Being a newbie I am not in a position to help evaluate the modd (I'm not au fait with how many aspects of the current release interact to make a comparison over many scenarios). However in build 14 3.4 filling Sovereign of the Seas is already a less than interesting piece of the game play. It strikes me that given the 'real' time taken and the accompanying aching finger that buying large amounts of goods gives me in 3.4 (unless I am missing a quick key?) it is already at my tolerance level. If quantities are increasing so much perhaps the unit multiples or weight that goods are bought and sold in (ie therefore onboard weight) could also be adjusted during "balancing" rather than solely monetary value and availability to prevent spending all day at the shops.
Using the [Ctrl] and [Alt] keys used to increase the numbers much faster, so you can try that.
We might have disabled that particular feature though, because the price calculations due to supply and demand didn't go right and we couldn't figure out a quick fix for that.
As much as I'd like to make massive improvements, right now we don't have the resources to make it happen.
Personally I always use "Auto Buy" but of course that wouldn't apply for purchasing trade goods.
I did check that out
@Pieter Boelen the problem with doing it dynamically is that again the bigger warships will use only the weight of the caliber installed so a ship such as the Victory (Sorry I keep using her as an example but she's the ship I've done the most research on) will have 104 32 pounder guns on her weighing 85 cwt each (carriage included) or 8500 pounds respectively. 85x104=8840, 42840-8840=34000 not horrible but not accurate either the real number is 36798 (44, 12 pounders 38cwt per unit 1672 total) + (28, 24 pounders 65cwt per unit 1820 total) + (30, 32 pounders 85cwt per unit 2550 total). The Victory is one of the largest ships in the game my fear is that scaling this down on some of the smaller ships might lead to problems the only way to find out is to test it. For now hardcoding the ships is the easier option as the totals will be closer to historical accuracy (the drawback being the numbers will be static) but I will also attempt to add it dynamically as well but it's probably gonna take awhile. It's kind of a rabbit hole though since if you add the weight of the cannons dynamically then you need to factor in weight for speed, and on and on you go lol.
Indeed the single calibre on a ship is an ever-lasting problem that we are never going to be able to fix in PotC. We'll have to deal with it as best we can though.
Nobody says a 32 pounder cannon is required to weigh 85 cwt in the game though. We could set it at 60 cwt per cannon for those large ones to simulate a more even distribution of weight.
That being said, the Victory in the game actually DOES have 104 32 pounder guns with the damage to match.
And you massively increased the cargo space as well, so perhaps subtracting the cannon weights would get the numbers closer again to what they are in Beta 3.4 .
It seems to me that these sort of issues would apply more to the large ships because a small ship would have mainly the same kind of cannons while a big ship would have a lot of different types.
That also means that if you want to use the Victory for trading, you would need to install smaller/less cannons to free up cargo space.
From a gameplay perspective, that would at least make sense.
If I understand correctly, a lot of the numbers you used now are "light weight" values that don't factor in the cannons and such already.
So I would strongly suggest we try the dynamic route
now, since we are already pretty close to having reasonable numbers for that purpose.
If you undo those changes now, then we're basically moving backwards and would need to redo 200+ ships again when we do want to do it.
We might as well do some experiments now and at least see what happens. If it proves too much of a hassle, we can always reconsider.
It's kind of a rabbit hole though since if you add the weight of the cannons dynamically then you need to factor in weight for speed, and on and on you go lol.
Weight factoring in on ship speed? I think that already happens.
You can dump cargo while at sea and I'm pretty sure that doing that not only increases your speed accordingly, it will even have the visible effect of the ship sitting higher in the water.
So that functionality is already in place. We'd just have to see what happens if we throw this feature at it....
@pedrwyth I am in complete agreement the current interface can be a bit tedious which unfortunately my mod does not improve. I believe the amounts were changed to just +1 (there was +10 and +100) because of an bug/exploit used by players to cheat. I know it can be turned back on (check the forum) but I don't think it's fixed as of yet. Might take a look at it if time/skill permits as it would be nice to be able to enter higher numbers in.
Perfectly true. Relevant file would be PROGRAM\INTERFACE\trade.c (or was it store.c?). Anyway, I think the responsible lines of code are still in there, but with \\ in front; search for "multiplier".