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Things a Lubber Should Know About Pirates of The Caribbean - Pirates Ahoy! Style

OddjobXL

Landlubber
So what do you wish someone told you that would have made life easier in PoTC Pirates Ahoy! Build mod? What should be included in a newbie guide or new user FAQ? Keep in mind this is just for gathering information at this point. Not everything will be included. The end product will eventually be very short and sweet and easy to use for just orienting folks!

Corpses - to loot them and make them vanish type "T".

Healing - to use healing potions while in battle type "C".

World Map Sailing - pan out using <TAB> and you can also scan quite far for islands from your current location.

Storms and Tornados - These damage your ship and there's little you can do but ride them out. Lowering sail immediately minimizes sail damage and some believe that sailing into the direction of the wind will minimize hull damage. I can't confirm either for certain. The skill Storm Helmsman is vital to for keeping damage to a ship down during a storm.

Fire Drill - when a ship catches fire during a battle type "C" to have your crew try and extinguish it. This requires the Basic Ship Defense skill. It will also unload your cannons and lower your sails.

Ships - many ships in Build mod are made or modified by modellers. The odd initials after some ships are the mark of the artist: <i>MM stands for "Muddy Monkey". It's the person who put those ships into the game. "CT" stands for Catalina the Pirate, who made two luggers. I don't know what "VRM" stands for, but it's a very detailed model of a lugger that the Russian modders made.</i> - Pieter Boelen

Reputation - A character's Reputation trait affects more than crew morale and willingness to mutiny against you. If your Reputation is bad enough nobody but pirates will trade with you or repair your ship! Improve your Reputation by rescuing survivors at sea (even of ships <i>you</i> sink!) or by acting in a generally helpful manner with townsfolk NPCs (hint: don't steal that coinpurse - warn them they're about to drop it!).
 
lowering sails during a storm definately lowers the damage dealt to them. quite a lot, in fact. i can't confirm the hull thing, although i've had suspicions of it for some time.

for which build version is this? if it's 14, the directsail mod should be mentioned.
 
I'll wait and see what feedback comes in and will likely break this down further into sections. I may or may not actually list optional mods. What I want to focus on is things a player absolutely has to know to not get frustrated with the basic game and the basic mod after they've installed it for the very first time. However, if someone else wanted to create a seperate guide to optional mods and models a link to that would definitely work in a newbie guide.

The real key will be keeping this down to the size of a cheat sheet so people don't get intimidated. However, pointing them in the direction of other resources they might find useful, an index of URLs and FTP sites, would definitely fit in!

Edit: Newbie cheat sheet edited to reflect that lowing sails does decrease damage taken to them in a storm.
 
here's something to add:

low reputation is bad. if it's too low, noone except the pirates will trade with you. nor will they fix your ship anymore. bring it back up by rescueing survivors floating in the water after you've sunk a ship, and by generally doing good deeds, like warning people about their money nearly falling out of their pockets instead of stealing it, and anything else that seems the right thing to do. you can view your current reputation under your character's name in the character menu.
 
Done! Thanks. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks for working on this! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
the changes you made are good ones. i'll see if i can come up with more.

here's the idiots guide to sailing: <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> (note: i presumed here that a chapter on cannons would appear leter)

the sailing view:

this is the place where your swashbuckling adventure begins: the sea. in the top right corner you see your radar. you'll probably see some land represented by dark green if it's nearby. zoom in and out by using the <b>E</b> and <b>F</b> keys. any ships within view are represented by arrows, the direction they're pointing in is they way they are heading. green means they're friendly (or commanded by one of your officers), grey means neutral or surrendered, and red is hostile. you will not see any indication of ships at the edge of the radar if they're out of the radar's range. they might be further away.

the big transparant arrow is the wind direction. keep an eye on this, as it changes with every game hour, as well as the wind's strength, which you can see at the top left of the radar. at the top right is your vessel's current speed. you will notice that in realistic sailing mode, some ships might sail better at certain angles to the wind than others. ships like frigates and barques like the wind from behind, and can sail at an angle of 90 degrees to the wind. ships like the lugger and sloop like the wind from the side, and can sail at an angle of 30 degrees into the wind, although that's the limit of their capability. if you're going backwards, this will not be represented by a negative number, but by a positive one and obviously everything going past the wrong way.

outside the radar you can see a yellow and a blue bar. these do nothing else than represent the wind speed and your ship's speed by their length. blue is the wind, yellow is your ship's speed.

the orange ring around your radar with N, E, S and W in it is your compass. this shows the direction in which you're going. the letters mean North, East, South and West respectively. take a look at the map once in a while to see where you should go. <b>important:</b> the map, which you can bring up by pressing <b>F2</b> and selecting the 'map' interface, does not show your ship's position. you need to figure that out for yourself. in build 14, the map shows at which island your ship is and where it is in relation to the island. it doesn't show the distance of your ship to the island though.

outside the compass ring you can see four green bars. (or three, if you chose the gunboat at the start of the game) these represent your cannons. o n the radar screen itself you can see four grey triangles around your ship. this is the range of your cannons. you will notice that it changes when you go over a wave, making the guns point up or down, decreasing or increasing their range. if a hostile ship is within one of these triangles, you can press <b>spacebar</b> to fire the cannons on that side. the green bar will empty, and it will be replaced by a red one which gradually fills up. if it's completely filled, it turns green, and you can fire again. note that the caliber and type of the guns, the amount of crew and your cannon skill all contributes to the loading time of your cannons. low caliber cannons have lower loading times, but do less damage than the bigger, slow-loading guns. more on guns later.

at the bottom right of the radar you can see a cannonball icon. this represents the type of ammunition that you have loaded your cannons with. other types of ammunition are grapeshot, chainshot and bombs. here's a discription of what they do:

cannonballs: these allow for the maximum range of your cannons. they are mainly used against the enemy hull, but do a fair amount of damage to sails as well, should they fly through them. they are cheap and should be your primary ammunition.

grapeshot: this is the kind of ammunition you would use just before boarding an enemy vessel. it has very short range, but can wreak havoc upon the enemy crew. aim for the hull to kill the enemy crewmen five at a time per hit.

chainshot or barshot: these have a decent range, but do not give you the maximum range of your cannons. use this nasty stuff to rip huge holes straight through your enemies' sails, greatly slowing him down. only use this when nessesary. if you plan to keep the vessel, don't aim for the sails. use them to prevent an enemy from escaping or to escape yourself.

bombs: does exactly what it says on the package. although hard to come by, this is a special treat for those guys that really annoy you. they make huge holes in the enemy hull, and have a big chance of causing fires. they don't have the greatest of range though. bombs are not sold in shops, nor anywhere else. you must get by them by other means. as a hint, forts use bombs.

to switch your ammunition, press <b>1</b>, <b>2</b>, <b>3</b> or <b>4</b> to select cannonballs, chainshot, grapeshot and bombs respectively. if you select a new kind of ammunition, all the green bars will empty and refill. <b>important:</b> you have to have the kind of ammunition you want to use in your cargo hold to use it, as well as gunpowder to fire your guns with. the ammunition symbol will blink if you haven't enough.

<b>that's enough about the radar. on to the other keys.</b>

you will have undoubtedly noticed that you aren't moving at first when you go to sea. press <b>W</b> to hoist half your sails, and press it again to hoist the remaining sails. with all sails set, you get the maximum speed out of your vessel, but with only half of them set, you will be twice as manuevrable, although you will lose half your speed. having half your sails set is a good idea in battle, as it protects the sails you haven't set from flying cannonballs and gives you the extra manuevrability you need. press <b>S</b> to furl your sails, once for half of them, twice for all. high sailing skill increases the speed at which the sails are furled and set.

you steer your ship by pressing the <b>A</b> and <b>D</b> keys to go left and right. keeping it pressed makes your ship continue to move in that direction. higher sailing skill makes your ship turn faster.

you can move your mouse around to move the camera. clicking the <b>left mouse button</b> zooms in, and clicking the <b>right mouse button</b> zooms out. the view of your ship that you have now isn't your only option. press <b>TAB</b> to change the view to one from the deck of your ship. click the <b>left mouse button</b> to walk forwards and the <b>right mouse button</b> to move backwards. move the mouse around to face a different direction.

you will probably have noticed that while using deck view, you sometimes see a yellow target indicator. using this, you can fire the cannons of the side of the ship you are facing manually by pressing <b>V</b>. pressing space makes the cannons fire by themselves in there's an enemy within range. anything you fire flies in an arc, so be sure to aim high enough to hit the the target. if the target indicator is red, it means you're aiming high enough to hit the hull of the enemy. if there are big waves, it can be extremely difficult to aim well, so be sure to practice a bit with the front cannons, as long as you're not shooting at anything. <b>important:</b> if you'll hit a neutral target if you would fire the cannons, the indicator will be grey. fireing at that time will make the victim hostile to you and will result in a severe loss of reputation. (see: 'reputation' for the consequences)

when in deck view, press <b>Ctrl (control)</b> to use your spyglass. if you point it at a ship or fort, it will give you information on it. the amount of information depends on how far away the target is and the quality of your spyglass. pressing <b>Ctrl (control)</b> again puts your spyglass away. you cannot go to the full camera view by pressing <b>TAB</b> when you're using your spyglass.

<b>important:</b> in build 14 alpha 6, you will not see the radar unless you have a compass in your inventory and have it equipped.
 
That's some good stuff right there. When I get a chance I'll probably go over it and see if I have any questions. If you'd like, I can try and edit/rewrite it a bit. Got a little background in copy writing. It'd be "The Terrible Guide To Sailing by Captain Morgan Terror" regardless of course! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

Edit: Terrible as in inspires terror of course! Hence the name Morgan Terror, doubtless!
 
<!--quoteo(post=226279:date=Dec 16 2007, 08:32 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 16 2007, 08:32 PM) [snapback]226279[/snapback]</div><div class='quotemain'><!--quotec-->in build 14, the map shows at which island your ship is, but nothing more.<!--QuoteEnd--></div><!--QuoteEEnd-->That's not entirely true. It actually shows your ship's icon moving around the island as your ship does too.
 
Wow! Thats what I call help! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Nice Morgan
 
well, it was just about everything i could think of. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

i'll change that, as well as another typo i noticed.

EDIT: why not? i could do things on other subjects as well.
 
Its not my intention to interfere with this, but maybe you guys should start with the Options menu and work your way into the game, like a real manual? As a sort of look-up-reference online manual, the guide would make a simple approach to new users and make it easy to get a overview of things. But thats just an idea..
 
i'm not that familiar with the options menu as with the actual game. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Right now I'm just looking for a core dump of intel from experienced players. The actual shape of the newbie guide (or guides most likely) will be determined by that.

The core guide is going to be less than a sheet of paper, in a very big font and double spaced, on essential information not covered in the manual or the Build information in the menu. Stuff someone new absolutely needs to know, may not discover themselves except by fortunate accident, and can absorb quickly, and painlessly, if it's just made available. The goal being getting new players involved enough to try things out without frustration or feeling too intimidated.

Other, seperate, guides can be referenced from this little cheat sheet but I'd like to keep the "how to's" in seperate guides, done as players show an interest rather than trying to be a comprehensive strategy guide, and focus on the very, very, basics. Like how to loot a corpse so you can actually move around during a fight. Very barebones stuff but stuff that will kill the game for a player who doesn't know the answer.
 
Be sure to look through the information in the <i>buildinfo</i> subfolder. There's lots of good stuff there. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Like how to loot a corpse so you can actually move around during a fight. Very barebones stuff but stuff that will kill the game for a player who doesn't know the answer.<!--QuoteEnd--></div><!--QuoteEEnd-->

Hm, corpse mod´s standart setting is 4, so that shouldn´t be much of a problem. Or am I missing something here?


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Right now I'm just looking for a core dump of intel from experienced players.<!--QuoteEnd--></div><!--QuoteEEnd-->

Like this?

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=11300" target="_blank">World Map Encounters</a>

Relevant post:

<!--QuoteBegin-Petros+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->A tactic I use is to come out of map mode as soon as I get the "ship contact" icon in the upper left of the screen.
This insures that you are the furthest away, that the game allows.

When entering a battle in progress, I look carefully and come out of map mode on the side of the ships I am allied with or neutral to.

That way I have them as a buffer and have plenty of time to position myself for the attack.<!--QuoteEnd--></div><!--QuoteEEnd-->


Very good effort, by the way! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> I´m gonna take some notes next time I´m playing, perhaps I can contribute one tip or two.
 
It might be important to differentiate between Build 13 and Build 14. Sometimes it makes a difference. In corpsemode, for example. In Build 13, corpses obstruct walking until you loot them with the T-key. In the recent Build 14 Alpha versions, corpsemode is set to 4 by default and corpses no longer obstruct walking at all, but can still be looted using the F3 key (the <i>hand</i> icon will also appear).
 
Morgan: After reading that guide I'm going to correct myself. It's perfect as is. Just needs capitalization and the like. Very clear and very helpful information there!

About boarding: What's the relationship of relative crew numbers and morale, as well as the quality of arms in the weapon's locker, to how effective your boarding party really is?

About crew morale: I've noticed that when I board there's a numerical representation of the boarding party's morale in the text-scroll. How does this relate to a ship's morale? Is there a scale?

And, generally, any other tips about boarding would be great to include.

In fact, we might just make your guide THE guide and just tack my notes up as a preface to it.
 
I am not at all sure about the actual math and functions behind morale, really. But I think the level and skills of your boarding crewmembers is based on both morale and their number vs the enemy crew number. Your crew will use weapons from the weaponslocker, so putting some really high class weapons in there would have a very positive effect on their effectiveness.
 
It would be nice if we had the numbers to figure out how much of a difference what makes. Are numbers, morale or quality of weapons more important? How much so? Then again, it's not essential to a newbies guide. The gist is you want the best of each as you can manage and a demoralized defending crew decimated by grapeshot is what any able captain's going to be up against. I can't imagine anyone often loses boarding actions against same-class ships or lower or maybe it's more challenging at higher difficulty levels?

Bava, corpses were a big issue for me. I generally don't go looking for more than one comprehensive readme in the root game folder and many non-hardcore players won't even know to do that! Computer games are like cars. Some folks open up the hood or a manual first thing and poke around. Some just get in and see if the driver seat's comfy and the stereo is good - but if the car won't start it's a bad car no matter how simple the mechanical remedy might be (and I'm mostly one of those slackers with just a tad more motivation). Heck, mods are scarey to some folks. Mods aren't always as well made as this one is and can cause more complications (deliberately or otherwise) than they're worth to most players.

So giving people the basic information they need to get going will get them comfortable. And comfortable is the first step to PoTC Pirates Ahoy! addiction. More addicted players. More potential modders. Bigger community. Not every brilliant graphic artist or potential storyteller is going to be, out of the box, a born modder. They need to get hooked and feel motivated to learn.
 
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