flight, sea
Can automatically return to flight XX waters. 
In the terminal use the command, the ship can not have trade goods, departure port and destination port to be the same waters.
Wind
Against the wind in the first place.
Breakwater
Guard against waves and waves of horizontal in the first place.
Roundabout
Prevent algae in the first place.


a lertmembers
Skills grantsVisual recognition, search, ecological surveys, acquisition, scheduling, fishing, camp, lock, found mine 
Steering, evasive, lookout, throwing technique
Communications
XX of the NPC can communicate. Each time interval of 10 days. 
Degree of success down the hostile intimacy can increase the failure may go to war with his country NPC.
Reconnaissance
All sorts of information access to other roles. Each time interval of 10 days. 
(Target qualified
Surprise
NPC raid to the sea. Each time interval of 10 days. 
To get a boat confusion and increase the probability of rare items (limited to stateless vessels NPC).

Comptroller
Skills grantsPrecious metals trading, trading spices, art sale, crafts sale, sale of textiles 
Spice trading, precious stones trade, accounting, cooking, sewing, casting, processing, storage, management
Production support
Production skills can be used to reduce consumption of mobility. 
Action force production by the 5 → 4.
Production Appointment
Can be specified in the offshore production of goods. 
Vessels to sail in the same consumption and production of mobility.

Warehouse
Skills grantsFood sales, liquor sales, archeology, fiber sales, dyes sale, religion, livestock trading 
Ore trade, biology, arms trading, trading hobby, art, grocery sales, sale of firearms 
Treasure prison setting, pharmaceuticals trading, trading spices, industrial products, sales, use, Kaer Te language 
Latin, Hebrew, ancient Egyptian language, body language
Cleaning
Prevent unhealthy in the first place.
Fire
Prevent fire in the first place.
Order goods
Collapse in the first place to prevent loading of the goods.
Cats
The emergence in the first place to prevent rodent infestation.

Bing Long
Skills grantsFencing, defense, assault, artillery, ballistics, the level of fire, rapid fire, through, shooting 
Tactics, sniper technique, application sword, weapons technology
Defense artillery
Artillery shelling to reduce the damage suffered.
Shell enhancement
Increase their own power to make shells.
Binding
Make enemy soldiers during wartime 1-3 back in the White can not escape, must take the side of the ship board equipment.
Impede
White soldiers in wartime enemy can not use props.
Snatch goods
White soldiers in wartime to snatch the enemy's money, goods and trading goods props.
Surgeon
Skills grantsRepair, Lord, and emergency response, social, surgical medicine, plunder, boating, shipbuilding 
Laid mines, warning
Nutrition
To prevent scurvy, malnutrition in the first place.
Prevention
Against plague in the first place.
Sleep peacefully
Prevent insomnia in the first place.
Lobbying
Prevent rebellion in the first place.
Arbitration
Prevent quarrels in the first place.
Entertainment
Prevent dissatisfaction in the first place.
Shouted
Against the spirit of unrest in the first place.

○ aide position effect
Jobs
Effect
Long navigation
Disaster random automated response (seaweed).
a lertmembers
Acquisition success rate.
Comptroller
Production increased risk of major success.
Warehouse
Disaster random automated response (unsanitary, fire, rodents). To prevent the theft occurred.
Bing Long
Enemy shelling caused the probability of confusion down the crew.
Surgeon
Disaster random automated response (disease, malnutrition, insomnia, rebellion, strife, discontent, anxiety, homesickness).

○ aide experience value
  • Method one: With the player moves to get the same experience gained experience
  • Method two: increase the number of days with the Mariners
  • The value of the number of days sailing experience reward: a day to receive a 20 days (table service time is 0:00),maximum 200 days deposit
Jobs
EXP
Have a reward
No award
Long navigationAdventure (take LV x30 (maximumAdventure
a lert membersAdventure (take LV x15 (maximum + Combat (fighting LV x15 (maximumAdventure + Combat
ComptrollerTransactions (cross-LV x30 (capTransaction
WarehouseTransactions (cross-LV x15 (cap + adventure (take LV x15 (cap )Transactions + adventure
Bing LongCombat (fighting LV x30 (capCombat
SurgeonCombat (fighting LV x15 (cap + transactions (cross-LV x15 (cap )Combat + Trading

○ adjutant property 

The value of the initial characteristics of the adjutant at time of hire will be randomly determined. 

Adjutant of the class (to take / make / warfare) increase will be an additional feature points, feature points can be used to increase the value of the specified characteristics. 
For example, to a rapid increase in ship's surgeon characteristics, characteristics can be enough points in the reservoir, choose the feature points of a surgeon to increase property value. 

Feature points are calculated as follows 
. 10 above (10/12/14), per liter level 2, plus a feature point 
. 20 or more, per liter one, plus a feature point 
. 30 or more, each level rose to add a little odd, to rise to double the number of each class plus two o'clock 
. 40 or more, per liter one, plus two feature points 
* Although the growth of the upgrade get is random, will also affect the number of posts. 
* 0 ~ 19 for the D 20 ~ 39 for the C 40 ~ 59 for the B 60 ~ 79 to A 80 ~ 100 for the S
Property value in the performance of skill level aide 
(Characteristic value / 10) +1, excluding the decimal point
The following are characteristics of display condition (when one reaches the value of the post is
Jobs
Condition shown
shows the conditions
Display of
Long navigation
Adventure LV10 more
a lert members
Adventure LV12 moreMore fighting LV12Adventure LV8 more than fighting LV8
Comptroller
Trading
Warehouse
Adventure LV12 moreLV12 or more transactionsThe above transactions LV8 more adventurous LV8
Bing Long
LV10 battle over
Surgeon
LV12 or more transactionsMore fighting LV12Trading LV8 more than fighting LV8
Aide training 
When the aide placed a post on vessels at sea, the accumulated number of days exceeding the current property value, there will be a great opportunity to improve, increase in the level of the property value. 
Ex. Adjutant, Accounting 60, Accounting and positions put accumulated more than 60 days at sea (preferably more than 5-10 days). 
ps. sailing days need not be consecutive, such as accumulated from Lisbon to Cape 40 days, Accounting jobs, followed by the number of days you can continue to accumulate.
In addition, the number of days will be counted only when outbound follow-up of posts in Hong Kong 
That if you had been at sea for the position to help then the middle position of the time change will not be calculated 
For 
Prior to departure, the aide put in a long sailing -> Departure to determine lift-fan 30 days -> the adjutant to a surgeon for 20 days after the voyage -> enter the harbor 
This aide has to get the number of days is 30 days long sailing ship with 20 days Medical 
But if it 
Prior to departure, a long pendulum Navigation -> Navigation 10 days -> for 10 days to a lert members of navigation -> change to the warehouse for 10 days -> change to a surgeon for 10 days -> enter the harbor 
It has been calculated to the number of days the only sailing vessel with a long 10 days 10 days doctors 
The other is wasted!

Purely aesthetic purposes, may be limited to professional grant (or to distinguish between sex), can not be given after the recovery, no additive effects equipment. 


○ adjutant 
* Aide can change the name, partial name not be used. 
* Adjutant clothes, and professional, independent reputation.

○ adjutant of the "Communications"
Relationship
Trading goods taxOther
Ally
-5%
Dear
-4%
Trust
-3%
Kindness
-2%
Friendship
-1%
Usually
Unchanged
Do not believe
+1%
a lert
+2%
Hostility
+3%Can not flee.
Sinister
+4%State Fleet will appear near the capital, not desperate.
Hostility
+5%Capital, territory, allies in Hong Kong can not enter, near the capital, there will be national fleet, not desperate.

Saturday, February 5, 2011

[Captain's Log] Builders of Ships

Source: [UWO Captain's Log] Builders of Ships


Captain Anjel's Log                                
by David "AnjelusX" Slauenwhite

January 4, 1495

Ahoy fellow voyagers, I hope you’ve made the best of your travels! Finding profit, fame, glory, or treasure on the high seas and the unexplored wilds. I have come to a point in my journal where I would like to start focusing on the various aspects to be found in the world that are beneficial and worth exploring as you make your travels from port to port. For this entry, I want to note my experiences with Shipbuilding, a hobby for some, a business and passion for others. For myself I feel that while I know there are some hearty ship builders out in the world, I had to experience it for myself. Nothing like getting my hands dirty and building a vessel to my own specifications! It is a time consuming effort certainly, but also a labour of love, to decide what kinds of ships I wish to build, of what materials, and of course how I want her laid out with enough cargo, crew, and cannon to make the endeavour worth my time.


First and foremost, preparing to enter the craft of Shipbuilding takes some work on your part. You need to build up some knowledge of ship repair before you can hope to start building even the simplest of vessels. You can achieve this in a variety of ways of course. For some they charge into battle, with cannons blazing and repair any damage done by scurvy pirates bent on sinking you. For others, they sail the seas in search of storms to ride their way through, repairing as they go. This can be effective in a degree however finding storms aren’t exactly the most pleasurable experience. For others, like myself, I chose to do the more humorous route and ram my ship into land repeatedly. Getting my crew and I drunk on rum at the local tavern made this a much more enjoyable experience and my crew found the whole thing rather funny, when they weren’t scared to death thinking we’d sink!

Once I’d achieved the third level in Repair, I proceeded to pay the fee to learn shipbuilding while I was in the port of Tunis. Rather dusty town that one, with all manner of cut throats and brigands just outside of the town. So began my initiation into the world of ship building, where any who has taken up the craft starts. I built several smaller ships, building up my skill and working to save money towards building even bigger and better vessels. It is noteworthy to point out that building ships does take time, and while you can just mill around outside port fishing or merely admiring the coastline; I preferred to continue doing something to gain money, experience, and fame. Once you register the ship you’re going to build with the Shipyard Master, I was free to sail off on some errand or another, with the ability once the appropriate amount of time had passed to pick up my finished ship at another shipyard.


As I’ve worked on my ships and gained experience and thereby levels, I could start building bigger and better vessels. Along with those options came the ability to decide what sort of material to build the hull out of. Each different type of material, such as Cedar, Red Pine and so on, has an effect on Speed, Load Capacity and Ship Durability.  Likewise I can change around the Max capacity which will affect Crew, cannons, and cargo space. Changing the Load capacity also has an effect on Ship speed and Turning Speed, so it’s to be handled with care. Trial and error will eventually give you the setup you like balancing the losses against the gains. For Merchant vessels, of course you want as much cargo room as you need without losing too much speed in the process. Similarly once you have the Load capacity set, you can eventually refit your ship to designate the breakdown of Crew, Cannons, and Cargo. More Cargo is essential for Merchants with lower cannons and crew, likewise for Adventurers who travel far and wide. Maritime sailors on the other hand might prefer to enhance their cannons or crew should they be inclined to either gun it out or fight ship to ship.

Finally for Shipbuilding, ship types that you can build vary from region to region, as you travel you might find yourself wanting a Pinnance from Northern Europe, or the ever popular Samubuck from the Indian Ocean. You need of course the required level to be able to construct such vessels. Also, investing plays a role in the ships available at various ports. As you build your investment reputation with a port, new and interesting ships could become available. For myself, I am to at some point build and own a Schooner, primarily for the reasons that I simply want one.

In the end, it comes down to if you want to invest the time and money to become a successful shipbuilder or if you’d prefer to buy ships from those sailors whom have already done so. With changes upon us and a new region to explore, it might be interesting to check out shipbuilding and experience it yourself as you set out and explore the New World!

Fair Breezes and Safe Seas,
Captain Anjelus Xavier Infiniti

Official Site: http://global.netmarble.com/uwo/

Wednesday, February 2, 2011

[Captain's Log] Day in the Life of Merchant

Source: [UWO] Captain's Log: Day in the Life of Merchant


Captain Anjel's Log                                
by David "AnjelusX" Slauenwhite

January 4, 1495

Happy New Year friends and companions, times change and while there is a time when you have to fight, and there are times when you can track through the wilds; there are also the need for money to fund your adventures and battles. For myself, I’ve found that if I want to really succeed on the seas I must learn art that is trade. There are many ways for an enterprising merchant to make real money plying the waters of the world. Buying and selling goods from port to port, keeping a keen eye on the markets to find the best deals and to know what’s selling high where and what isn’t worth purchasing until the market changes.


Traveling far and wide to distant ports, carrying goods from further away can yield greater bonuses in money, xp, and fame as you sell your wares. Larger quantities will boost those bonuses even higher. So going the distance with a sizeable cargo makes the journey more than worth it. To keep things interesting there is all manner of types of products to trade in. From alcohol to weapons, food, and commodities, you can deal in one type of trade good or mix and match to suit your preference. I am keen on the trade of animal products, but I could also easily see myself going an even longer distance to trade in weapons and art work as my travels adventuring take me to greater distances away from my home port so having a side business as a merchant can help me build both my money but also my fame throughout the world.

However it doesn’t stop there, for merchants can specialize not only in trading certain goods, but also by becoming craftsmen. Making equipment, weapons, cannons or even food, it can be profitable to produce goods to sell to other captains around towns. You buy the materials from various ports to fashion even better goods to sell on the free market through your own bazaar. You can make a tidy profit supplying other sailors with items they could use at a lower price than the town merchants might charge while reaping a healthy profit compared against the cost of manufacture.


The world is a vast place filled with opportunities for the merchants who can trade or build the kinds of items in high demand. Reaping great profits and building your fame and reputation that could bring others to you to buy your wares, or seek you out to create specialty items that they can depend on to be better compared to the regular fare found within the towns.

Making the most of your skills you can combine it all, delivering goods at high demand markets, selling your produced items as you travel, making the rounds from port to port looking for better opportunities for profit. As I travel, I take the time and money to Invest in various ports to increase the possibilities of finding rare, new items and goods for me to trade in and build new items, having special equipment can make a large difference hen going against unknown areas or fierce some pirates.

The life of a merchant is all about trade and profit. Making the most from the goods available and build your commercial empire as you travel the high seas. The most important thing to always remember for a merchant I always keep in mind is of course to “Sell High, and Buy Low!” Merchants move the economy of the world and can be the avenue to greater and special items and equipment. So take sometime and learn the market and perhaps you to can become a wealthy merchant prince!

Fair Breezes and Safe Seas,
Captain Anjelus Xavier Infinity

 Official Site: Uncharted Waters Online