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Ghost vessel tech - Skeleton crew

Posted: Thu Dec 20, 2018 1:16 am
by Savra
Researched at skull cove.
2 levels

Skeleton crew 1:
Cost:5
Adds 1 capacity to the ghost vessel.

Skeleton crew 2:
Cost:7
Adds 1 capacity to the ghost vessel.

May add 3rd level maybe, but I remember it was mentioned to give the ghost vessel a capacity to enable it to act as a transport as well. Just so it could carry some pirates out to sea faster. Units can't act from it.
Can't carry wagons.

Re: Ghost vessel tech - Skeleton crew

Posted: Thu Dec 20, 2018 4:59 am
by makazuwr32
Increase cost for both levels by 1 and it will be fine.
Can't carry wagons.

Re: Ghost vessel tech - Skeleton crew

Posted: Thu May 30, 2019 5:28 am
by Alexander82
It was originally meant to allow only pirate skeletons inside.

I'd like to retain the concept (one additional reason to produce pirates)

Re: Ghost vessel tech - Skeleton crew

Posted: Thu May 30, 2019 7:49 am
by godOfKings
Give pirate unique category and make ghost vessel only carry this category

Re: Ghost vessel tech - Skeleton crew

Posted: Thu May 30, 2019 11:17 am
by Puss_in_Boots
Wouldn't it be easier to just put in each individual unit designations than to make an entire category of them?

Re: Ghost vessel tech - Skeleton crew

Posted: Thu May 30, 2019 12:32 pm
by Alexander82
Yes, definitely