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Masts Strength

Luke159

Buccaneer
Storm Modder
Well i'm starting to like the new edits, the ships hp's are much better and means battles last for long periods of time, the sails hp has been increased now due to that been far too weak. The problem that remains is the masts are to destroy so they need to be strengthened, but there the problem lay's where is the value for the masts strengths?
 
Totally agree on the mast strength. I use a Dutch Escort Ship with all upgrades as my flagship. Seems like every other battle it gets its foremast knocked off and I have to jump ship to my Coastal Frigate to continue the fight with maneuverability.

When you get the mast thing worked out I'm assuming you will bundle it with your cannon upgrade and HP mod. If you make that available I will start a new game and try it out.

I think you're gonna have two schools of thought here.

1: guys that want longer more realistic battles. Lets face it, history tells us that good gunnery at standoff could win the day, but it wasn't instantaneous...often a whole day could be spent in a single battle between two ships maneuvering for advantage in a gunnery duel. The other was closing and boarding which depended wholly on having a faster ship than the enemy and a numerically superior crew. That's obviously the classic pirate scenario as most merchantmen had only the bare minimum numbers to handle the ship. :ixi

2: guys that like immediate gratification and have short attention spans....lots out there and that's OK :rolleyes: . They would rather sink the Warship with a couple broadsides...the same type of Warship that historically would take four days of battering fire from multiple opponents during a battle of the 2nd/3rd Anglo Dutch War and still limp back intact with men at the pumps to Amsterdam or the Medway for refit - and with no ammunition left on board.

I think there's a happy medium here somewhere. It would be cool if we could offer the more robust ships as a toggle in the option menu. It would be uber cool if it were a graduated sliding toggle offering weaker on one end and tougher on the other. This of course would require multiple sets of massaged data with linkage built to the toggle on the GUI. Time consuming I know. :modding

V/R AS
 
Well i can't make a mod that will include a scroll bar which will increase or decrease the strength of ships but i can make it so you can choose which you would like to add manually, then you can have the game type you wanted. A real modder might one day add the scroll bar your thinking of which is a great idea and would certainly be usefull but that could be sometime off.

I'm thinking maybe the mast hp is included in the sail hp which would mean i can adjust sail hp for each ship class making class 7 easier to demast than say class 6 and class 1 ships been much harder. Of course i could make it some ships in the same class have slightly higher mast strengths than other ships in there class, so for example the Caravel could have a sail hp of 2000 while all other ships in class 5 could have sail hp's of 1000. I will have to do some testing out which shouldn't take too long. I only hope that sail hp acts as mast hp too, otherwise its a case of going through tones of files searching for anything that refers to masts.
 
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