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Build12:Adjusting amount of plundered gold, balancing issues

{NB: the game uses "rank" internally and "Level" externally, so forgive me if I use them interchangeably... :}
That's part of the problem; the level of enemy captains can be way above one's own on Swash; and since level is used as a multiplier in shipmoney...

(Heh. "It's a feature, not a bug" quoth the programmer...)
But of course outlandish rewards whatever their cause remain problems. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

You might remove the " weight * " from each formula (since level is already kinda dependent on ship weight it's thus a somewhat exponential expression). That should reduce things nicely, although probably not terribly realistically.

Regarding iShipClass; it is in this instance the class of the specific ship being filled with goods (which `Stone-D` preferred to use rather than ship weight as a multiplier).
Regarding rndscl.
It appears I changed the code after I wrote the comment. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
What it's doing now is:
First create a random ratio between 0.0 and 0.3
Then, fill the ship until there is less than that much cargo space free (i.e. ship is between 0.7 and 1.0 full).

However, note that that section only applies after `Stone-D`'s above, so it may never be executed if `Stone-D`'s code fills the ship up.

However the whole darned thing should be rewritten anyway to reflect the origin of the ship if/when we switch from simple random encounters to fleet tracking.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->(Heh. "It's a feature, not a bug" quoth the programmer...)  <!--QuoteEnd--></div><!--QuoteEEnd-->
That´s what programmers always say <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Nice to see you back here, NK!
 
Got me fair and square. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Thanks, v_Grimmelshausen! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I´ll get this back up again.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->About sailcloth consumption for repair I am not sure. There is a function procActionRepair in BattleInterfaceutils.c , and this section seems to consume sailcloth:


nMaterialS -= nMatDeltaS;
goodsName = Goods[GOOD_SAILCLOTH].Name;
chref.Ship.Cargo.Goods.(goodsName) = nMaterialS;
chref.Ship.Cargo.Load = sti(chref.Ship.Cargo.Load) + sti(Goods[GOOD_SAILCLOTH].Weight)*nMatDeltaS;


So putting a line reducing the consumption nMatDeltaS above that might help:


nMatDeltaS = nMatDeltaS * 0.5 ;
nMaterialS -= nMatDeltaS;
goodsName = Goods[GOOD_SAILCLOTH].Name;<!--QuoteEnd--></div><!--QuoteEEnd-->

I tried to go two ways on this one, but neither worked, one was
nMaterialS -= nMatDeltaS*0.01; (by the way, do there have to be spaces between operators? That would explain something...)
and the other was
chref.Ship.Cargo.Load = sti(chref.Ship.Cargo.Load) + sti(Goods[GOOD_SAILCLOTH].Weight)*nMatDeltaS*0,01;

Still, repairs took about ten units of goods per percentage point. I´m pretty sure this wasn´t the case in the stock game (I´m not sure, I didn´t play it very long) or in Build 11 (even though the code is identical), so I wonder what is it about the repair costs? It´s ridiculous AND completely useless the way it is now and I want to solve it. Modding can be awfully frustrating at times <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Sevaral things: for me, the lady in the forest only gives £480, and im on level 50

A level cap shouldnt be there, because you get more health with a level up. a limit to the skills would be useful more appropriate.

I dont even get a million from a MOW!

Perhaps the higher the difficulty, the greater the rewards?
 
Sorry for dragging this up from the vaults, but the issue of execcive material consumption for sail and hull repairs still seems to stand (for me at least) in B13. With the huge amount of information gathered meanwhile, does anyone have any new ideas in this regard?
 
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