<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
I've got LDH_TURN_RATE_FACTOR set at 2.0 in my game and have since I introduced it. Original comment said, "Because who wants to sail a fort?" I was surprised when someone upped the default from 1.0 to 1.5 but at least it's there for people to change if they want.
As far as start money goes, do you check the weapons locker in the start cabin as well as the normal ship locker? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="
" border="0" alt="biggrin.gif" /> It sometimes has money in it too. I think. In any case it has more loot to sell.
Hook
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You are right on sailing a fort btw <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" /> And not sure - i usualy skip checking my ship before leaving "Yes i remember everything fine" choice has become the norm fo rme now. Ok if you can find other stuff to sell ok the default 1000 gold is fair enough' like i said it was a painfull option for me to think about - i'd rather the player had 0(zero) gold to start with!
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=Pieter)--><div class='quotetop'>QUOTE(Pieter @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
You are supposed to have 2000 gold when you leave your ship. That should be enough to handle your affairs.
The LDH_TURNRATE_FACTOR should be set to 1.0 by default, shouldn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->
default is 1.0 BUT as navigation skills(sailing) dont seem to work its not a good option currently. 1.5 or 2.0 is better(i usualy choose 2.0 also).
2000 gold!? i must be missing some - i do have 500 personal gold plus my 1000 start gold - but i think i know why that is now. If i'm just being 'lazy' and not finding the other 1000 gold then thats cool, keep it as is <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hat)--><div class='quotetop'>QUOTE(hat @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
CHOOSABLE_NEWGAMESKILLS 0.......I personally hated the idea, and thus made this small mod toggle to simply pile those points into what you initially get, so YOU can decide easier....<!--QuoteEnd--></div><!--QuoteEEnd-->
exactly - it should imho be the players choice, as default. This is an rpg game so all options for the player to guide their role play should be given. Any char should be able to have any start skills imho. power back to the player etc.
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hat)--><div class='quotetop'>QUOTE(hat @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
LDH_TURN_RATE_FACTOR 2.0
Turn rate was originally 1.0. Hook suggested it to be 2.0 when we updated some things. So I had compromised and set it to 1.5 so as to not piss off the diehard realistic sailing enthusiasts. Heh.<!--QuoteEnd--></div><!--QuoteEEnd-->
well i'm a diehard realisitic sailing enthusiast(currently landlocked), and imho 2.0 'feels' most realistic(possibly not on the really large ships?) for the starting ships. As navigation skills seem hosed/broken in the current build - so you cant improve your actual ships handling as you progress, i think 2.0 is a make-do compramise untill the skills issue is resolved?
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hat)--><div class='quotetop'>QUOTE(hat @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
SURR_GLOBAL_SCL 0.1
0.2 to me is still to high. Hook says he likes 0.05. So, maybe reduce it a bit more. Surrenders should not occur so often it becomes ridiculous.<!--QuoteEnd--></div><!--QuoteEEnd-->
yeah i've been playing with this, and like you i think it needs much lower settings before you notice any real difference 0.05 sounds good(maybe lower even?).
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hat)--><div class='quotetop'>QUOTE(hat @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
ENABLE_SKILLUP_IFZERO 0
To me, if an officer has "0" for a skill, it means they cannot be enhanced in that department. This should be left to off like the stock game had. I regard this setting as a 'cheat', not an improvement.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats just nasty! I had '0' in graphic skills once upon a time - now i'm probably a '3' <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" /> so erm keep it so the player can choose to improve the officer as they like....choice is good(i'm going to be saying that a lot - its a favourite <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" /> ).
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hat)--><div class='quotetop'>QUOTE(hat @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
RARE_RAND_RETRIES 2
This is to reduce not only the 'hiccup' factor on applying random items to locations, but to also make random items a slight bit more rare (not a whole lot, but a bit). I have always run with 2, as 5 just seemed like overkill on this process.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah sounds ok - random items were far to often in build 12.1.
I also change the box_item finds from 3(which had been changed from 5 recentyl) a little further to 2. This makes you think hard on trying a locked box/chest/barrel. At 3 your still pretty much always going to find something in locked box. At 2 this falls to maybe 50% of the time, so it makes you think if taking the damage is worth it.
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hat)--><div class='quotetop'>QUOTE(hat @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
FOOD_PER_CREW 0.005
The reduction of this number only means that 1 food goes a bit longer. With it being at 0.01, its about 1 wheat is 1 day of travel on a small ship (much more so with a bigger ship). By reducing this, it will mean more room in cargo for loot, and also the ability to go a bit longer without buying more food (or stealing it). Also reduces the annoying factor. If this is set too high, and a new person gets fed up with the mod (like I originally did), they might just turn the whole thing OFF without looking at how to reduce the consumption rate. That wouldn't be wanted, now would it. So, reducing this to a less troublesome number, may make the food mod a bit more appeasing. (Actually maybe this number should be moved to BS.h right under the FOOD_ON toggle!)<!--QuoteEnd--></div><!--QuoteEEnd-->
i plan on having a good hard look at all this - its ok as is, but needs some tightening up. I've talked with Pieter about the introduction of 2 other required food/drink stuffs(Fruit+Ale/water). Anyway i tend to think the other way - i always top up supplies when in port and never actualy get close to running out. Then this might be due to me using small ships/small crew? But yeah a rework is in order for a later build for sure.
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hat)--><div class='quotetop'>QUOTE(hat @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
TAVERNBRAWL_FISTSONLY 1
Tavern brawls shouldn't be with swords and guns! Heh.<!--QuoteEnd--></div><!--QuoteEEnd-->
well it is the caribbean in the 17th century! but yeah i know what you mean. Is there an easy way to make it a random chance of either fists or weapons when these encounters are spawned? rather than an on/off type thing?
<!--quoteo(post=171657:date=Nov 15 2006, 08:04 PM:name=hook)--><div class='quotetop'>QUOTE(hook @ Nov 15 2006, 08:04 PM) [snapback]171657[/snapback]</div><div class='quotemain'><!--quotec-->
I don't like the idea of messing with the food consumption. Either give your guys a pound of wheat a day, or disable the darn thing. If people want to change the stock values for their own game, let them.
I would like to see the RUM_DAYS changed to the same value as wheat days, so instead of having 30 and 15, you'd have 30 and 30. Less confusing. Unless everyone sails at double rum ration. biggrin.gif
Hook<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with not messing just now with it - it works, could be better but then we have lots of time for that.
So your seriously saying crew would drink as much rum as they would eat rations!? what kind of ship do you run sir!? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="
" border="0" alt="wink.gif" />
I'd like to see a few other food stuff requirements:
Food(wheat) and Water/Ale(it was often watered down for such a use) would deal with the health of your crew(so they would start to die if they run out of these).
Rum and Fruit would deal with Morale - so you would need much less of these as they can be seen as necesary luxeries. Rum to keep spirits up(and fighters mean+reckless) Fruit to keep scurvy away - scurvy is a morale trasher.
something like that, but we can mess with all this for a later build.