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    Maelstrom New Horizons


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Tartane

<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->I never choose instant boarding as a skill for myself, but I think I will have to notch up difficulty a bit.[/quote]

Yes, but Instant Boarding is not a problem in that you get to choose to use it or not.

With Musket Volley, it automatically reduces by up to 25%, the enemy crew.
You have no control over it and it happens all the time if you have that ability.
 
Is there, by the way, anywhere a list of those perks that the player character has to have himself to come into effect and those that affect the game even if only an officer´s got it?
 
<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->Is there, by the way, anywhere a list of those perks that the player character has to have himself to come into effect and those that affect the game even if only an officer´s got it?[/quote]
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
I think those perks that have to be chosen to be activated are the ones that the player can't rely on officers for.

Rush
Quick Repair
Instant Boarding
Quick Reload
180 degree turn etc.

Also, with the personal combat perks like fencing, gunman, etc. your officer's ability does not affect yours.
 
Thanks, Petros.

By the way, once again I did a bit of `file-flipping`, and AIShips.c showed this:

// ********morale section***********
#define CREW_PCT_FOR_MORALE 0.02 //morale decreases by 1 for each time crew decreases by this pct.
//combat levels - also, how much decrease in morale
#define COMBATLEVEL_NONE 0 //not in combat
#define COMBATLEVEL_ENEMYHERE 0.1 //not in combat but enemy present.
#define COMBATLEVEL_GUNS 0.2 //fired OR RELOADED guns, but has not been hit
#define COMBATLEVEL_HIT 0.3 //has been hit. Note this is increased by crewpct above
//time delays, in seconds -- how long does the combatlevel last
#define TIME_SINCE_GUNS 120
#define TIME_SINCE_HIT 60

So, as we can clearly see, firing the cannons does lower the morale (though I´m not sure why it should, I´d always thought it gives the crew a GOOD feeling).
 
Aye Grimm,that need te be changed,makes no sense te have yer crew morale drop fire'n de cannons,after all me crew not be a bunch O' panzies <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I wonder if negative values are accepted, to simulate the elation when firing. If not, we can still set it to zero, so at least they won´t loose morale.
 
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