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    Maelstrom New Horizons


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A few Bugs with Beta Patch 6

Yes it was my mistake, I was in my own quest and missed that I had changed the type. :wp
 
I get wind direction info in Port screens if i have a compass equiped as well, not sure if it is the case for all ports as i haven't visited them all yet!!!

One thing that would be great to add to this particular mod if possible, would be if it could also update the wind info('light wind from SSE' etc) whilst at sea, on the weather change updates that happen every hour. Possible to do without too much difficulty?
 
You're supposed to always get wind info in ports; compasses give more accurate information (direction and speed instead of just force).

You want wind strength messages at sea on the hour/weather update if you don't have a compass?
You never get them if you do use a compass, because the compass already tells you.
 
You're supposed to always get wind info in ports; compasses give more accurate information (direction and speed instead of just force).

Ah yes, off course! Does the detail of the text report currently improve as you get better compass? or is it just direction and strength all the time?(which is no problem due to what you say below!)

You want wind strength messages at sea on the hour/weather update if you don't have a compass?
You never get them if you do use a compass, because the compass already tells you.

And yes of course(again!) :) I should stop being cheap and upgrade my cheap compass :yes
So all in all, please ignore me on all this :D
 
The way I'm playing now is to reduce the number of "cheats" like lucky charms. So the cheap compass and clock is used, along with your wind speed and direction text. That way I don't get the +2 points for a compass that gives the same info.

Also, what I do use is the doctors kit which reduces crew loss, and scales because the scales the merchants use are "adjusted". This is still done. It is always a good idea to check the seal on scales to see if it has been tampered with. :wp
 
you know, it would seem quite logical to me that a compass gives a sailing bonus since you, you know, actually know what you're doing once you have one. although sailing skill does apply to different things than what the compass helps you with, now that i think of it.
 
Along with all of the other info it gives like radar, range, and friend or foe, giving a +2 to sailing skill is excessive.
 
Without a compass, you get only the wind strength (in Beaufort).
With a Cheap Compass, you get the wind strength (in Beaufort) and direction.
With the other compasses, you get wind speed (in knots) and direction.
If you have any compass, the text description doesn't show at sea, because the compass already tells you.

Maybe we should make the compass give only a +1 bonus?
It should have some bonus in case the "compass required" option is off in Advanced Options though.
 
i dunno. it seems my sailing skill has stopped increasing at 5 or 6, so i need the items to have a good sailing skill. i've also always regarded the best compass as standard, and anything below that as inadiquate.
 
Without a compass, you get only the wind strength (in Beaufort).
With a Cheap Compass, you get the wind strength (in Beaufort) and direction.
With the other compasses, you get wind speed (in knots) and direction.
If you have any compass, the text description doesn't show at sea, because the compass already tells you.

Maybe we should make the compass give only a +1 bonus?
It should have some bonus in case the "compass required" option is off in Advanced Options though.

I've edited my files so only the best compass gives a +1 Sailing, the others give you a 'bonus' in the info they provide, and you have the Chronometer thing also that gives +1 sailing(well in my files, it might be +2 normaly?). What bonus does the sextant give?(i haven't found one to buy yet!) If any then that is quite a few +1's to your sailing skill, maybe too many?

I scale back lots of the bonus stuff in my files(as on the ftp, although be careful as one of them, maybe Items.c, has got bugged and gives lots of 'error' text messages when in the inventory screen, and i haven't been able to track down why yet!?), the 'stats' are good i think, but after a long hard look at the 'economy' of PotC(which we need to think about at some point), some of the prices will come down in price quite a bit i think.
 
Without a compass, you get only the wind strength (in Beaufort).
With a Cheap Compass, you get the wind strength (in Beaufort) and direction.
With the other compasses, you get wind speed (in knots) and direction.
If you have any compass, the text description doesn't show at sea, because the compass already tells you.

Maybe we should make the compass give only a +1 bonus?
It should have some bonus in case the "compass required" option is off in Advanced Options though.

Except the cheap compass doesn't give wind speed. That would be a good addition.


The good compass is +2, I don't remember if the chronometer is +1 or +2, the sextant is +2. That's +5 or 6 right there. I'm at +3 naturally right now and happy. When my skills get pumped up the ship starts racing around like a motorboat.
 
Except the cheap compass doesn't give wind speed. That would be a good addition.

The good compass is +2, I don't remember if the chronometer is +1 or +2, the sextant is +2. That's +5 or 6 right there. I'm at +3 naturally right now and happy. When my skills get pumped up the ship starts racing around like a motorboat.
Well it IS called a cheap compass for a reason ;)

I agree on not wanting stuff to motor around like speedboats, it sort of defeats the aim of an Age-of-sail pirate simulation game. There are plenty of 'action' pirate games as is, this is one of the few that tries to 'keep it real' to a decent extent.
 
but on the other hand, not being able to raise your sailing skill to 10 in the long run defeats the purpose of the skill. or the way the sailing skill increases is just a bit too low. i would prefer not having to rely on items too much, but the rate at which sailing skill increases should be raised a little.

speaking of which, repair skill should be slightly turned down, by about a third. but that's a guess. and maybe melee skill as well. those two always stand out way higher than the others in my experience.
 
In order to get your sailing skills to 10, you would need the goodies and then get your natural skills to 4 or 5. I would be an 8 or 9 now if I used them and I'm only up to level 10. By the time I got to level 20 I'd be bored because I would be maxed out with no way to improve. So it comes down to how fast do you want to improve? Right now it seems both fast and slow are covered. :ty

As an aside, I've quit trying to complete quests and now just sail around soaking up the atmosphere. Sometimes it is good enough just to get a good ship and a fair wind and turn off the overlay and just sit back and watch. :sail
 
my sailing skill including all items is now 9. it should reach 10 eventually, but it's gonna take a while. i think i'm at level 22, but i haven't used the worldmap even once apart from dodging a bug. it's gonna be a nightmare for anyone not using directsail to get it up decently high, with the player being unable to captain large ships as a consequence.
 
My 'Navigators' sailing skill is 9(he's at level 8 ) without any additional bonus items, that's after about 4-5 hours of playing(i'm escorting Ewan Glover to Barbados currently in the main quest). My sailing skill is just 3, because it's just a back up skill to my characters combat skills. I'd have it about 10 by now if it was my primary concern. @ Morgan Terror, do you sail around in direct sailing mode? The sailing skill levels up way too fast if you do!

Infact all my crew level too fast:

Gunner(lvl 8 ) Accuracy and Cannons both 8(plus most of the ability perks for a gunner)
Carpenter(lvl 8 ) Repair 10(plus sailing 7 - he is my second in command navigator when needed)
Captain(me)(lvl 11) Leadership 8, Melee 8, Sailing 4, Commerce 9.
Boatswain(lvl 7) Melee 8, Grappling 8.
First Mate(lvl 8 ) Leadership 6, Melee 8, Luck 5
Navigator(lvl 8 ) Sailing 9, Defense 8
2xMaster at Arms(lvl 7) Melee 10 plus 2-3 in most other stuff
Surgeon(lvl 6) Defense 10
QuarterMaster(lvl 8 ) Melee 5, Repair 7, Commerce 6

In terms of key skills for the crew category i'm not far from maxing out most of my crew after 5 hours of gaming(i'll be 10 in all important skills in another 2 hours or so i expect). This is way too fast/unbalanced in relation to even the length of the main quest line, let alone decent length sanbox gaming. One thing i'll look to address for sure, along with the economy issues and obviously the dialogue issues.
 
Wow! That is way higher than any of my officers. Methinks my very best one is a 6 at sailing.
 
i do nothing but sail around in directsail. it's true that it increases quite quickly for the first few points, but it bottoms out at 6.

are you sure you didn't increase the rate at which skills increase in the options? the difficulty level matters as well. it takes me a full in-game year to get a noob officer up to first mate status, as in a possible commander of his own ship.

of course, many officers you can hire start with very high skills already.
 
All my crew i get at game start, so started at lvl 1. I play at Swashbuckler and the only tweak i do is in the Advanced options 'Skill-up Bonus' changing it to the lowest setting of 10(out of 99/ default = 35). Maybe that tweak means the opposite of what it appears? Maybe i need to choose '99' to get the slowest possible progression? If so i can add that to the list of description changes for the Advanced Options :)

In direct sail mode i get about 1050EXP per officer per game quarter/half hour(not sure when the frequency of those updates are). This is the main area of EXP boost i find.
 
The Cheap Compass isn't supposed to give wind speed. There have to be differences, right? :cheeky
 
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