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    Maelstrom New Horizons


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My first impression from playing Build 13

<!--quoteo(post=162697:date=Sep 21 2006, 04:09 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 21 2006, 04:09 PM) [snapback]162697[/snapback]</div><div class='quotemain'><!--quotec-->
Rad: Pressing the fast equip key for pistols 2 has the effect of reloading with sword drawn.
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Is that so? It's not supposed to work that way! That would be a CHEAT! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Talking about equipping and pistols: I'm having some strange effects with the Quick-Equip key in my current game version. I press the key, but it says I have no gun to equip, even though I do. When I checked the inventory screen, I DID see my gun equipped. Strange. And it didn't show me the name oif the spyglass either. I need to check the code for a bit, because this is not right. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
How can you Pieter write that ranges are rather too far? As I told here several times already and put here some historical tables with ranges of cannons, the long barrel cannons especially culverines had ranges about up to 1500 meters. Please, take use your spyglass and use it for distant enemy ship and in your spyglass will see the distance of the enemy ship and try whether your cannons will range it. I am convined you won´t reach not a 1000 meters.

And I think you don´t need do anything about slowing down of improving hero because it is sufficient to decrease allotted points per level from 10 to 5 as I did. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=162773:date=Sep 21 2006, 11:17 AM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Sep 21 2006, 11:17 AM) [snapback]162773[/snapback]</div><div class='quotemain'><!--quotec-->
How can you Pieter write that ranges are rather too far? As I told here several times already and put here some historical tables with ranges of cannons, the long barrel cannons especially culverines had ranges about up to 1500 meters. Please, take use your spyglass and use it for distant enemy ship and in your spyglass will see the distance of the enemy ship and try whether your cannons will range it. I am convined you won´t reach not a 1000 meters.
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harrrr! Rad matey, what if spy glass range is incorrect and not cannon range <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
<!--quoteo(post=162773:date=Sep 21 2006, 01:17 PM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Sep 21 2006, 01:17 PM) [snapback]162773[/snapback]</div><div class='quotemain'><!--quotec-->
How can you Pieter write that ranges are rather too far? As I told here several times already and put here some historical tables with ranges of cannons, the long barrel cannons especially culverines had ranges about up to 1500 meters. Please, take use your spyglass and use it for distant enemy ship and in your spyglass will see the distance of the enemy ship and try whether your cannons will range it. I am convined you won´t reach not a 1000 meters.
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Try firing on the uproll. You can get more than 1000 meters. This works with either manual firing or with automatic firing using the space bar.

Let us know if you ever hit anything, or if the shot has any effect if it does hit.

You may notice forts have quite a long range on their guns.

Hook
 
Just now I have noticed one quite unpleasant thing. I like chasing ships. And although my velocity was by 2 - 3 knots faster than of my enemies I couldn´t catch up these ships. It happened to me in several cases. Something is very wrong here. Something like that never happened to me in previous versions. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
If you mean the velocity that's shown when you look at the enemy ship through the spyglass versus your velocity in the on screen display, those speeds are absolutely correct. If you're going 2-3 knots faster, you'll eventually catch the other ship.

If you mean the velocity given in the ship stats, you may safely ignore that number. The only time you'll achieve that speed is if your ship is sailing at the "best point" (usually with the wind somewhere aft of the side), with no cargo and a 30 knot wind or greater. If any other variable changes, the speed does as well. And sloops and schooners will sail 16% *faster* than the stated velocity under those conditions if the wind is directly from the side.

I'd suggest getting some sail damage on the enemy ship with either roundshot or chainshot. You'll have to fire manually to get enough elevation to hit the sails.

While you might find it unpleasant, there's nothing whatsoever wrong with it and I guarantee it's been in every version of the game since the original release.

Hook
 
Hook, mates, thank you for your answers but it seems to me in this case you answer me in the style as I would play the PoTC for the first time. But I am playing it from the beginning when this game was issued. I have played practically all the Builds and PostBuilds mods now. So, I think I know what I am talking about, especially in this case. And the chasing always worked properly here because I like it and always used it and always observe it and by my opinion it is very important thing in game so as would work correctly and as accurate as possible. I know with certainty that even in the case when velocity of the ship that chase another ship is higher only by 0.5 knot or even by 0.2 knots you finally should catch up her.

But this time I am talking about case when I chased Fleut that sailed with velocity 2 knots (in my best spyglass ) and my frigate chased her with velocity 4 knots (at my compass). And although I tried as much as possible to sail all the time in the exact same dirrection as chased Fleut I wasn´t able to catch up her Both ships sailed practically with the same velocity. And it happened to me in some other cases too with another ships. Sometimes it seems to me it works somehow but in many cases it doesn´t work well now. Do you understand me now exactly? I have to say again something wrong is here. I think you should check it thoroughly with Pieter. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I'm afraid I know nothing about the code having to do with chasing, so I can't really be of much help... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Pieter, if you can, please, concentrate at this problem and I will do the same so as we could confirm or rebut my observations. Can arrise here some unwanted mistakes? When anybody create the new type of the ship how it is assured that the designed velocity is correct and accurately and properly comparable toward another ships? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
To give my experiences of playing the newest version of the Build Mod. It is truly amazing <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
Some problems I've seen with it though. The sword breaking limit being 1000 hits is way too much. I have it reset to 250 in my game, sometimes, while sailing for a while, I get some wierd bug where my ship appears to be underwater.....then I try to dock on land, my character and the dock are underwater, so then I keep running up a hill (it was Falaise de Fleur), but the water level kept rising with me. I quit and reloaded a saved game, worked fine from then on. When looking through my normal (not the cheap, but the regular) spyglass, the ship's type is never shown, and the hull and sail ratings seem to jump around alot, sometimes even above 100% (and they constantly change when nothing happens to the ship). The game also seems to crash alot, don't know why. Other than that, I have no problems with it.
 
Hi, Pieter and Hook. Just now I did some observation and calculating.
I chased Gun Brig Patriot for quite a long time and write regularly her and my velocity. Her average velocity was 7,9 knots and my 8,6 knots. So velocity of my aproching to it was 0.7 knots that is 0.7 Nm/hod that is 1260m/hod. From that I calculated my approaching that takes about 29 s for every 10 yards of approaching (for simplifying I consider 1 m = 1yard although yard is about 0.9 meters. Further I observed and measured time in my spyglass for every 10 yards approaching. I measured about 25 s for every 10 yards aproaching. Those data are very comparable with my calculation. From that I can conclude that in that case everything is OK and regular. Maybe it´s really only my subjective impression that there is something wrong about it. I will be observe it yet on some another cases. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Keep in mind:

1) Lots of variables are used in the motion of ships. Any one tiny thing can affect the speed. Even turning slightly off the exact same angle could have loss of speed (or gain).

2) All ships use the same code for motion. So one ship is not using some other chunk of code to base its speed from your ship, or your companion ships. So, all things consistent, and variables being used... the code does the same actions for each ship based on the variables.

3) Bean counting never really works. 1-2 knots? Throw it to chance.

4) In real world settings, the other ship simply could be getting a better cast of wind. Or they waxed their hull. How can any spyglass be accurate enough to know the -exact- speed (to a decimal no doubt) of another ship? Heck, you would not actually even HAVE their 'specs' written down to where you would think "my ship should be going faster!" Or, their crew just could be quicker with the jibs for all you know.

5) All things considered, the spyglass is VASTLY inaccurate even with the masterwork. Taking a reading every second, the numbers are different. Taking ONE reading every few minutes, is not going to mean squat. And if you have the spyglass mod set to 1,2 or (ugh) 3... the numbers jump around so much while trying to read them you can't even get ANY sort of handle on what you are looking at (even with a masterwork). Just because the numbers dont jump around with spyglass setting of '0', doesnt mean thats the ABSOLUTE exact number being reported. It could have a varience of ±10...

6) Take all numbers shown in the spyglass with a grain of salt, and just use it as a judgement tool. I use actual movement and physics in the game to know if I am gaining or losing ground, and if I need to shoot out more of their sails or not.

This post wasnt meant to be harsh... but when I see people griping on about inconsequential number crunching like this for a GAME... I tend to get a bit riled up. Anyhow, it doesnt matter what I think, only the facts matter.
 
As I can see you didn´t understand what I wanted to say by that. If you would ponder about what I wrote above a little more maybe you wouldn´t write that, but never mind. In any case I think the proper ratio of velocity between ships in game is very important becase chasing ships or ability to escape before chasing of stronger ships is very important too. And all what you wrote here is very known to me but the point was in complete different matter. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
The only numbers you can compare are the ship speed in the spyglass to your ship speed as indicated onscreen. These are the *only* numbers that matter.

You cannot in any fashion determine whether or not you can catch another ship by comparing the speed numbers in their specs. Too many variables affect those numbers.

For example, if your ship has a full cargo hold and the other ship is lightly loaded, even if the ships are otherwise identical (and with identical sailing skill) you'll be sailing slower.

If you're just comparing specs, then the corvette looks like one of the best ships in the game. But if you're trying to catch a schooner with it, forget it. The schooner will outsail you every time. And this is how it should be.

Trust us. There's nothing wrong with the speed code in the game. If something looks wrong to you, then there's something wrong with your perception. You've been playing the game way too long to be making those kinds of mistakes.

Hook
 
Chases are one of my favourite scenarios. Can't say I've noticed any problems, though. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Maybe you are right. But when my frigate wasn´t able to catch fleut it seemed to me quite strange. So, let us this issue be as it is. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Jack: I'm up to around 600-700 boardings, many of which required chases, and I love them too. Never noticed a problem of any kind.

Rad: It depends on the specific frigate and the specific fleut. After factoring in nationality modifiers and the random modifier that's added so all ships are slightly different, it's possible that you can have a fleut that has a speed spec at least as fast as a frigate, or possibly faster. This is part of why you can't go by the specs.

Now add in the sailing skills of each captain, the loading of the ship, the direction of the wind, the perks each captain has, the damage to the sails and hull... it's no wonder you can't compare specs.

About the only time specs are useful is when you're trying to decide whether to trade one ship for another. For example, if you have a frigate and you see another of the same frigate in the shipyard or capture one, you can compare their specs to see which one will be faster with all other factors being equal. If it is two different kinds of ships, the numbers won't be able to be compared.

Hook
 
<!--quoteo(post=162874:date=Sep 22 2006, 04:32 AM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Sep 22 2006, 04:32 AM) [snapback]162874[/snapback]</div><div class='quotemain'><!--quotec-->
But this time I am talking about case when I chased Fleut that sailed with velocity 2 knots (in my best spyglass ) and my frigate chased her with velocity 4 knots (at my compass). And although I tried as much as possible to sail all the time in the exact same dirrection as chased Fleut I wasn´t able to catch up her Both ships sailed practically with the same velocity. And it happened to me in some other cases too with another ships. Sometimes it seems to me it works somehow but in many cases it doesn´t work well now. Do you understand me now exactly? I have to say again something wrong is here. I think you should check it thoroughly with Pieter. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
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The next time you have new information, please put it in a new post instead of adding it to an older post. I don't always go back and read old posts, so I'm likely to miss it.

Hook
 
<!--quoteo(post=162879:date=Sep 22 2006, 12:08 PM:name=Rad)--><div class='quotetop'>QUOTE(Rad @ Sep 22 2006, 12:08 PM) [snapback]162879[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter, if you can, please, concentrate at this problem
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I can't, sorry. I need to concentrate on compiling the final Build 13, which is a lot of work.

<!--quoteo(post=162880:date=Sep 22 2006, 12:50 PM:name=Victor1234)--><div class='quotetop'>QUOTE(Victor1234 @ Sep 22 2006, 12:50 PM) [snapback]162880[/snapback]</div><div class='quotemain'><!--quotec-->
Some problems I've seen with it though. The sword breaking limit being 1000 hits is way too much. I have it reset to 250 in my game
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1000 is indeed way too many. Jason has done some testing as well and after the 3 months of gametime, he had gotten up to about 500 hits, which would mean it would take a year of gametime before the blade would even decrease in quality at all. Check <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=8349&view=findpost&p=162656" target="_blank">this</a> thread for some more info on the breaking of blades and the balancing.

<!--quoteo(post=162880:date=Sep 22 2006, 12:50 PM:name=Victor1234)--><div class='quotetop'>QUOTE(Victor1234 @ Sep 22 2006, 12:50 PM) [snapback]162880[/snapback]</div><div class='quotemain'><!--quotec-->
sometimes, while sailing for a while, I get some wierd bug where my ship appears to be underwater.....then I try to dock on land, my character and the dock are underwater, so then I keep running up a hill (it was Falaise de Fleur), but the water level kept rising with me. I quit and reloaded a saved game, worked fine from then on. When looking through my normal (not the cheap, but the regular) spyglass, the ship's type is never shown, and the hull and sail ratings seem to jump around alot, sometimes even above 100% (and they constantly change when nothing happens to the ship). The game also seems to crash alot, don't know why. Other than that, I have no problems with it.
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I haven't got the slightest idea why those bugs are occurring. Sounds completely and utterly crazy. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
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