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    Maelstrom New Horizons


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Pre Build 13 Modpack

Yeah - figure any ships for sale at the pirate shipyard are probably stolen. On that note, there could be anything there.

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The numbers I gave do not really increase the number of surrendered ships. Morale drops based on damage taken, not number of hits. True that the ships that do surrender or are boarded will tend to be in a little better hull condition (a LITTLE better, not much) - but all the guns will still be disabled and rigging/masts shot up, and the greatly reduced number of surrendered crew can make them tough to get back to port safely. It seems to about balance, at least from what I have seen.
 
<!--quoteo(post=172107:date=Nov 17 2006, 05:39 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 17 2006, 05:39 PM) [snapback]172107[/snapback]</div><div class='quotemain'><!--quotec-->
If these numbers become the build defaults, I'm outta here.
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I think we could try to see if we can get the numbers work better, but I'm not going to just add new numbers without them being tested thoroughly AND having most people agreed on them. Anyway: I think this is something to look at for Build 14, not for Build 13. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--quoteo(post=172219:date=Nov 18 2006, 09:23 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 18 2006, 09:23 PM) [snapback]172219[/snapback]</div><div class='quotemain'><!--quotec-->
what level were you Jonathon? If low level it could be a bug, but if high level(like high enough to buy them in a normal shipyard if it was 'legal') then i think that is probably ok - after all the Pirates are not law abbiding and wont care if HMGov doesnt want 'civillians' to get their hands on the crowns MOW?
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I'm level 20ish, so I'm high enough level... it just seems odd that some pirates managed to capture 3 Man-o-wars, and then decided to sell them to some dude who dropped in to QC. Particularly given that the max class of pirate ship you can encounter is a class 2.

My personal preference would be that a small pirate island like that wouldn't sell anything bigger then a class 4 or maybe a class 3.

That would mean if you wanted a man-o-war, you'd have to capture it off one of the major powers. Then again, I've never met one on the open sea. Do you get em as encounters?
 
i often see the dutch having a manowar near the islands. and yes, you do ancounter them at sea. 5 battleships and 7 manowars to be precise.
 
<!--quoteo(post=172231:date=Nov 18 2006, 08:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 18 2006, 08:10 PM) [snapback]172231[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=172107:date=Nov 17 2006, 05:39 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 17 2006, 05:39 PM) [snapback]172107[/snapback]</div><div class='quotemain'><!--quotec-->
If these numbers become the build defaults, I'm outta here.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think we could try to see if we can get the numbers work better, but I'm not going to just add new numbers without them being tested thoroughly AND having most people agreed on them. Anyway: I think this is something to look at for Build 14, not for Build 13. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
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Yeah, well, my only contribution to this project is as a historian. I'm just trying to get some working numbers too. I don't propose using them without testing - in fact, I think I proposed they be "tested" for additional tweaking, not "implemented". The "implemented" part is WAY into the future of what I'm working with. When we get "final" agreement on some numbers, the good news is that they can be added without really changing anything except a dozen numbers - it's bug-free. Hook did the hard part already, with the new damage and aiming codes. The minor tweaking that finishes the job - well, that's where we are now.

Still, we're getting closer to something that is playable without that "arcade" feel. Reasonably historical and generally playable - that seems a powerful objective, and would be a great victory for computer simulation/gaming in general. That's IF we can pull it off.

After everyone has had time to mess with this for a while, we'll see what numbers we get.
 
I have no problems with class 1 ships being available at QC. Pirates generally need small, fast, maneuverable ships to chase down and capture other vessels, not something huge to sink everything in sight. So if they run across one, it's better to put it up for sale than to try to use it to go after other ships that are usually faster. Class 1 ships are a good choice if you intend to go off sacking forts.

My biggest complaint about changing damage numbers is that they will alter play balance. While sinking might have occurred very rarely in historic accounts, there may be quests where sinking a particular ship is necessary to complete the mission. This isn't a generalized 17th century battle simulator, it's a pirate game. And the current numbers balance it so the ship will pretty much run out of crew just about the time it sinks. If it runs out of crew long before it sinks, this might be a problem.

Seems like all the replacement power supplies I've bought have been Antec. My last computer lasted 6 years, I think. Six months on the original power supply, 5 1/2 years on the Antec replacement. Yeah, I like 'em. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Maybe the original power supply would have lasted the whole time if I'd turned the machine off when I wasn't using it, but I'm one of those people who think powering a machine up causes more problems than leaving it running constantly.

As soon as I can get the car (my son uses it for work, noon to near midnight) I'll make the 80 mile drive to the computer store. Yeah, I live that far out in the boonies. But I'd rather drive to the store than order it online; it's about the only time I get out of the house. And there's a *great* cajun restaurant along the way. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
<!--quoteo(post=172280:date=Nov 18 2006, 03:57 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 18 2006, 03:57 PM) [snapback]172280[/snapback]</div><div class='quotemain'><!--quotec-->
.........

My biggest complaint about changing damage numbers is that they will alter play balance. While sinking might have occurred very rarely in historic accounts, there may be quests where sinking a particular ship is necessary to complete the mission. This isn't a generalized 17th century battle simulator, it's a pirate game. .....

Hook
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Yes!! i'd completely overlooked that! That is very very important(unless we rewrite all the missions to be 'capture' only instead!). Wow cant believe i didn't think of that problem.

Still i am (annoyingly) all in favour of testing stuff out forever really? cant hurt? as long as the implimentation is the 'correct' one.
 
<!--quoteo(post=172296:date=Nov 18 2006, 09:28 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 18 2006, 09:28 AM) [snapback]172296[/snapback]</div><div class='quotemain'><!--quotec-->
Yes!! i'd completely overlooked that! That is very very important(unless we rewrite all the missions to be 'capture' only instead!). Wow cant believe i didn't think of that problem.
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There are some ships that will be flagged as unboardable (if I remember right). And some that will never surrender during battle (I'm sure of this one).

Actually, I like the fact that the French ships guarding Oxbay will not surrender in battle. You can pound on them until their morale is treacherous, then board them. This makes the captain more likely to surrender during bording, and those guys carry tons of cash (with the <i>correct</i> number in the settings file, that is <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> ).

Hook
 
Last version I saw before this one, I think all of the "sink something" missions were working with board and capture as well. Unless new bugs appeared...

If it runs very low of crew before it sinks, it might surrender. This is also true if it takes a lot of hull damage, or if the rigging gets cut off at the deck. This will be true either way - surrender is a possibility. So is capture. Feel free to shoot them after they surrender, if you just think they should sink. Also, feel free to scuttle any ships you don't like after boarding them.

I don't think you can completely reduce a crew to zero. It seems the captain and possibly 1 to 4 other guys will hang in there no matter what. If a ship just refuses to surrender and/or you feel some need to sink it, it will still go down with a handful of guys left. They do still sink with the numbers I proposed (especially if the hull wasn't 100% when you started on them, as often happens around islands). They just don't sink like stones, which was the first thing I noticed.

Test the heck out of everything. That's what I've been doing with the aforementioned proposed changes. I keep thinking these numbers may be off by a bit, but most encounters seem to have a good feel to them, so I'm not sure what to change.
 
don't be too sure! i once boarded a ship with only the captain on board. it had no crew left whatsoever!
 
Could you please continue this discussion in another thread, because this is not Build 13-related and I need this thread for discussion that IS Build 13 related: <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<i><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Build 13 Beta 9 Released!</b><!--sizec--></span><!--/sizec--></i>
I have just released what should be the final Beta for Build 13. Unless any really weird things are found, I will release this Beta as Build 13 <b>tomorrow</b>! Of course, fixes that are made before I start making the installer file tomorrow will still be included.

Stuff in this new beta:
- More fixes
- Fists issue mostly fixed: It now works as well as it always did. IncredibleHat made an additional fix that I will add to Build 13, but that I haven't added to this beta, because I got the fix after I started uploading the beta. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
- Several new ships added. They should work just fine; I tested them.

Note to Kazeite: Your completely new 74 is added but turned off at the moment. I used the same stats for her as for the original 74. Would you want to have her enabled in Build 13? And do you have any changed to make to her stats?
 
Thanks a lot, Pieter <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Excellent, looking real forward to the latest, Pieter!

Cap'n Drow
 
Ahoy PIeter,

Great Work!

When you relaease Build 13, will the mapships be incuded in the build or will we still have to extract them separately?
 
The mapships will not be included, because some people might not want them. But once I managed to make my new versions of that mod, I might include it by default, but I'm not sure of that.

Anyway: I have finished making the final Build 13 installer file and I am testing the installation process now. A couple of additional bugfixes have been added, including the ã and à characters not showing up (now they show up as a and A, which is still not correct, but better than it was). Once I tested the installation, I have to upload it, which will take another four hours.
 
FOUR HOURS!? aww man...wonder how long it's going to take to download it myself. i doubt that it will fit on my computer anyway. oh, well. i think i'll just try to download it, install it, and then remove the folder once it's installed. don't loose a bite!(on C-drive that is)
 
yup, but i need an entire new computer actually. and as soon as the oppertunity arises, i'll get one. anyway, i freed up enough space to download it.
 
A couple of problems in Beta 9

1. Went to the map at St martins and wound up immediately off the coast of Hipanola!

2. When going to the map after capturing three and sinking one.. CTD
 
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