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Screenshots thread

There is already an uncursed QAR in the game, with 5000 HP, 44 guns of 18lb, and base maximum crew of 420.

What we don't have is a cursed QAR similar to the cursed Black Pearl and Flying Dutchman, with insane stats and optional vapour trail. ;)
 
There is already an uncursed QAR in the game, with 5000 HP, 44 guns of 18lb, and base maximum crew of 420.
With cursed-style torn sails and Greek Fire bow chasers.

What we don't have is a cursed QAR similar to the cursed Black Pearl and Flying Dutchman, with insane stats and optional vapour trail. ;)
Vapour trail is, in the films at least, exclusive to the Black Pearl.

In the mod, it is related to the Curse of Cortez.
But that has nothing to do with the QAR.
 
With cursed-style torn sails and Greek Fire bow chasers.
Torn sails are set by default in "Ships_init.c" to make the ship look ancient. You can change them in the "Ship" interface because the ship is not cursed so the sails won't revert to being torn. What the ship does not have is 100000 HP, the hallmark of other cursed ships such as Black Pearl, Flying Dutchman, and the cursed caravel in the "Bartolomeu" storyline.

I haven't seen the fifth film. Does the Queen Anne's Revenge still have Greek fire when commanded by Barbossa, or does it now have ordinary bow cannons?

Vapour trail is, in the films at least, exclusive to the Black Pearl.
And there's a new vapour trail for the cursed Mariana. (Which, being cursed, has the usual 100000 HP. ;))

On the other hand, perhaps we should reduce the HP of the uncursed Flying Dutchman, and maybe give it more normal, uncursed "ClosestPoint" and "BestPoint" ratings? At present the uncursed Dutchman has the same stats as the cursed version.
 
I haven't seen the fifth film. Does the Queen Anne's Revenge still have Greek fire when commanded by Barbossa, or does it now have ordinary bow cannons?
I have seen the fifth film and I don't remember.
If I recall, she doesn't really fire her cannons so there's no telling one way or another.
That gives us space to make our own choice.

On the other hand, perhaps we should reduce the HP of the uncursed Flying Dutchman, and maybe give it more normal, uncursed "ClosestPoint" and "BestPoint" ratings? At present the uncursed Dutchman has the same stats as the cursed version.
The Closest and Best points were deliberately set so she can sail faster into the wind than with the wind.
That matches with the myth around her and some remark in the... second film, I believe,

I'm not sure what to do with those excessive stats though.
The Cursed Pearl needs them for a proper "boss fight" at the end of the Standard Storyline.
But for the others... it doesn't really matter, does it?

I wonder how @The Nameless Pirate feels about that.
 
The cursed Flying Dutchman's insane HP makes sense, since she is a ghost ship.
The HP of the uncursed FD also makes sense since she is still an supernatural ship; Will is bound to her and he still caries souls to the after life.

There could be a version of the FD that is more balanced, the main reason I don't use her is her overpowered HP.
Though my brother disagrees and he likes using the cursed Dutchman and the cursed Pearl, so some players may like cursed ships overpoweredness.

About the QAR; from what I remember she is supposed to be very powerful and fast but she's not unsinkable as the FD and the cursed BP are.
Though I could be wrong on this since PotC 4 and 5 are the ones I have watched the least amount of times. :shrug

The fog I believe is a part of the curse of Cortez, so it's not necessary for the QAR to have it.

I haven't seen the fifth film. Does the Queen Anne's Revenge still have Greek fire when commanded by Barbossa, or does it now have ordinary bow cannons?
Unfortunately I don't remember even one proper naval combat scene with the QAR in PotC 5.
 
Unfortunately I don't remember even one proper naval combat scene with the QAR in PotC 5.
Nor the fourth film, which was completely devoid of sea battles too.
And the third one just repeated the "Pearl vs. Dutchman" from the second instead of doing something with those two fleets.

Better then to watch the Dutch film about "Michiel de Ruyter".
Aka. (by me) as "Sea Battles: The Movie". :cheeky
 
About the QAR; from what I remember she is supposed to be very powerful and fast but she's not unsinkable as the FD and the cursed BP are.
Ah, good. This being the Screenshots Thread, that gives me the opportunity to re-post one.
sinking_dutchman.jpg
:p

You need a big ship, such as the Sovereign of the Seas which you get at the end of "Tales of a Sea Hawk" and which I regard as a much more useful prize than the Black Pearl. And you need a lot of ammunition. But the battle does highlight one problem with these cursed ships. Here's an article about crew sizes:
Guide - Some notes on setting the ship's crew numbers
First, it requires 1% of your ship's HP in crew to sail the ship.
For a cursed ship with 100000 HP, that means it needs 1000 crew just to sail. The Flying Dutchman has a maximum crew of 420. So it's permanently below minimum crew. That's probably why the battle was very one-sided, with me pounding the Dutchman and taking little fire in return - it couldn't fire all its guns, and what it could fire, didn't fire very often. A duel against a conventional 2nd rate ship of the line was more challenging because it did fire properly.

Which means, if you have a cursed ship, or the supposedly uncursed Dutchman, you too could face the problems associated with an understrength crew - guns take a long time to load, and not all of them fire.
 
Now that you mention it, I remember sinking the Black Pearl on the stock game without using the artifact.

It took some time but it's doable.

Now I have to admit I have very limited experience with the cursed ships.

My brother rarely lost with the cursed ships, but he probably played on easy now that I think about it.

I must try them out and see for myself in order to be sure.
 
How about reducing those crazy stats?
Or increasing their crew numbers to match?

Sounds like right now it's more a "resilient waiting game" than an actual challenge. :facepalm
 
1% of 100000 is 1000. Increasing the crew to that (plus the gun crews) will bring its own problems, such as pay, food and rum. It might be alright for the cursed Black Pearl because you should only get that, briefly, in "Hoist the Colours" when you become Barbossa and attack the Interceptor.

Reducing the crazy stats is exactly what I suggested for the uncursed Dutchman. ;)

Where is the code which causes the reduced firing rate due to low crew? Perhaps modify it so that it doesn't affect ships whose maximum HP is 100000. (Or set a new attribute on cursed ships, then have the code check that attribute.)
 
No, the thread mentions some code in "Ships_init.c" but nothing about the code which calculates the effect of crew size on cannons. But I've found it in "PROGRAM\SEA_AI\AIShip.c", in function "Ship_SetCannonQtyByCrew":
Code:
   ref   rCannon = GetCannonByType(sti(rCharacter.Ship.Cannons.Type));
   float CrewPerGun = stf(rCannon.caliber);
   if (rCannon.type == CANNON_NAME_LONG)
       CrewPerGun /= 2.0;   // 12 pounder takes 6 crew, for example
   else
       CrewPerGun /= 6.0;   // carronades take fewer crew and are normally twice the caliber of the long guns they replace
       // Note that if the player doesn't have USE_REAL_CANNONS set, the CrewPerGun is divided by 6 as well
   CrewPerGun = fclamp(1.0, 10.0, CrewPerGun);       // gun crew no less than 1 and no more than 10

   int iCanQty = GetCannonQuantity(&rCharacter);
   float CrewRequired = CrewPerGun * iCanQty;
   CrewRequired /= 2.0;       // We're only loading one broadside at a time.
   if (CrewRequired < 1) CrewRequired = 1;

   int CrewQuantity  = GetCrewQuantity(rCharacter);
   if(iRealismMode>0)
   {
       int MinSailCrew = GetCharacterShipHP(rCharacter)/100;   // crew needed for sailing, intentionally not using mininum crew here
       if (MinSailCrew >= 100000/100) MinSailCrew = 100;       // Cursed ships are a special case
       CrewQuantity -= MinSailCrew;
   }
   if (CrewQuantity < CrewPerGun) CrewQuantity = CrewPerGun;       // detail one gun crew from the MinSailCrew
So, the crew for guns is half the calibre, multiplied by the number of guns, then half again because you normally only fire one broadside at a time. In "Realistic" mode, the crew to sail the ship is 1% of the ship's HP - and there's already a cap for cursed ships, which need 100, not 1000.

Running the calculations for Flying Dutchman, with 58 guns of 32lb and maximum crew 420:
CrewPerGun = 32/2 = 16, CrewRequired = 16*58/2 = 464
MinSailCrew = 100000/100 = 1000, then changed to 100
CrewQuantity = 420-100 = 320
And so the Flying Dutchman is short of crew for its cannons before the battle even starts.

And now, Sovereign of the Seas, alias "Manowar1", with 100 guns of 32lb and maximum crew 1000:
CrewPerGun = 32/2 = 16, CrewRequired = 16*100/2 = 800
MinSailCrew = 16000/100 = 160
CrewQuantity = 1000 - 160 = 840
So it has enough to sail the ship and man all its guns, with a few to spare.

Raising the crew of the Flying Dutchman to 600 ought to even things up a bit...
 
Didn't I put some code in ships_init to automatically increase the min crew to the value required for ordinary operations?

But I might've left that switched off by default...
 
Yes, you added code to automatically increase mincrew, which gave insanely large crews to several ships, especially smaller types (the example I found was the jackass bark which went from about 50 crew to about 150). The code is still there but is disabled; it's conditional on the SHIPS_WEIGHT toggle which is off by default.
 
That's a fine bit of plundering, @DavyJack! :aar The Spanish War Galleon was probably a merchant, which starts off with "Poor" morale and can be persuaded to surrender relatively easily. The Fast War Galleon only appears as a naval ship, starts off with higher morale, and can be counted on to put up more of a fight, so well done on capturing that one!
 
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