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A few Bugs with Beta Patch 6

Black Bart: I'm set up just like you with shwashbuckler and the lowest skill up rating and I'm seeing 262 XP once an hour. I have officers who are still at level 1 in many areas.

Pieter: Have you never licked your finger and held it up to the wind? That is a pretty basic thing to do.
 
it would seem that BB is right about the skill increase rating then. i'm getting around 300 XP an hour as well.

also, agreeing with pistoff here concerning the wind. pretty simple reasoning.
 
This is confusing. I play at shwashbuckler and set the skill up bonus on the minimum. I have seen 1000XP right at the start of the game, but it drops off right away. I do use time X10 a lot and have noticed that using it reduces XP quite a bit.
 
that actually doesn't surprise me. i've seen it as well (in fact, i've often not had any xp at all), and i think it's because of the way speed increase raises the way the game handles a few things (ever notice how sidesliding speed doesn't go up at 10x and such?) combined with the way you get your hourly sailing skill bonus. the latter seems to be related to something, but i've been unable to find what it is. i think it's your ship's speed combined with your angle to the wind, but i think that would mean you'd get more xp for passing the hour mark at 10x speed.
 
I've been getting a constant 1050 xp, all the way upto the current crew i listed above. Sometimes you get part xp, as in 450/375, but that seems to relate only to when you first put to see in direct sail compared to how long before the 'xp up' trigger. So you only see it at the begining, then it's 1050xp per Officer per xp-up hour, not using time compression. And I never use time compression! I was going to add this is on the Build 14 Full with the Beta Patch 6 update(after a clean uninstall/re-install, so no remnants etc), but now i think we have uncovered why my Officers gain so quickly compared to yours. Something funky must be going on during time compression. Which is a pain as i've just restarted my game with the skill-up bonus on 99% just in case that was the issue! :facepalm

I'm probably not going to enjoy that setting, and to be honest i still don't really understand it - only 2 skills at that percentage? how? and why? Maybe we can set this advanced option to 0% in the code(where ever that may be) and be done with it! :whipa

In relation to this whole issue, i'll revise my aims a little. Probably more people will use time compression than don't, especially when using direct sail, so i'll just add my xp-reduction modding to my own build(although i'll stick my files related to it on the ftp sometime, just in case there are other hard-core age-of-sailers out there!). That would seem fair.

I'm happy with the cheap compass being as it is - cheap and not as functional as the better more expensive ones.
 
Go into Advanced Options menu > Skill-Up Bonus:

default setting is 35%

"Speed of characters skills-increase (2 random skills from 10% to 99%)"

So i normally set this to 10%(as you said you did), but as i don't use time compression when playing i get the full 1050XP per officer in direct sail every 'XP-up' calculation. If this Skill Up Bonus only effects two skills, then do we really need it at all? How does it pick which 2 skills get the bonus? It's very unclear how it works and i'd rather not have any bonus at all here if possible. That's what i'm saying :)
 
because it's a choosable character specialisation. i don't see a reason not to have it, though i did prefer it back when you could see which of your skills would increase faster before you created your character. now it's just 'i'll just select a random profession and hope i have the bonuses i want'.
 
Those specialization points change depending on how you set up your player in the first screen, don't they? Along with the difficulty level you can choose between pirate, merchant, corsair, etc.

I just sailed for an hour game time without any time compression and got 262 XP every half hour. That's 524 XP per hour sailing. I have a 4 ship fleet and a few extra officers.
 
Pieter: Have you never licked your finger and held it up to the wind? That is a pretty basic thing to do.
Actually, yes I have. But that gives you relative wind direction and not wind speed.
"Speed" you can tell from the Beaufort scale by looking at the waves in real life, which I also do.
So we could argue that even without a compass, you can tell wind direction and speed.
Going even further, a compass doesn't even remotely help you telling wind speed in real life.
But for gameplay purposes, what should be the differences between no compass and the various different qualities?

Note that SKILLS_UP_BONUS does affect ALL skills.
There is also the two skills that increase faster than others based on your choice of pirate, merchant, corsair, etc.
However, those two are NOT the same, even though both are a type of bonus in the Auto Skill System.
I know; it's confusing. :facepalm
 
Yes it is ;) I'll see if i can make it clearer in the text description sometime :) So this will effect you wether or not you have chosen 'Random Skill advances' or not(the default pick you skill upgrades)?

@Hylie, maybe the amount of ships is taken into account also for the XP hand-out in Direct Sail? I have just the one ship. 1050 Xp every time(30mins?)(upto lvl 11 main char).
 
So this will effect you wether or not you have chosen 'Random Skill advances' or not(the default pick you skill upgrades)?
It works only with Automatic skills-system on.
The choose new game skills setting works only with Auto Skill System off. And I removed that setting in Patch 7 WIP too.
 
So this will effect you wether or not you have chosen 'Random Skill advances' or not(the default pick you skill upgrades)?
It works only with Automatic skills-system on.
The choose new game skills setting works only with Auto Skill System off. And I removed that setting in Patch 7 WIP too.

I think this highlights nicely why we did need to clear up the Advanced options a bit. I play always with the old default PotC setting of chosing which skills to level up(i just like the rpg convention and character personalization it gives). SO in fact this setting of 10% to 99% has NO effect on my game what so ever! NOW i understand. And this may be a further aspect to why, with full skill level up control I feel my Officers improve too quickly. If Morgan Terror, Hylie and yourself play with the random skills increase mod, then you wont get the specific specialization that i get in my game, and why my Officers reach level 10 in there particular 'proffession' by the time i sail back from Jamaica(after my first visit) following the plot line of New Horizon(so at around char level 6-8 ).

Ok well this opens up a whole other bunch of considerations for game balance imho, all depending on if you play either the PotC default of player chosen skill leveling or the random skill levelling mod. Hmmm i'll need to think on this a bit i think.
 
In InternalSettings.h

// =========================
// CANNONS
// =========================

(line 210:)
#define FIRE_ANGLE_SCALAR_W 1.1 // FLOAT - Off = 2.0, Realistic=1.0 SET TO 1.0 IF USING REAL CANNONS! etc

That value should be 1.0 i would guess? I think that 1.1 is in the patch/build as i'd not edited this when i stumbled across it?
 
I always set it to 1.


Yes, I let the game do the skill up and I set the skill up level to its lowest setting.
 
Yeah in the advanced options, but this is in the actual Internalsettings.h file, as a default setting. That might cause a few issues?
 
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