Are you a pirate? Are you a slayer of all serpents everywhere? In either case your ship's name defines you as a captain, your adventures and, your notoriety. Do you want other captains to gulp in fear simply by seeing you coming? Then you are going to need a great name!
This brings us to the very first ShipAdmin (shipa for short) command "Register" (See help SHIPADMIN for all commands in this category)
- Shipa register Unpopular Pirate
Your name will now be pending approval, for naming guidelines please review help SHIP_NAMES
Registering a ship name will cost your clan 20,000,000 gold so take your time you will not be refunded if the name is denied.
Now it's time to make your ship, you have a few options: (help SHIP-CLASSES)
- Sloop - small fast ship sometimes used by pirates, often used for crabs
- Frigate - medium size slightly slower than a sloop good for chasing down Man O'War
- Man O'War - Large ship with the most guns, this is the most popular choice.
We will be making a Man O'war so we will structure the commands like this:
- Shipa make man Unpopular Pirate
NOTE: All new ships will be created at the docks in Sea's End. You will need to fly by dragon to get there or fly directly to the ship.
To get to your ship you can fly directly or use the goto command from the wilderness. If docked the range of ship goto is limited. You can use the command on any clan ship that is undocked or if on another clan's ship you can only use ship goto if you were on the ship and died for one of many reasons we will get into later.
- Ship goto unpopular
- Fly ship unpopular
It's time to arm your ship here you also have some choices: (help SHIP-AMMO)
Each ammunition type has a "best use"; some players choose a mix of all types, others choose full DartFlinger or FireCaster.
Most new captains go for DartFlinger ships to gain experience for their workers. Dart ships are best versus small to medium size serpents.
More experienced captains will go for FireCaster on the main guns with darts in the bow and stern. These are best used versus large serpents and other ships be it players or Khrait.
Important note: Your chosen ammunition is affected by the weather! A firestorm increases the effective damage of FireCaster ammunition, magic storms affect DarkFlingers and Lightning storms affect BoltThrowers. Storms can also have a negative effect, for example Rain on Firecasters.
- Adding guns Larboard: Shipa buy DartFlinger LarBoard 1 - 16
- Adding guns Starboard: Shipa buy Dartflinger StarBoard 1 - 16
- Adding guns Stern: Shipa buy DartFlinger Stern 1 - 4
- Adding guns Bow: Shipa buy DartFlinger Bow 1
Next you need ammunition, ammo can be bought in quantities up to 2500
- Shipa buy ammo magicmissile 2500
It's time to become captain of your very first ship!
You are now in command and can hire your crew! Workers hang around all the ports of Medievia but only the ones at sea's end are of any consequence as once you have them they are now your crew and you cannot get rid of them. You can only have as many workers as you have guns on your ship so in the case of a Man O'War its 37
- J H 37 Deckhand (job hire 37 deckhand)
When a ship is made the sails are furled, you will need to lower them before you are able to set sail. This brings us to the first action of controlling your deckhands.DECKHAND COMMANDS
All deckhands' commands are prefixed with J M D (Job Manage Deckhand) the work they are doing is split into percentage. For this scenario we are going to put 100% of the deckhands in the rigging to work on the sails. The more workers on sails the faster they lower or raise.
- J M D S 100 (Job manage deckhands sails 100)
In the case of sails putting deckhands to work is not enough, in order to lower or raise them a player must also be performing the action with an added variable of what you want the deckhands to do. Help SHIP-SAILS details the Three rigging states available. Move your player up the mast and let the deckhands know what to do.
- Ship raise full
- Ship lower Battle
- Ship lower furled
NOTE: Not to be confused with SHIP BATTLE RAISE - This cannot be undone. You now own a pirate ship and can be attacked in PK waters.
This final action before setting sail will take some time as your deckhands are new and have not yet learned the fastest route to take to perform their jobs. You can monitor their progress with the "job manage" or J M command.
When the sails are raised you will see the message "All sails are now set."
Finally, do not forget to dismiss your deckhands as their wages will still be due even if they are not doing anything. By default, your clan will be charged when they eventually get dismissed.
Use the same command to recall the deckhands before you venture out onto the high seas.
Your ship is now ready to face the many challenges out on the oceans of Medievia!
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