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Ok, got a little bit confused, so there is going to be a Satanist version of the Kreyser but at the same time you are going to keep the old one? I saw the fixing bad ropes tread. For what I understand the plan is to use this one in one period and the old one in others?
refShip.MaxCrew = 410;
refShip.MinCrew = 80;
refShip.Price = 210000;
refShip.HP = 3800;
refShip.SP = 200;
Does this help?It's going to need an increased crew anyway, otherwise it may find that it can't fire all its guns - though I don't know what the calculation for gun crews is.
For one thing, it indicates that the Satanic Fluyt of War needs a lot more crew for her 18lb guns.
Is that still the case? It doesn't have much effect on normal ships, but cursed ships with silly HP are going to be in trouble if this is true. "CursedDutchman" has 100000 HP, which by that calculation means 1000 crew before taking cannons into account. That won't affect the ship when it appears in "Elizabeth Shaw's Disappearance", though it may explain why the ship hardly fires at me when I attack it; but it won't affect boarding because the ship can't be boarded. The lack of crew to match the silly HP, or the effects of a suitably silly-sized crew, will affect anyone who chooses to play as Davy Jones. For that matter, even the uncursed "FlyingDutchman" has 100000 HP, which means anyone playing as Will Turner is going to have the same problems. If both ships go up to 1000 plus cannon crew, boarding is going to be easier, but feeding and paying them is going to be hard - no wonder Davy Jones' crew were such a miserable lot in the films.First, it requires 1% of your ship's HP in crew to sail the ship. In this case, 57 crewmen (rounded down).
Is that still the case? It doesn't have much effect on normal ships, but cursed ships with silly HP are going to be in trouble if this is true. "CursedDutchman" has 100000 HP, which by that calculation means 1000 crew before taking cannons into account. That won't affect the ship when it appears in "Elizabeth Shaw's Disappearance", though it may explain why the ship hardly fires at me when I attack it; but it won't affect boarding because the ship can't be boarded. The lack of crew to match the silly HP, or the effects of a suitably silly-sized crew, will affect anyone who chooses to play as Davy Jones. For that matter, even the uncursed "FlyingDutchman" has 100000 HP, which means anyone playing as Will Turner is going to have the same problems. If both ships go up to 1000 plus cannon crew, boarding is going to be easier, but feeding and paying them is going to be hard - no wonder Davy Jones' crew were such a miserable lot in the films.
Up to you. 360 is apparently the minimum full crew needed to fire the guns properly; 400 gives her some reserve plus makes her harder to board, and brings her into tier 3. It's your ship, so you can decide whether to use 360/72, 400/80, something in between, or any other value you like.So 80 or 72?
Looking good! I can put her into the quest - it's just a couple of lines to be added to "PROGRAM\Characters\init\SideQuest.c" in the definition for "Dark Captain". My version of the file already has the necessary lines to put "Sat_Essex" into the "Napoleonic" period, so even if you modify your file to add in your ship, I'll still need to edit mine to make the full version. If you can finish the figurehead and then upload the whole model folder plus your versions of "Ships_init.c" and "ShipModels_descriptions.txt", I can then put it into the update archive, which I'll then upload for everyone to see.EDIT: Here she is in the game: View attachment 33439
I still have to add her in the quest and add her figurehead.
picture = FastGalleon5, 769,257,1024,512
Can't remember, sorry.Is that still the case?