• New Horizons on Maelstrom
    Maelstrom New Horizons


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A dissertation about not losing sight of gameplay.

IncredibleHat

Landlubber
Storm Modder
After playing around with the original game for about 1/3 through the game, I came across Build 12 Mod. Then, after installing it, and enjoying a LOT of the new additions/changes I started to notice more updates. They are the Post Build 12-Pre Build 13 files of course.

Now, after spending only a little time with each (not getting very far in the 'game' per say, but more of fooling around at sea and on land testing out all the new features/changes), I have come to the conclusion that maybe Build 13 might be headed in a dangerous direction.

I wanted to write up a small bit about this, maybe to help the "old eyes" look at what they are doing from a "new eyes" perspective. This is not a harsh post, just something to think about.

My background is in art & design/cgi with degrees in each. I am an interface designer, and flow analyzer, as well as a weenie internet programmer and website coder. I have dealt with, and even created some of my own, game mods over the many years since 1987 when I got my first computer. I have experience under my belt, so all of the following is not coming out of a young person who simply likes to complain about anything and everything with no real backing than to be a snit!

There is a line between making a game a chore, and making a game entertainment. Build 13 (Post Build 12) is on the line right now how I see it, and may cross it soon with a lot of the really insane ideas and additions coming up. I would rather go do real chores, than play a fake chore on the computer. It’s why we all play games, right? To have fun from doing chores in the real world?

"Ultra realism". You can make things realistic... but that should be as far as you take it: Real'ISTIC'. Not REAL. Having to concern yourself with flint, powder, ball, then even a stick, and maybe if its raining when your firing, and not being able to do this, or that, or some other factor, like the wind is blowing too hard from the left... when will it end? (that was only one example I singled out, it's not a jab at the creator)

Don't lose sight of what makes something FUN in order to fill it up with complete and utter realism.

Some things make the game more fun. Like the more realistic wave form, and cannon fire code. However, having to deal now with powder? That’s going borderline. Next thing you may feel like adding crew training, and broken jam sticks, or the chance that reloading a hot cannon will ignite the new charge when its plumbed.

Weapons locker? Another inventory to keep track of and update, because now there is this slightly annoying "weapon degrading/breaking" code where you now have to hunt down and constantly buy more replacement weapons, let alone finding better weapons to use for you, your team, and now your boarding parties. It's a great idea, which allows you to beef up your boarding party, but is it worth it? I never had a problem boarding in Stock, or Build 12... I basically would clear the decks personally, and my 'crew' were just road blocks to slow down the enemy, as I never allowed my officers to join me as they would ALWAYS die (stock game was stupid).

Morale is a really big one on the frustration side. Pirates! had introduced it, and did a decent job, but it had been annoying. Then I noticed it was added into POTC. To me, there are TOO MANY factors involved in the crew morale. Too many I can’t keep track of it all, and the crew gets upset just trying to sail across the sea from Redmond to Oxbay (which for some reason now is a SERIOUSLY LONG distance from the original map).

Morale can be fun, but it may have crossed the line into the chore zone. Thankfully I can at least turn off food checks to reduce the headaches of morale. Unfortunately, there isn't a "difficulty" setting for JUST morale checks. Playing Apprentice is no fun at all. Every officer I hire is level 10 with insane abilities... and selling some stolen loot gets me $20 grand easy, and ships are cheap! However, to raise the difficulty to make all the other stuff seem more fun/challenging, it ALSO raises (greatly) the quickness that crew get arnry. That needs to be a second difficulty setting “Morale Difficulty”.

The inventory is a mess. There are so many items now, that side-scrolling (the current inventory method) is laborious. Most of it is due to adding too much realism. All the ammo stuff. All the minerals? And then all this "throwable stuff". Let me talk about the land fighting system...

The game has the worst land based fighting system ever conceived. You cannot move at all while fighting. You cannot sidestep (properly), and it’s just a kludge overall. This is not the fault of the Build Mod! This is the ROOT system of the game. The original creators only saw fit to have simple sword play, and firing off a shot (once, because firing while in sword range gets you killed, and you can’t ever seem to run enough away to get distance to fire a second shot). So, they made the fighting system basic. This basic code does NOT lend room to enhanced land based fighting at all. Not until someone can break the code, and add new animation models, key presses, interaction code, and abilities.

Now, with the addition of all these new weapons, throwables, ammo, restrictions, fists, etc... the base fighting code simply does NOT WORK. A "Melee Fighting" setting in the BS.h file should be added of "Basic" and "Complicated" so people can turn all that off. Where if it’s set to basic, then all that extra stuff is removed from the game. Removed from inventory the throwables, the ammo parts, and fists etc.

Weapon qualities are a nice idea, however having weapons degrade with usage borders the line of ruining fun. It is a chore to keep an eye on your sword, and go hunt down a new one, or a blacksmith to fix them. When did this turn into a fantasy RPG? Don’t get me started on the armor either, hehe. Armor (in its entirety) needs to be a toggle in BS.h.

I had touched on the "randomness" of ships in the shipyard in another thread. Granted, in the real world no two ships were EVER built the same, and their ratings, speed, holds are all different. A smuggler always had a hidden hold for extra loot. The Superior was faster than any other corvette. However, does that serious complexity really belong in a "game" ? I hate going into a shipyard now to find a new boat, because it becomes something that I'm going to waste a good halfhour/hour on reading and looking over all the specs. At least, if this feature was to be added, there should also have been a method of grouping and sorting the ships in game, and possibly little flags/markings of "this is better than this one" visuals to help the ship shopping go easier. Right now, I rather leave it to chance and go board a pirate ship and "take or leave" what I found. That seems more fun than going into a shipyard now to find a boat.

Wow, this has gotten really long. If anyone is still reading, thank you... hopefully I haven't upset anyone with this. I am just seriously concerned for this Build Mod. It has a massive amount of interface and flow upgrades that are wonderfully added, and duly appreciated over the 'stock' game interface/control. The updated graphics, the massive inclusion of more skins and visuals is all appreciated!

It's just however, at the cost of suffering way too much realism, to get all the wonderfulness of the additions... may be reaching (if not overstepped) the borderline of making the game a chore to play, instead of entertaining.

Personally, I would love to see a lot more toggles in the BS.h file for anything resembling realism. Either to toggle an entire system off, removing it from the game, both visually (as in unneeded items), and physically (as in too much code being run/calculated - which may not be possible with the way the root core was made, but at least turning off stuff visually can be done). For an old game, it runs pretty choppy on my system which can run Shader 3.0 games in full fluid ability. Hehe!

Please, this write-up was not a slam, nor was it meant to stab at any of the fine mod contributors out there. All of this stuff is incredible, and wonderfully built. I applaud you all. Just try not to lose sight of "THE GAME". If there are things that are more for the grueling real-time ultra-realistic players who like the chores in a game (thus making it a Simulation, not a Game), then PLEASE put all those things as settings in BS.h.

I will shut up now.
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
As long as you're at it, I'll add my perspective from 30 years of programming experience, and over 40 years of gaming experience (obviously not all on computers <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ).

The Build 13 mod has added a lot of great things to the game. I mean a *lot*. I really like most of it. But there are a few things that I don't like.

For example, I don't *ever* want a sword to break. While it might make for an interesting plot device in fiction, in the game it's a pain in the butt, and has caused a few bugs. Weapons degrading over time is just extra bookkeeping that I prefer not to mess with.

If we only had 3 or 4 swords to choose from, then having swords with various quality (worn sabre, for instance) might make sense. As it is, the item lists are clogged with dozens of *pages* of mostly useless junk. But we have a lot of swords to choose from. And something like the Solingen Rapier is great if you're playing swashbuckler difficulty, with its 100% blocking.

The original pistols that came with the game are enough, I think. And the same quality argument above applies to pistols as well. As it is, I tend to sell off all the more powerful pistols, and all brace-of-pistols I find. And pistol ammo was one of the first things I turned off. Then found that there were dozens of places in the code that referenced ammo, even if the mod was turned off. I've uploaded to the ftp site all the changed files to finally get rid of all the ammo references if the mod is turned off.

There are some good new ships in the game. I'm sure there are some not-so-good ones as well. I won't mention any names, but I hated one ship so much I sold it at first opportunity. And as with swords, if there were only a few ships in the game, then having national modifiers would be useful. As it is, the ship lists get kind of clogged.

So far the morale system hasn't given me any problems. And it enables the surrender of enemy ships, which is a Good Thing overall. And I don't mind having to keep my crew fed. Running out of food in the middle of a voyage makes you have to capture a ship, which can change relationships with various nations, and adds to the game. And the food can be turned off if you don't want to mess with it.

Always remember the first rule of gaming:

<b>If something doesn't add to the game, then it subtracts from it.</b>

I like Pieter's philosophy of adding every mod to the build, but there should be ways to turn them off for people who aren't enjoying them. And it would be even better if a mod could be turned off after starting a new game without causing crashes. This would require a mod to clean up after itself somehow, as doing a reinit doesn't fix problems with turning off the weapons mod, for example. An alternative would be to put some of the the enabled mod switches in the main character as attributes, so that mods that cause problems if toggled on or off wouldn't affect saved games. And you couldn't toggle these mods on or off in saved games, only before starting a new game. I'd prefer the mods cleaned up after themselves.

Modders need to test their mods thoroughly before releasing them to Pieter to be added to the build. It would be even better to have code reviews, where other modders could look over someone's code before it's included, but I don't know if we have enough experienced programmers for that. Releasing an insufficently tested mod on the community just causes headaches.

Overall, I think Build 13 is great. I tried playing Build 12.1 recently, and it just wasn't the same. With any luck (and lots of hard work) all the bugs will eventually be fixed.

Hook
 
You do have to hand it to everyone who has contributed mods. Even the small ones like finally adding the MUCH NEEDED keypress to drink a potion. Can't tell you how useless potions were in the stock game. At 1/3 through, I had about 40 potions, because trying to use one in the middle of a battle (navigate a menu while trying to block???) was nuts.

Another toggle needed is the change on the world map what the ships look like. I enjoyed the comical style cartoon representations of the "Pirate Ship" and other merchats with their colored flag waving. Now... they all look like brown turds and I can't tell any of them apart fast enough to deal with the world map in any particular way.

The fix for the ammo mod, is that somewhere I may snag it? Or should I wait till the next Post Patch?
 
<!--quoteo(post=151276:date=Jun 16 2006, 02:42 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 16 2006, 02:42 PM) [snapback]151276[/snapback]</div><div class='quotemain'><!--quotec-->
You do have to hand it to everyone who has contributed mods. Even the small ones like finally adding the MUCH NEEDED keypress to drink a potion. Can't tell you how useless potions were in the stock game. At 1/3 through, I had about 40 potions, because trying to use one in the middle of a battle (navigate a menu while trying to block???) was nuts.

Another toggle needed is the change on the world map what the ships look like. I enjoyed the comical style cartoon representations of the "Pirate Ship" and other merchats with their colored flag waving. Now... they all look like brown turds and I can't tell any of them apart fast enough to deal with the world map in any particular way.

The fix for the ammo mod, is that somewhere I may snag it? Or should I wait till the next Post Patch?
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You could be holding down the block key and hit Enter three times and drink a potion. Was quick and easy. But I prefer the single keypress myelf.

I liked the new ships... at first. Then recently played build 12.1 and noticed how much easier it was to figure out what the ships were with the older models.

Unless you're prepared to do a LOT of surgery to the code, it's better to wait until Pieter releases the ammo mod fixes. And if he doesn't include them in the next release, then they'll be gone as soon as you install it. While it's probably possible to create a set of files with just the ammo mod fixes, it's more work than I want to go through at the moment. I have a lot more fixes in there than just the ammo mod.

Hook
 
No problem, was curious if it was simply a few file changes. Apparently not <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I'll sit tight, and play around with the ammo mod on to see if it grows on me. So far not much at all. But hey, worse things have happened!
 
Almost all big gameplay-changing mods can be toggled off. This includes the ammo mod, the weapons quality mod, the blacksmith mod and the bladedamage mod. As for the bladedamage mod, I added it into the game for a lot of good reasons. Firstly, a mod was added that blades and guns have a quality. Then the blacksmiths were added to improve the quality. But it's not fair to be able to improve the quality without having any chance of decreasing it again. So I added the bladedamage mod, which will decrease the quality due to extensive usage again. However, the values for this mod might need to be changed still. I don't want this mod to be a pain in the ***. Blades should decrease in quality every now and then; not all the time. Also: If enemies' blades break, they can try to run away. Makes land-based fights more interesting as far as I'm concerned. Land-based fights were dull in the stock game, but we're trying to improve it for a bit. Also: You can find very good blades at the beginning of the game. I don't know how to prevent this. So instead of preventing it, I made good blades having a bigger chance of breaking if you yourself don't have a high enough level. This should improve game balance for a bit. I do admit that having to repair blades all the time, buy new ones, etc. can be annoying. That's why I want to add a weapon's officer to your ship who can take care of the largest part of the job. That should make it a lot easier. But I won't be able to add this code soon, because I haven't written it yet. And for all those that really don't like it, turn it off. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

About the worldmap ship models: I will make that an additional download for Build 13, so it isn't in by default. Unforutnately, a BuildSettings.h toggle is impossible.

I apologize for all the things I have done wrong in the past in adding mods. I have had to learn how to do things properly. At first, I simply added everything without bothering with bugfixing and quality-control. So that caused and causes a great deal of trouble. However, I have learned now, so I hope that will not happen too much again. Anyway: I apologize for all the trouble I have caused. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Please, try not to think we are blaming you for (much) of anything <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

This would not exist if it were not for your hard work and dedication! Without this Build Mod, the game would be ... well ... ugh. I was growing tired of the game when I was playing it stock before I came across this.

I had the game for a year, installed, but never played it. Just sat there in my games directory. I had once loaded it up real quick to try, and was appalled by the "click mouse button to walk forward... what is this DOOM???"... and lost interest. I picked it up again a couple weeks ago and finally got hooked into it when I changed the controls around (for what little you could change).

I kept thinking to myself... man, this game has so much potential to be awesome, but the developers just fell flat on their face and didn't complete a ton of things!!!

Thats when I saw Build Mod. Loaded that in and was floored. Night and Day. THIS is what the developers should have originally done!!!
 
Now when the direction of the game is questioned (ammo, broken blade, throwables, cannon gp etc) and
as I´m the creator of the most impopular mod of that kind so far, think I have to say something about the situation.

First the reason of the ammo mod´s existence:
Not so much for complete realism but for added variation.

What´s supposed to be fun?
Well it´s like the situation in other first person adventure games. Like the Zelda type if you like, in such games I feel rather comfortable with the ammo thing.

The fun then? I guess it´s the perverted feeling of content when you´re filling up your supplys and the new situation (YES RESTRICTION) of no ammo left.

Am I alone with these ideas?
During my work with the ammo mod it was asked for in the forum. In that russian modpack there seems to be something similar.

Existing supplys to keep track of (ex. planks, sailscloth & more):
The cannonballs etc in the stock game, do they add so much? Hardly ever will you find yourselfe without cannonballs. I would not have them taken out of the game anyway. To me they all look logical (did not say realistic)

Other annoying mods:
Like the fists & broken blade (made such a mod myselfe). If it brakes not to often it´s variation & not disturbing.

Micro management:
I´ve said this many times now & guess I have to say it again: I am sorry for the inconvenience with supplying officers with ammo, maybe that´s fixed thanks to El Rapidos ammo restock mod. (have not seen that dialog yet). Ammo maybe never should have been a restriction for officers.

Existing micro - m:
Distributing blades, pistols, skillraising items, flasks ets to officers: First I thought it fun, but the more items, quality swords etc there are, the more just micro - m. I think in the terms of micro - m. this should also be discussed. Here something is needed to be done soon.

A fantasy RPG?
Don´t really know the definition. Many items, skills to distribute? Hasn´t the stock POTC already a touch of RPG? Maybe I´m not against that. The opposite perhaps is like Sid Meier´s Pirates which I personally found very playable but boring.

Summary: I´m for a well-balanced, playable, existing & fun game. Be it a RPG by definition or not.
Well-balanced: Not getting a Cardinals Guard in the sand of Oxbay Port. Spoils the game I think.
Playable: Not too much micro-m., easy controls, menu system (the inventory!!!)
Exiting: Difficult, variations.
Fun: Variations & more humor

Hope I have not only sounded like I´m defending myselfe.
What do you other players/modders think of this direction discussion?
Come on shoot at me, I´m used to that beeing a teacher... <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
I created a new thread about the weapons/ammo mod to address idea mungering like you proposed:
<a href="http://www.piratesahoy.com/forum/index.php?showtopic=7547" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=7547</a>

This topic here is just a very long read for people to get through first to jump in on the brainstorming of a specific section.

I agree that if tweaked a bit more, it can add to the game. How often do you really use your gun? So its not like its something that is a serious problem.
 
I've solved most of the problem by not allowing my officers to have guns at all. If they use them in town, they often hit innocent bystanders, and that causes no end to problems. Not program problems, but game problems: you can end up getting attacked by the nearby soldiers, and the officer takes a reputation hit.

I also don't take my officers on boarding parties. When playing Adventurer or Swashbuckler level, your officers end up being an expendable resource that have to be replaced after every boarding.

And I *have* run out of cannonballs, and occasionally run out of cannon gunpowder. I like the way the game works on this point.

If you've got your officers on a boarding party, and an enemy sword breaks, the officer attacks anyway and takes a reputation hit. From what I can figure out, you also take a reputation hit when this happens. And I was having enemy swords break on every deck of every boarding. So I turned it off.

As for distributing stuff to your officers, I have a mod that I'm testing now to allow item exchange from the character screen. This will allow you to go to the item exchange screen from the character screen for any of your officers, but not for captives. It definitely makes distributing goodies to your officers a lot easier. When it's finished, I'll send it to Pieter for distribution.

Hook
 
<!--quoteo(post=151464:date=Jun 18 2006, 09:34 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 18 2006, 09:34 PM) [snapback]151464[/snapback]</div><div class='quotemain'><!--quotec-->
As for distributing stuff to your officers, I have a mod that I'm testing now to allow item exchange from the character screen. This will allow you to go to the item exchange screen from the character screen for any of your officers, but not for captives. It definitely makes distributing goodies to your officers a lot easier. When it's finished, I'll send it to Pieter for distribution.
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OH GOODNESS YES that would be VERY welcome. I was thinking about that saturday when I noticed you can now tab through all your officers char sheets "why not allow me to adjust their items from here?". You are a good man for working on that... will certainly help out. It's such a pain to try and face each officer, then hit the quickmenu key and arrow over to the swap icon.

Speaking of which, I never liked that I had to take my hand off the mouse to navigate the quick menu with the arrow keys. Driven me nuts since the stock game. Very UN-intuitive.

Apparently you do take a rep hit when you attack an enemy who ran away. Pfft... that bunk, they were ATTACKING ME! THEY SHALL DIE! I dont care if his blade broke... he wouldnt have given _ME_ the chance to live!!! I agree, I've just gone and shut that off, it was driving me nuts.
 
I am not a modder, but i play alot of games, and personal i love everysingle mod that has come out to make it "bigger" the worldmap, more swords, the management of the crew and ship, that what this game is about, your the captain and this is what the captain does, and forgetting to get powder etc, it adds to the humour of the game, wen u try to take a fleet on with no guns. The interface is time consuming but its enjoyable. And the fighting is simple but fun, more acrobatics like in jedi knight would be nice.

I aploud the build!
 
I also love the mods & everything about them. If there is something I dont want use I simply disable it & change different settings to suit the mood.

I love the fact that I can have loot on until I collect approx 100 Atwoods & 30 Cardinal Guards & then I turn it off.
I then take those swords to the blacksmith & get them done up to the excellent stage & I put the Atwoods into the Weapons locker & use the Cardinal Guards for my main character.

I leave my officers on the ship, cause I prefer to battle alone. I love sailing in close to different ports and blasting them to rubble, I love inciting battles with soldiers & people alike.

I usually leave the Ammo Mod off, so I dont have to worry about buying bullets & powder for my pistols, Muskets & Musketoons.

The Muskets & Musketoons I also put in my weapons locker for my crew for when they are boarding.

I also collect the Gold & Silver Armor for my crew to use whilst boarding.

I usually have the " Blade damage " setting up fairly high, so that there are breakages, cause it adds spice to the game.


I usually use a MOW for the sheer firepower & will take on anything without hesitation.

I don't worry about doing any Quests except for the Treasure Quests, the idea of the game and the Mods is to have FUN & that it exactly what I do.

The good thing about the Mods is the fact that EVERYONE can modify the settings to suit themselves.

Everyone has different likes & dislikes & to be honest, if there is something you dont like about a part of the mod then just disable the bit you dont like.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Everyone has different likes & dislikes & to be honest, if there is something you dont like about a part of the mod then just disable the bit you dont like.<!--QuoteEnd--></div><!--QuoteEEnd-->
And there's where the problem comes in. Some mods can't be disabled without starting a new game.

Don't get me wrong. I love the work the modders have done. I can't imagine playing the stock game, or even build 12.1. But for every bug you see, there are 100 more that you don't. I started trying to fix them when my favorite character started geting CTDs constantly. I say "trying" because the process is truly overwhelming. It would have been much easier if some of the modders had fixed problems in their code as they went along.

I must like the game at least a little. After all, I'm still playing. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> And I haven't gotten to the point of posting a Hall of Shame with examples of the worst of the Weird Code. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
I was reading today about one of the other games in this forum, POTBS, and came acoss the following nugget on one of their faq postings:

<a href="http://www.burningseacommunity.com/modules.php?name=cfaq&qid=33&catid=3" target="_blank">http://www.burningseacommunity.com/modules...&qid=33&catid=3</a>

This pretty much sums up my feeling about some of the things that have been added in build 13. But keep in mind that a MegaPlayer game has different needs than a single player one, so the specific problem mentioned isn't that important.

Actually, I kinda like the food mod and I'm using it in my game. But it comes close to being "useless bookkeeping" and I suspect I'll eventually turn it off.

Hook
 
I think I was saying a lot of this earlier, and so did some other people.

Micro-management is, by most accounts, a VERY BAD thing to have in a computer game. There is some debate about what constitutes too much detail, but a few things clearly cross the line. The other side of the issue is the clumsy work-around tricks to balance certain other issues - like holes in the plot to consume excess cash along the way, because the economy is poorly balanced, or run-in-circle-to-find-the-widget issues to force action because there was nothing to do. (The frustrating ammo and blade-break mods seem to fall in that category.) Here were some earlier posts, in summary:


Ammunition for cannons is a reality issue that is hard to avoid - after all, we're talking about a serious block of cargo space. Ammo for pistols is like the contents of your pockets - it's like running out of paper clips or something. Even for cannons, worrying about powder, different kinds of shot, etc. could get excessive. I liked the original model, where the type of shot was rather assumed to contain enough powder and wadding to set off a round. (Somebody was talking about powder as a trade good - seems micro-managed to me. Don't know if anybody finally added it or not.)

Same with food - seems reasonable that ship cargo space should be devoted to provisions. However, your men starving in port while you load cargo seems a bit unreasonable. (Did somebody ever fix that? I've been doing weapons advice for another game mod, and missed a few changes here.) Using cargo space for provisions is gameplay. Trying to make your purchaces from the merchant in a particular order to prevent starvation - that's just a bug. There was also a bug where your men were VERY particular what they ate and drank. They should not starve while transporting anything that can be eaten - more things need to be listed as food or booze.

Realism in the ship-to-ship combat scene is a good idea. It forces people to think. More realism equals more realistic tactics, instead of just learning to beat the program. However, getting a fire and damage model that feels realistic is a big issue. (I had some work on this in an earlier post, but nobody claimed to be a good enough programmer to implement the model. If somebody wants to try, I'll put it all together again.)

The economy needs to be SERIOUSLY rebalanced. Swords cost more than ships. I mean, forget realism - let's just talk "reasonable". Also, such a rebalance needs to include getting the fleet size down to reasonable. Since when could pirates afford a fleet of Class 1 and 2 ships? Even the British admiralty had trouble maintaining that kind of fleet - and they surely would have never sent it to the Spanish Main. Combat between small ships, usually alone, should be the rule. With such a rebalance, issues of sword breakage or pistol ammo to eat funds and force activity would be unnecessary - the cost of maintaining a warship would be the serious element. If players started doing what real merchant ships did - cutting crew to cut cost - then the economy would be about right.

Somebody said earlier that the weapons needed to be streamlined. I proposed a model where there were very few "good" weapons - each weapon would have better or worse qualities. (The various rapiers would be low-damage, but heavier weapons would be poor for blocking - i.e. clumsy, etc.) Then, like reality with weapons, you could select a weapon based on your personal style. It would eliminate the endless piles of useless weapons, by making them useful for something. (Could still be compatable with the weapon quality settings.) However, this would be a massive project, and nobody volunteered to attack it.

These have all been mentioned earlier. However, work on any of them has been intermittent or non-existant. (I can't really help with the actual mod - I'm just an idea guy, and a lousy programmer at best.) Then de-bugging the current pile of changes has bogged things down (which was when I got busy with some other things and missed some of the action here).

This has been a summary of previous thoughts on the question of gameplay, both mine and a number of other people's. Hopefully this is useful.
 
None of these questions are easy ones. Software development teams, whether games or other software products, have design meetings once a week to work out details like this. There is usually blood on the carpet after such meetings. This is considered normal.

I once saw a picture of the lower hold of a warship, filled with roundshot. Tens of thousands of cannonballs. Apparently it was used for ballast, and not counted towards cargo weight. But I don't mind buying cannon ammunition. And gunpowder was added as a trade good.

There's a message that comes up in your log about your purser making an emergency purchase of food if you are in port and run out. This might involve selling off some other trade good to make room. I haven't looked at the code. Wanna bet this could screw up a trade mission? But there's a way around that, which would fix a lot of bugs for trade missions: make a generic type called "Cargo" which could be neither bought nor sold. There's no reason to sell trade mission cargo anyway; you get more from completing the mission than you would by selling the cargo... unless it's sold as contraband. Allowing your men to eat fruit or drink ale could also mess up a trade mission.

The economy has always been a little off. In the original game, the best trade run you could do in a lugger wouldn't pay for a new spyglass. The first thing I did was multiply all the trade goods prices by 10, then lowered it to 5. Then I got the builds and was amused to see that they'd decided on a factor of 5 for trade goods prices as well. There's either not enough money, or money is not an issue. If you have too much, deposit it at a loanshark.

Afterthought: Money is one way of keeping score. You can either have more/better stuff, or a higher score.

Particularly good swords *are* expensive. A samurai sword cost more than a year's wages, more than a house. Whether the best ones should cost more than a small ship... well, that's up to the designers. I'm not unhappy with the current prices.

If you have ideas on making sailing or cannons better, I'd love to hear them. That's the part of the game that means the most to me. Links to older posts would be fine.

Hook
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->There's a message that comes up in your log about your purser making an emergency purchase of food if you are in port and run out. This might involve selling off some other trade good to make room. I haven't looked at the code. Wanna bet this could screw up a trade mission? But there's a way around that, which would fix a lot of bugs for trade missions: make a generic type called "Cargo" which could be neither bought nor sold. There's no reason to sell trade mission cargo anyway; you get more from completing the mission than you would by selling the cargo... unless it's sold as contraband. Allowing your men to eat fruit or drink ale could also mess up a trade mission.
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Food is very easy to change so that you never run out. Simply go to your POTC Folder/Program/InternalSettings.h & change

#define FOOD_PER_CREW 0.01

to

#define FOOD_PER_CREW 0.001

800 Wheat & 400 Rum lasts a crew of 1000 approx 800 days
 
I've got an even easier change. Go to the same file and find the line that says:

#define FOOD_ON 1

...and change it to...

#define FOOD_ON 0

... and you can assume your purser is making the necessary purchases without bothering you about it and that crew provisions are NOT included in the cargo capacity of your ship.

Right now I'm sailing with Food turned on. It's a nuissance sometimes, but it does add the tactical element of having to raid someone else's ship if you run out at sea.

Hook
 
<!--quoteo(post=151964:date=Jun 24 2006, 07:54 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 24 2006, 07:54 AM) [snapback]151964[/snapback]</div><div class='quotemain'><!--quotec-->
I've got an even easier change. Go to the same file and find the line that says:

#define FOOD_ON 1

...and change it to...

#define FOOD_ON 0

... and you can assume your purser is making the necessary purchases without bothering you about it and that crew provisions are NOT included in the cargo capacity of your ship.

Right now I'm sailing with Food turned on. It's a nuissance sometimes, but it does add the tactical element of having to raid someone else's ship if you run out at sea.

Hook
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By doing either what you suggest or I suggest takes the hassle out of having to make a mod or making major changes to a mod simply because some people have hassles with the mod.

The great thing about having the BuildSettings.h & the InternalSettings.h Files is that you can " Fine Tune " them to suit your needs without giving the " Mod Builders " a major headache as they try to fix some problem.
The Mod Builders can then work on other " Bugs " that really need to be attended to instead of wasting time on things like Food that can be tweaked.
 
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