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I'm perfectly aware of that and I also play with slider move to the left. But I wasn't talking about encounter system but ability to effective using ships of higher classes which is connected with sailing skill. And what I mean it should take longer time for player to use bigger ship.2. When your start a game you can set the experience slider from left to right, sliding it over to the far left will mean you gain skills at a much slower rate and reliy on your offers skills rather than your own. I alway's play with the slider set as far left as it will go (in less in test games like this one i'm playing now).
#include "STORE\initGoods.c"
#include "ITEMS\initItems.c"
#include "CANNONS\Cannons_init.c"
#include "characters\Characters_tables.c"
#include "Ships\Ships_init.c"
#include "Ships\Sails_init.c"
#include "Weather\WhrInit.c"
#include "encounters\Encounters_init.c"
#include "STORE\store_init.c"
#include "nations\nations_init.c"
#include "Locations\locations_init.c"
#include "colonies\Colonies_init.c"
#include "INTERFACE\perks\perks_init.c"
//#include "Quests\quests.c"
//#include "islands\Islands_init.c"
//#include "WorldMap\worldmap_init.c"
//#include "INTERFACE\shipyard.c"
//#include "scripts\ShipsUtilites.c"
I just think that sailing skills increases too fast (even with exprerience slider move to the left), especially with harbor controller lost-logbook missions one one can gain sailing skill pretty quick.The slider doesn't effect effect the encounters it effects the rate at which you gain experience, the check boxes effect the encounters. If i can figure out how that is doen and change the rate at which you gain experience then it can be changed, but no one has ever said anything about that in the past so we never looked into it. I will put it on the list of things to do after all ships have been tested and in cluded it (if i can figure it out) in a future patch.
Code:#include "STORE\initGoods.c"#include "ITEMS\initItems.c" #include "CANNONS\Cannons_init.c" #include "characters\Characters_tables.c" #include "Ships\Ships_init.c" #include "Ships\Sails_init.c" #include "Weather\WhrInit.c" #include "encounters\Encounters_init.c" #include "STORE\store_init.c" #include "nations\nations_init.c" #include "Locations\locations_init.c" #include "colonies\Colonies_init.c" #include "INTERFACE\perks\perks_init.c" //#include "Quests\quests.c" //#include "islands\Islands_init.c" //#include "WorldMap\worldmap_init.c" //#include "INTERFACE\shipyard.c" //#include "scripts\ShipsUtilites.c"
They are called 'forts' for some reason. I'd rather have overpowered forts than underpowered. In my game I increased 92lbs cannon (which are used only by forts) damage multiplier by 25% and decreased cannonballs crew damage to 0.1 (from 0.15). Now finally I can see ships sunk by forts.i have seen a forts take out a few ships and in testing for the forts (a long time ago) i used 4 MOW's and i lost 2 of them trying to take out a fort.
Perks? I just made level 5. When does one start getting perky?
Which setting are you playing with for realistic cannon damage, realistic, inbetween or COAS default?