• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mods and Game Difficulty

How about leaving the accessability of the good stuff increase with the player levelling level up, as it is now, but slow down the increase in hitpoints?
This way, the player will be kept sharp on his toes, making it only slightly easier for him to beat the enemies on land and sea, but giving him more tools and variations in this challenge as he levels up.
I got the idea from PotBS, as they faced the problem with experienced players on level 15 kept slaying all the newbies under level 10. This way, the newbies small ships could still beat the level 15 players in their brigs and frigates, because they were no longer wiped out in a single strike from the larger ships.

EDIT: IF we ever get multiplayer incorporated, or port this mod to a version with multiplayer, we will for sure have to face these gamebalancing issues sooner or later.
 
<!--quoteo(post=228329:date=Dec 29 2007, 12:43 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 29 2007, 12:43 PM) [snapback]228329[/snapback]</div><div class='quotemain'><!--quotec-->To summarise: With IT_RPG_STYLE 1 you did not find any high end items and with IT_RPG_STYLE 0 you did? That sounds like it could be true. The IT_RPG_STYLE mod was made by IncredibleHat and he was also the person to rewrite the finding of items code to limit the high end items from lying around. So he might've made that part of the IT_RPG_STYLE mod as well. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Aye, Sir! That has been my experience so far!

On the other hand your thoughts are great.

Although for not so long ago ( a few 400 years ) a masterpiece suit of armour costed the worth of six villages including houses, acres, stock and the souls living there, I'd be happy as a gamer to any feature improving the length and difficulty of the game.

Out of my simple (and humble !) playing experience, I think the low prices suggested for common weponry will work out great combined with tuning of the levels and difficulty... as long as there would still be a difference between "cheap and dull" and a blade a governor would award at a promotion ceremony.

For whatever it is worth, and for whatever public requests might occure, the idea of unique would still be available for you guys with the real modding and questwritting skills.
(like actually having to kill the tutor for getting the windmill slayer in the stock PotC game or sailing to where the trader had some quartz crystal available and bring it to the jeweler in order to get a masterpiece spyglass as in the SeaDogs game... or having to visit that very speciffic swordsmith on the island of Okinawa to get him make you a blade suitable for the challenge as in Kill Bill the movie...)

I'm really looking forward to the tunning of the game you are planning!
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Reduction of hit points gained per level is something we need to consider. Maybe people get a little bit tougher, but nobody gets to the point where they can take four or five wounds that should kill most people.

Maybe 1 bonus hit point per level. Any more than that becomes absurd (I can take a direct hit from a 9-pounder because I have "hit points"!).
 
I've ran through the start of each difficulty level and according to my character screen the xp needed for each level stays the same, what I've noticed though is that you get much less xp on easiest setting and much more on swashbuckler, If this is true with everyone and not just something specific to me then whats happening is it's much quicker to level up in the hardest version than it is in easiest, surely thats wrong?

I've started a new game on each difficulty and ran through the oxbay dungeon just once to the sewer exit, on swashbuckler I'm just under level 4. On apprentice level I'm about 50% through level 2, I assume this is because of the harder enemies with better equipment.

I don't seem to get any xp per swing on apprentice but just about every enemy on swashbuckler gives xp per hit and xp per kill is more on swashbuckler also.

I then went through the dungeon a few times and it worked out that I needed to go through the dungeon 2 or 3 times on apprentice to get the same xp as going through just once on swashbuckler.
 
<!--quoteo(post=228538:date=Dec 30 2007, 12:34 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Dec 30 2007, 12:34 AM) [snapback]228538[/snapback]</div><div class='quotemain'><!--quotec-->Reduction of hit points gained per level is something we need to consider. Maybe people get a little bit tougher, but nobody gets to the point where they can take four or five wounds that should kill most people.

Maybe 1 bonus hit point per level. Any more than that becomes absurd (I can take a direct hit from a 9-pounder because I have "hit points"!).<!--QuoteEnd--></div><!--QuoteEEnd-->


Isn't this an option in internal settings already? I'll have a look and see what results I get.
 
<!--quoteo(post=228540:date=Dec 29 2007, 07:40 PM:name=Captain Fitzpatrick)--><div class='quotetop'>QUOTE(Captain Fitzpatrick @ Dec 29 2007, 07:40 PM) [snapback]228540[/snapback]</div><div class='quotemain'><!--quotec-->...
Isn't this an option in internal settings already? I'll have a look and see what results I get.<!--QuoteEnd--></div><!--QuoteEEnd-->

If you mean:
#define PLAYER_HITPOINTS_PER_LEVEL

I believe that this only sets the player's hit points.
Reducing it would be suicide as the enemy NPC's HP would be much greater based on players level and difficulty level.
 
<!--quoteo(post=228559:date=Dec 30 2007, 01:12 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 30 2007, 01:12 AM) [snapback]228559[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=228540:date=Dec 29 2007, 07:40 PM:name=Captain Fitzpatrick)--><div class='quotetop'>QUOTE(Captain Fitzpatrick @ Dec 29 2007, 07:40 PM) [snapback]228540[/snapback]</div><div class='quotemain'><!--quotec-->...
Isn't this an option in internal settings already? I'll have a look and see what results I get.<!--QuoteEnd--></div><!--QuoteEEnd-->

If you mean:
#define PLAYER_HITPOINTS_PER_LEVEL

I believe that this only sets the player's hit points.
Reducing it would be suicide as the enemy NPC's HP would be much greater based on players level and difficulty level.
<!--QuoteEnd--></div><!--QuoteEEnd-->


Ah right, would make it too difficult then, I assume that as the character level got higher then the difference in hp between player and npc would be far too much, I might try reducing this from 10 or whatever it is to maybe 8 and see exactly how difficult it gets at higher levels and trial and error from there with different values, it still wont remove the near imortality that a player can get but might be fun hehe.

IF I remember correctly, you start with 40 hp and gain 10 every level, so a level 10 would have 140 health, level 20 would have 240 health. Reduced to 8 this works out at 120 HP for a level 10 and 200 for level 20, not a great reduction but it might be just that little bit easier to be killed.

Edit: removed a line that made no sense what so ever hehe.



Edit 2: I would like to add to my earlier post about the xp gained, at level one the difference isn't that much in most cases it's between 10 to 20 xp more on swashbuckler. Then after level 2 I start getting an increase again, with alot of xp gained per hit, so each level see's a slight increase in xp gained as I meet harder enemies.

On the easy setting theres virtually no xp gained per hit and I've seen messages saying that the enemies are gaining xp for hitting me, it can't be any ally of mine as I have no officers at this point.

One thing I will say about the hardest setting is that the fencing seems to work much better, i.e. I need to block alot more and time my attacks better, rather than just swinging the sword at whatever moves with little fear of death, I assume this is because at higher difficulty, players do less damage and take more according to the read me. the read me doesn't mention anything about xp though unless I'm reading the wrong one.
 
I mean the change needs to be made effective for every unit in the game. One hit point gain per level, player, NPC, stand-in troops, everybody.

That would make the changes I am doing for the swords a lot more significant. At least there wouldn't be anybody wandering around with so many hit-points that they could take 600 hits from any weapon on the game.

If there's not a "Define_NPC_hit-points-per-level", somebody needs to put one there. Immediately.

-----------------

Edit: I'm about half way through reworking the swords. Have to take a break, before I pull out my hair. It's going pretty well, but it's incredibly frustrating.

Seriously, this rework on the swords is just not going to work right if everybody gets 10 hp per level. Both player and NPC absolutely must be limited to 1 HP per level, or the benefits will be lost. (That is, low-damage weapons will be rendered utterly useless, and the high damage ones will have other flaws - like low blocking ability - that will eliminate skill or options of choice from the equation.) Hopefully I can pass along the sword stats by tomorrow or so, but somebody else has to figure out how to change the hit point system. Like, right now, before the blades can even really be tested.
 
<!--quoteo(post=228567:date=Dec 30 2007, 02:00 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Dec 30 2007, 02:00 AM) [snapback]228567[/snapback]</div><div class='quotemain'><!--quotec-->I mean the change needs to be made effective for every unit in the game. One hit point gain per level, player, NPC, stand-in troops, everybody.

That would make the changes I am doing for the swords a lot more significant. At least there wouldn't be anybody wandering around with so many hit-points that they could take 600 hits from any weapon on the game.

If there's not a "Define_NPC_hit-points-per-level", somebody needs to put one there. Immediately.

-----------------

Edit: I'm about half way through reworking the swords. Have to take a break, before I pull out my hair. It's going pretty well, but it's incredibly frustrating.

Seriously, this rework on the swords is just not going to work right if everybody gets 10 hp per level. Both player and NPC absolutely must be limited to 1 HP per level, or the benefits will be lost. (That is, low-damage weapons will be rendered utterly useless, and the high damage ones will have other flaws - like low blocking ability - that will eliminate skill or options of choice from the equation.) Hopefully I can pass along the sword stats by tomorrow or so, but somebody else has to figure out how to change the hit point system. Like, right now, before the blades can even really be tested.<!--QuoteEnd--></div><!--QuoteEEnd-->



Would 1 hp per level be enough though? that only gives you 60 health at level 20 and if its just the swords thats reworked then guns will be far too over powered, a small pistol could kill any level 10 character in one shot while being very realistic this would be very frustrating as well.

Edit: In theory theres only 3 sword types in game, Rapier, Cutlass and longsword, with variations on each type examples would be Cardinals guard, Atwood and Highlander.
 
I'll touch up the guns later. One point per level will be fine. The point is that, while being tougher (i.e. more levels) helps, it's not a cure for not defending yourself. A few months of experience does not make you bullet proof - you need armor and a bunch of henchmen surrounding you to keep flying lead out of your spleen, or else don't just stand out in the open and let people take shots at you. That's a big part of the game difficulty problem now - too much standing and hacking or trading fire, too few tactics.

As for types of blades, there are also substantial variations within those groups ... short or long, balanced (saber) or nose-heavy (falchion). I was actually breaking it more by five classes - rapiers, sabers, long swords, short swords, and heavy curved blades (i.e. falchions), with a number of weapons having influence from several groups (i.e. long swords that are somewhat rapier-like, as opposed to heavier hacking blades, or the various cutlass-class weapons, that are part saber, part heavy curved, part short sword). But I think I have my formula together ... just have to analyze a few more blades to see where they fall on the chart.

Side note:
Sorry if my personal preferences slant the results a little ... I'm trying not to make it too obvious, but I am personally quite critical of the damage potential of rapiers, while I consider the cutlass, falchion, and Chinese broadsword ("dao") to be quite effective (if a bit clumsy). I'm also trying not to over-compensate for my personal prejudices on the subject, which is even harder. My prejudices against small-caliber black-powder pistols are even worse, so when we get to the guns, I get to play this balancing act again... although there are a lot better modern studies to help analyze the effects of gunfire on humans than there are to deal with edged weapon wounds (since modern military and police forces usually favor firearms or blunt instruments, and rather frown on deliberate or extensive use of edged weapons).
 
OK, guys, here's some new blade stats. These are untested ... but you all can help me test them too.

I'll do the guns too, in a bit. But to go on with this, we need the code to limit hit points, and we need it yesterday.

Haven't messed with the really specialty items (poisoned blades, stuff like that) yet either. Anyway, this should make every blade unique and markedly different from other types of blades, while still giving some credibility to certain blades as being "better".


<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //--------------------------------------------------------------------------------------------------------------------------------
    // AXES Models and textures from SLiB Mod. Jack Davidson
    //--------------------------------------------------------------------------------------------------------------------------------
    // AXES:       ItemIndex                   picIndex         Price          Piercing   Nation (-1 for general)
    //               |bladeID   modelID           | rare          |  minDamage     |Blocking|
    //               |  |          | picTexture   |  |   MinLevel |   | maxDamage  |   |    |  Disarm // PB: Added to enable disarming
    //---------------|--|----------|----------|---|--|------|-----|---|-----|------|---|----|--|--------------------------------------
    n = InitStdBlade(n,"bladeaxe3","axe3", "JD",  8, 0.90,  1,    50,  10.0, 25.0, 20,  0,  "", 1); // Hatchet
    n = InitStdBlade(n,"bladeaxe1","axe1", "JD",  6, 0.37,  6,   100,  10.0, 30.0, 40,  0,  "", 1); // Axe
    n = InitStdBlade(n,"bladeaxe2","axe2", "JD",  7, 0.25,  9,   150, 15.0, 35.0, 50,  10,  "", 1); // Boarding Axe
    //
    // START SLiB special weapons added by KevAtl 09-03-2007
    n = InitStdBlade(n,"bladelead","bladelead","JD", 16, 0.25,  7,  50,  9.0, 20.0, 0,  0,  "", 1); // Bronze Knuckles
    n = InitStdBlade(n,"bladeclub","bladeclub","JD", 13, 0.20, 10,  50, 4.0, 20.0, 50,  5,  "", 1); // Banger Club
    // END SLiB special weapons added by KevAtl 09-03-2007
    //--------------------------------------------------------------------------------------------------------------------------------

    //  scheffnow - weaponsmod -->
    if (ENABLE_WEAPONSMOD != 1 )
    {
        //--------------------------------------------------------------------------------------------------------------------------------
        // NON Weapons-Mod Blades
        //--------------------------------------------------------------------------------------------------------------------------------
        // BLADES:     ItemIndex                   picIndex         Price          Piercing   Nation (-1 for general)
        //               |bladeID   modelID           | rare          |  minDamage     |Blocking|
        //               |  |          | picTexture   |  |   MinLevel |   | maxDamage  |   |    |  Disarm // PB: Added to enable disarming
        //---------------|--|----------|----------|---|--|------|-----|---|-----|------|---|----|--|--------------------------------------
        n = InitStdBlade(n, "blade5",  "blade5",  6,  9, 0.90,  0,    50,  15.0, 25.0, 5,  0,  "", 0); // Dagger
        n = InitStdBlade(n, "blade1",  "blade1",  6, 11, 0.90,  1,   200, 30.0, 35.0, 10, 30,  "", 0); // Saber
        n = InitStdBlade(n, "blade2",  "blade2",  6, 10, 0.90,  1,   200, 5.0, 15.0, 80, 80,  "", 0); // Rapier
        n = InitStdBlade(n, "blade3",  "blade3",  6,  8, 0.90,  2,   200, 30.0, 50.0, 40,  5,  "", 1); // Badelaire
        n = InitStdBlade(n, "blade4",  "blade4",  6,  7, 0.90,  2,   200, 30.0, 60.0, 30,  5,  "", 1); // Cutlass
        n = InitStdBlade(n, "blade6",  "blade6",  6, 12, 0.50,  3,   220, 20.0, 35.0, 20, 50,  "", 1); // Schiavona (pirate?)
        n = InitStdBlade(n, "blade7",  "blade7",  6, 13, 0.50,  3,   220, 35.0, 45.0, 40,  5,  "", 1); // Yataghan
        n = InitStdBlade(n, "blade8",  "blade8",  3,  1, 0.50,  4,   220, 20.0, 40.0, 30, 50,  "", 1); // Maltese Knight
        n = InitStdBlade(n, "blade10", "blade10", 3,  3, 0.37,  6,   230, 30.0, 36.0, 40, 10,  "", 1); // Piranha
        n = InitStdBlade(n, "blade11", "blade11", 3,  4, 0.37,  6,   230, 20.0, 35.0, 40, 45,  "", 3); // Highlander
        n = InitStdBlade(n, "blade12", "blade12", 3,  5, 0.37,  7,   230, 46.0, 60.0, 70,  5,  "", 1); // Dragon's Tongue (spain?)
        n = InitStdBlade(n, "blade13", "blade13", 3,  6, 0.37,  7,   230, 6.0,  12.0,100,100,  "", 1); // Needle
        n = InitStdBlade(n, "blade15", "blade15", 3,  8, 0.25,  8,   240, 20.0, 40.0, 30, 55,  "", 1); // Brazo del Colon
        n = InitStdBlade(n, "blade18", "blade18", 3, 11, 0.02,  8,   250, 30.0, 40.0, 25, 30,  "", 2); // Saber of Nicholas Sharp
        n = InitStdBlade(n, "blade16", "blade16", 3,  9, 0.25,  9,   250, 30.0, 40.0, 45, 20,  "", 1); // Tizona
        n = InitStdBlade(n, "blade21", "blade21", 3, 14, 0.25,  9,   250, 40.0, 60.0, 85,  5,  "", 1); // Falchion
        n = InitStdBlade(n, "blade17", "blade17", 3, 10, 0.15, 10,   260, 25.0, 45.0, 30, 50,  "", 1); // Flamigera
        n = InitStdBlade(n, "blade19", "blade19", 3, 12, 0.15, 10,   260, 10.0, 20.0, 95, 90,  "", 1); // Vagrant
        n = InitStdBlade(n, "blade20", "blade20", 3, 13, 0.15, 11,   260, 30.0, 50.0, 20, 40,  "", 1); // Squall
        n = InitStdBlade(n, "blade9",  "blade9",  3,  2, 0.10, 11,   280, 10.0, 25.0, 95, 95,  "", 5); // Silver Leaf
        n = InitStdBlade(n, "blade14", "blade14", 3,  7, 0.05, 12,   280, 20.0, 40.0, 30, 60,  "", 5); // Conquistador
        n = InitStdBlade(n, "blade22", "blade22", 3, 15, 0.05, 12,   300, 25.0, 35.0, 40, 60,  "", 2); // Corsair's Pride
        n = InitStdBlade(n, "blade23", "blade23", 3, 16, 0.05, 13,   300, 25.0, 40.0, 40, 30,  "", 2); // Windmill Slayer
        n = InitStdBlade(n, "blade25", "blade25", 6, 15, 0.02, 14,   400, 20.0, 35.0, 35, 70,  "", 5); // Cardinal's Guard
        n = InitStdBlade(n, "blade26", "blade26", 9, 16, 0.01, 15,   400, 10.0, 28.0,100,100,  "", 6); // Solingen Rapier
        n = InitStdBlade(n, "blade24", "blade24", 6, 14, 0.02, 15,   400, 35.0, 50.0, 30, 50,  "", 5); // Atwood's F100 Saber
        n = InitStdBlade(n, "blade27", "blade27", 6, 16, 0.02, 15,   400, 45.0, 60.0, 40, 30,  "", 5); // Bosun's Choice
        //n = InitStdBlade(n, "blade28", "blade22", 3, 15, 0.00, 12, 300, 25.0, 35.0, 40, 70,  "", 2); // Francis Drake's Sword // KevAtl renamed to bladeFD
        // SLiB
        n = InitStdBlade(n, "blade28", "blade28", 9, 15, 0.40,  5,   200, 30.0, 40.0, 10, 10,  "", 1); // Shamshir (SLiB KevAtl) - replaces Drakes's sword (now bladeFD)
        n = InitStdBlade(n, "blade29", "blade29", 9, 14, 0.20,  9,   220, 20.0, 40.0, 40, 40,  "", 1); // Chieftan / Broadsword (SLiB KevAtl)
        n = InitStdBlade(n, "blade30", "blade30", 9, 13, 0.20,  9,   220, 20.0, 25.0, 60, 55,  "", 1); // Dueling Saber (SLiB KevAtl)
        n = InitStdBlade(n, "blade31", "blade31", 9, 12, 0.15, 10,   240, 30.0, 40.0, 50, 10,  "", 2); // Snake Head (SLiB KevAtl)
        n = InitStdBlade(n, "blade32", "blade32", 9, 11, 0.05, 13,   300, 35.0, 50.0, 30, 15,  "", 2); // Damascus Shamshir (SLiB KevAtl)
        n = InitStdBlade(n, "blade33", "blade33", 9, 10, 0.05, 13,   300, 30.0, 50.0, 35, 20,  "", 2); // Black Sea Yataghan (SLiB KevAtl)
        n = InitStdBlade(n, "blade34", "blade34", 9,  9, 0.04, 14,   350, 30.0, 40.0, 50, 20,  "", 5); // Dragon's Head (SLiB KevAtl)<!--c2--></div><!--ec2-->

Logic is as follows - higher block penetration if a weapon is faster, or if it is nose-heavy and can be used to beat an enemy block aside. Higher blocking if a weapon is fast ... blocks do you no good if they don't arrive in time. Damage is pretty self-explanatory - big, scary weapons are more damaging than barbecue skewers. Nicer weapons should have some advantages over the lesser weapons of their type, but usually not as much as you might think. Very different weapons, however, should require different tactics to use them effectively.

"These toys are fit for children, not for men, for straggling boys of the camp to murder poultry, not for men of honor to try the battle with their foes."
- George Silver, "Paradoxes of Defence", 1599 ... talking about Italian rapiers.
 
OK, dumb question ... how do you re-initialize the new item stats?

I can't find the right key, and so I can't test the new blades. It used to be easy ... press "I", if I remember right. I sure can't get it to work now.
 
<!--quoteo(post=228598:date=Dec 30 2007, 01:49 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 30 2007, 01:49 PM) [snapback]228598[/snapback]</div><div class='quotemain'><!--quotec-->"F11"<!--QuoteEnd--></div><!--QuoteEEnd-->

It froze when I did that ... maybe I just didn't wait long enough. I'll keep trying.

Edit:

OOPS, my bad. I changed the stats for the blades used WITHOUT the blade quality mod ... I have to copy said stats to the next section down, to get them to work in every game. I keep forgetting that there are like two or three copies of everything in this game, depending on which menu options you pick.

Stupid computers... I'll never stay ahead of them.
 
<!--quoteo(post=228599:date=Dec 30 2007, 12:52 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Dec 30 2007, 12:52 AM) [snapback]228599[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=228598:date=Dec 30 2007, 01:49 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 30 2007, 01:49 PM) [snapback]228598[/snapback]</div><div class='quotemain'><!--quotec-->"F11"<!--QuoteEnd--></div><!--QuoteEEnd-->

It froze when I did that ... maybe I just didn't wait long enough. I'll keep trying.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> It takes a while.
 
OK ... I think I've got them all working now. How do I attach a file to a post around here? (I know it can be done, I just can't figure out how.)

And maybe we can finally get a realistic-looking sword fight going. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />


Or maybe not ... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
We'll see.
 
I was disapointed with the swords in the stock version of the game because alot of them don't do the real swords justice, the schiavona for example was an excellent sword but in the game its average, your right in questioning the damage potential of a rapier as in an untrained hand it would do more harm than good, However in the hands of a skilled user it's a deadly weapon, just because it looks like a barbeque skewer doesn't mean it is. A snake might look like a big worm but it can still kill you with a bite.

It's a shame you had already done alot of the work on this as swords are one of my hobbies and I couldv'e given you some info about the types of swords the game uses.

It's getting late (or early depending which way you look at it hehe) but I would be more than happy to help you test these out, Sunday now and a long lie in to be had but once I surface I'll see if I can test them, For some reason I think I have to do something today but can't for the life of me remember what it is, so I may have to leave testing anything until monday night, if whatever it is I can't remember what I have to do takes a long time.

Well I've been reading far too much of the various info on these forums and others that I use as well as playing through the main story to reach the point in the game where I have to try access the library in that spanish church (theres some stuff with the anamist quest I want to check out), my eyes have probably gone square, I know for a fact that my head is sore with it all and I'm yawning so much the extra oxygen is making me light headed hehe, so I'm gonna go to bed before the wife falls out with me for being on the pc all night (again) hopefully I can sneak in without waking her up.

I bid you all a good evening/morning and will see you at some point either later today or tomorrow.

Ron hopefully all your work on the swords is cool and everything works fine.
 
Yeah, well, edged weapon combat (ancient and modern) is a little more than my hobby. I've made quite a study of it, including a lot of volunteer work teaching police and security people how to survive knife attacks. Unfortunately, part of my study was less than academic... and I hope I never have to go through that again.

Granted, the weapons I know best were not exactly from the period in question, but still I doubt my estimates are too far off.

The numbers I posted, above, there ... they do a sharp blade justice. A lot of the heavier weapons are generally one-hit kills (where before only a few high-end ones got that effect), although the heavier blades have other rather serious problems. It will teach you to block, or you'll not last long. Even the rapiers can be effective, if you take advantage of their high defensive and counter-defensive capabilities... but you can't just go hacking your way in with a rapier like you think it's a lightsaber, because they can likely take a couple of hits, while if they have a big scary blade, you cannot. It may need some tweaking, but it offers the feel of speed and lethality of an actual edged weapon encounter, as well as real variations between weapons.

Again, how do you attach a file to a post here?

Edit:
There I found it ... attachments, down at the bottom. Have to change my screen resolution to figure out what I'm doing.

... er .... oops ....

But I'm getting an error - it says I'm "not permitted to upload this type of file".

Stupid computers.
 
Make a zip file of it, then post it. Nice work on the blades. You said you wanted to work on the names and descriptions of the blades. What do you purpose?
 
Make a .zip file out of it ... right ... that seems to work. Never heard of an attachment system that was partial to .zip files, but whatever.

This is the blade mod. I'll get to the guns later. This is for 14A6-upgrade 2. I also haven't got to the really unique stuff (like the poisoned rapier) yet.

As for proposed changes to text, just removing some of the specific identifiers and replacing them with more appropriate terms. For example, Atwood F-100 needs to be renamed something like "Officer's saber", with a description like "An attractive saber obviously created for someone of importance." There are several things like that, which sounded good if there was only one of them in the game, but in retrospect seem out of place. "Dragon's Tongue" needs to be renamed like "Arabic Scimitar" ... something descriptive rather than poetic, to fit better with the idea of having to find several of them to equip your crew. Players should be able to tell what something is by its description. Also, a few of the descriptions are a bit off, in terms of speaking too highly or too critically of the weapon.
 
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