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Included in Build Rebalanced Ship Upgrade Costs

Okay, so now that we have the bug fixed...

What do you think about merging the two cannon upgrades and moving the calibre upgrade onto one of them?

By doing this a multiplier can then be set against the current calibre alone (and maybe number of guns as well).
 
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What do you think about merging the two cannon upgrades and moving the calibre upgrade onto one of them?
Personally I'm inclined to say that it isn't broken, so making any further changes seems like low priority stuff to me. :shrug
But I have no strong feeling on it one way or another. You'd need feedback from the actual players.

Would the interface pictures need to be replaced? If so, who is going to do that?
 
I don’t see why the pictures would need to change, but the text certainly would. Unless it would be possible to place a string on the image denoting what the upgraded calibre would be. I understand the feedback issue, should I make a thread to see if anybody has any interest in it?

I mean, I’m going to look at changing this for myself because I always forget which gun upgrade does what and I also think the hull upgrade shouldn’t boost the calibre anyway. And I always mark my own personal edits so I know when to remove them if I upload anything.
 
I understand the feedback issue, should I make a thread to see if anybody has any interest in it?
Go right ahead. :doff

I mean, I’m going to look at changing this for myself because I always forget which gun upgrade does what and I also think the hull upgrade shouldn’t boost the calibre anyway.
I think you may have a point there. :cheeky
 
Another problem with those gun upgrades is that the one picture has a larger gun than the other, but it’s actually the smaller one which performs the better upgrades. :unsure

Okay, so after making the changes... when I buy the upgrade it doesn’t recognise it as being installed, but the calibre is upgraded (so I can keep on upgrading it!). I’ll have to have a good look around to see how this works, so for now I’ll have to stick with the hull upgrade. I’ll have to factor the price into this otherwise I’ll have a bunch of frigates with 24-pounders otherwise.

An idea I have at the moment is this...

calibre * cannons * 500

So here are some random numbers (weight is the original calibre, upgrading to the next one)...

16 x 4lb = 32,000
16 x 6lb = 48,000
16 x 9lb = 72,000
20 x 9lb = 90,000
20 x 12lb = 120,000
30 x 18lb = 270,000
30 x 24lb = 360,000
60 x 24lb = 720,000
100 x 32lb = Blackbeard’s beard

I think that will work out pretty good. :yes
 
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Another problem with those gun upgrades is that the one picture has a larger gun than the other, but it’s actually the smaller one which performs the better upgrades. :unsure
Probably easy enough to swap the textures around.

Okay, so after making the changes... when I buy the upgrade it doesn’t recognise it as being installed, but the calibre is upgraded (so I can keep on upgrading it!). I’ll have to have a good look around to see how this works
Should the _char.ship.tune.(_improvement).on = 1; not mark it as being already installed?

This function should already be in place to check for it:
Code:
bool CheckTun(int _idx, string _improvement)
{
   if (_idx < 0) return false;
   ref char = GetCharacter(_idx);
   if (!CheckAttribute(char, "ship.tune." + _improvement + ".on")) return false;
   return sti(char.ship.tune.(_improvement).on);
}
 
That’s what I thought, maybe I just swapped them over wrong. :shrug

I’ll look at it again another time but for now I think I’ll go grab some prizes to check it out. :wp
 
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