Capsizing after a battle would be a harsh lesson, but it would get players to save more often.
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Yesterday that was speculation. Today it is reality - well, the overloaded enemy ship is, the code to capsize it hasn't been added yet, which is why you get to see this:There will also need to be a check on NPC ships to make sure they're not overloaded. You don't want to board an enemy ship, it surrenders, you leave its crew and cargo where they are, and that's when the game realises the ship is overloaded and capsizes...
Ouch! If that happens even for ships without cargo and/or based on the simple "auto buy" used for GiveShip2Character, indeed very likely the capacity of the ships should be further increased.It's a naval cutter which I'd just captured. It's overloaded despite having zero cargo aboard. And if you think that's bad, you ought to see Atropos, the ship which you receive at the end of the "Hornblower" storyline and which now comes with a full cargo hold containing negative several hundred units of food and rum.
The "realistic" cargo mod is presumably supposed to give ships cargo capacities according to the estimated volume of their cargo holds. If crew and cannons are going to be factored in, perhaps additional cargo space also needs to be added to account for where the crew and cannons are stored.
Good to see you around again, mate!@Pieter Boelen: Yes I'm still here and still working had a lot of extra work this week due to the Long Beach Grand Prix now that it's over hopefully I'll have some time this week to continue working.
So that would make the crew heavier than they are now? I would have expected the opposite.As far as crew weight I agree with @Grey Roger anywhere between 1.5 cwt or 2cwt you could use 2cwt considering a crewman brought a small chest on board as well as his hammock.
My idea would be to calculate the cargo capacity for all ships based on the following:You could throw historical accuracy out the window but you'd still need to come up with a system to replace it regardless as I mentioned previously I'm all to happy work on a different system if it fits better for the game.
I know we can figure out how to do this; that is not the problem.@Hylie Pistof: Snowballed is correct which is why I wanted to leave the cannons out of it the first time lol. Getting the cannon weight code to work properly is going to be a lot of work which is why I recruited a friend with more coding experience than myself help me work on it as the work is starting to pile up.
It's a naval cutter which I'd just captured. It's overloaded despite having zero cargo aboard. And if you think that's bad, you ought to see Atropos, the ship which you receive at the end of the "Hornblower" storyline and which now comes with a full cargo hold containing negative several hundred units of food and rum.
It could also be because no new game was started. I don't think I enforced that just yet.@Grey Roger:
Are you using my mod for the cutter screenshot earlier? Was it a specific storyline? because the cutter should have around 2700 space not 285 might be an error or something if so my apologies I'll go through the hornblower storyline and check for errors.
Might make the work harder, though. But if we indeed decide to auto-calculate the capacities, we can easily tweak the numbers for accuracy once the system is operational.Yes, 2 cwt sounds ok for crew but shot and especially powder really needs to be cut back. Then the other goods needs to be looked at.
Yep, very much so!We have seen a pattern over the last 5 years that someone will show up and make a big mod, then disappear before it is quite done. This leaves us going WTF just happened? So we are really glad to have you here working on this.