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Unconfirmed Bug Official assigned warship has the most powerful cannon in the entire game

smrtwhkd

Master Mariner
I am playing as John Paul Jones, a naval officer. When I get promoted to Sr Lt, I was assigned a heavy war sloop, a tier 5 ship. Even though the warship max caliber is 18pdr, the ship is equipped with the most powerful gun in the entire game, 32pdr carronade. Is that a bug?
1656818171491.png
 
I wouldn't call the 32LBS the most powerful in the game, in the original game yes, but in the mod, you can find some really interesting stuff by visiting Vanderdecken's cabin. ;)

But to answer your question, i think this might be a bug, after looking at the ships's stats, many ships that even have 12LBS are set to have 32LBS cannons by default, i can fix this but need more imput from others to make sure this is not intended...

Code:
//-------------------------------------------------------------------------
// French Heavy Sloop of War 'Volage' by Captain Armstrong
//-------------------------------------------------------------------------
    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name                     = "FR_Volage";
    refShip.All                        = "Corvette1";
    refShip.SName                   = "Volage";
    refShip.Walk                    = "Volage";
    refShip.id                        = refShip.Name;
    refShip.Class                = 5;
    refShip.Cannon                = CANNON_TYPE_CARRONADE_LBS32;
    refShip.MaxCaliber            = 12;
    refShip.Weight                = Tonnes2CWT(800);
    refShip.Capacity            = 1800;
    refShip.CannonsQuantity            = 24;
    refShip.Cannons.Borts.cannonf.qty    = 0;
    refShip.Cannons.Borts.cannonb.qty    = 0;
    refShip.MaxCrew                = 155;
    refShip.MinCrew                = 36;
    refShip.Price                = 110000;
    refShip.HP                = 3000;
    refShip.SP                = 200;

//-------------------------------------------------------------------------
// Prince de Neufchatel by Captain Armstrong
//-------------------------------------------------------------------------
    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name                    = "US_PrinceNeufchatel";
    refShip.SName                    = "PrinceNeufchatel";
    refShip.id                              = refShip.Name;
    refShip.Walk                    = "PrinceNeufchatel";
    refShip.All                             = "Schooner1";
    refShip.Class              = 6;
    refShip.Cannon                  = CANNON_TYPE_CARRONADE_LBS24;
    refShip.MaxCaliber              = 9;
    refShip.Weight                  = Tonnes2CWT(600);
    refShip.Capacity                = 1200;
    refShip.CannonsQuantity = 24;
    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 2;
    refShip.MaxCrew          = 130;
    refShip.MinCrew          = 30;
    refShip.Price              = 46000;
    refShip.HP                        = 2500;
    refShip.SP                        = 300;


But having 32LBS cannons quite suits a ship named Leeroy Jenkins :D
 
I believe the largest carronade you can get from Vanderdecken is still 32pdr. I don't see anything bigger than that. The only difference from Vanderdecken's yard is that you can install any caliber on any ship regardless of ship's max caliber limit.
 
There are many more powerful carronades, not many long guns tho...


C:
// Even bigger, even scarier fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS68]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 68;
        rCannon.ReloadTime = 125;        // LDH was 240
        rCannon.Weight = 40;
        rCannon.Cost = 5000;
        rCannon.sound = ("cannon_fire_CR68");//JRH
         rCannon.gunpowder = 6;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 6.0;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1280.0*FORT_RANGE_SCALAR); // PB: Different value for forts
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;

        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS68I]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 68;
        rCannon.ReloadTime = 100;        // LDH was 240
        rCannon.Weight = 40;
        rCannon.Cost = 5000;
        rCannon.sound = ("cannon_fire_CR68");//JRH
        rCannon.gunpowder = 5;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 5.1;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1080.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;
      
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS42I]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 42;
        rCannon.ReloadTime = 85;        // LDH was 180
        rCannon.Weight = 24;
        rCannon.Cost = 4000;
        rCannon.sound = ("cannon_fire_CR42");//JRH
        rCannon.gunpowder = 4;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 3.0;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,970.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;
      
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS68SPEC]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 68;
        rCannon.ReloadTime = 90;        // LDH was 240
        rCannon.Weight = 40;
        rCannon.Cost = 5000;
        rCannon.sound = ("cannon_fire_CR68");//JRH
        rCannon.gunpowder = 5;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 7.8;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1480.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;
      
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_DUTCHMAN]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 128;
        rCannon.ReloadTime = 100;        // LDH was 240
        rCannon.Weight = 72;
        rCannon.Cost = 10000;
        rCannon.sound = ("cannon_fire_DUTCHMAN");//JRH
        rCannon.gunpowder = 5;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 9.1;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1680.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;

C:
    // Big, scary fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_LONG_LBS42]);
        rCannon.type = CANNON_NAME_LONG;
        rCannon.caliber = 42;
        rCannon.ReloadTime = 150;        // LDH was 240
        rCannon.Cost = 5000;
        rCannon.Weight = 75;
        rCannon.sound = ("cannon_fire_LG42");//JRH
         rCannon.gunpowder = 9;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 5.5;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*FORT_RANGE_SCALAR); // PB: Different value for forts
        n++;

Ignore some of DamageMultiply values, i'm crazy and have edited them to pack even more of a punch :boom:
 
Last edited:
I see. Just illustrate my point. The next ship upgrade actually has lower gun caliber than my previous one. 12pdr long gun is equivalent to 24pd carronade.
 

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But to answer your question, i think this might be a bug, after looking at the ships's stats, many ships that even have 12LBS are set to have 32LBS cannons by default, i can fix this but need more imput from others to make sure this is not intended...
You are right. I checked mine and a lot of ships that have a max cal of 12lbs happen to have the 32-pounder carronade installed. One ship by "damski62" and 5 ships by "Captain Armstrong". I can't tag them, maybe they have a different username here. But @Grey Roger or @The Nameless Pirate might be able to clarify if this was indeed intentional.
I believe the largest carronade you can get from Vanderdecken is still 32pdr. I don't see anything bigger than that. The only difference from Vanderdecken's yard is that you can install any caliber on any ship regardless of ship's max caliber limit.
There are definitely bigger guns from Vanderdecken's collection. If you're not seeing it then you might not have the latest version of the game but even from the old versions, I saw the big ones. Can you upload your .log files?

EDIT:
I see. Just illustrate my point. The next ship upgrade actually has lower gun caliber than my previous one. 12pdr long gun is equivalent to 24pd carronade.
I see. That might explain it. Since carronades are smaller than long guns. I am just not sure what the equivalents are. If a 12lbs long gun is equivalent to a 24lbs carronade, it wouldn't explain why the other ships have the 32-pounder carronade if they have a max cal of 12.

EDIT2:
Aha! Found this on google.

Screenshot 2022-07-03 180215.jpg
 
Last edited:
I believe this was indeed intentional, carronades having shorter barrels and heavier calibre than regular cannons. Maybe the original shipyard which built the ship was better at fitting heavy carronades than the simpler shipyards in the Caribbean, and certainly better than your own crew. In any case, the ships with extra-heavy carronades were intentionally set that way, as is the normal equivalence of a carronade to a long cannon two calibres down.
 
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