• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

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

<!--quoteo(post=226425:date=Dec 17 2007, 09:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 17 2007, 09:25 AM) [snapback]226425[/snapback]</div><div class='quotemain'><!--quotec-->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).<!--QuoteEnd--></div><!--QuoteEEnd-->

And in Build 13, I think people have forgotten that there are only 3 corpsmode settings and they are zero, one, and two.

Something to add to the lubber guide along these lines for Build 13 is that boarding party and landing party members who get killed don't leave corpses.
That means that if corpse mode is 2, you don't get their sword back.

<!--quoteo(post=226439:date=Dec 17 2007, 10:56 AM:name=OddjobXL)--><div class='quotetop'>QUOTE(OddjobXL @ Dec 17 2007, 10:56 AM) [snapback]226439[/snapback]</div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->

I've played the game at higher levels.
While boarding smaller ships with less crew, if the enemy have extremely high morale, and possibly a very skilled captain, I've found myself alone on deck, fighting against very well equipped enemy sailors.
 
I like that! Good, good. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Okay, here's something that might help. I'm at work now so I can't go digging around in the program files but maybe we can post, to the web, each readme and then link to the URLs here?

Are there other useful URLs for new players? I found Pieter's pretty easily:

<a href="http://www.s31clan.com/privateftps/pietersmods/features.htm" target="_blank">http://www.s31clan.com/privateftps/pietersmods/features.htm</a>

But it's out of date and wasn't even finished to start with! Still, covers alot of important ground. Very helpful!
 
<!--QuoteBegin-OddjobXL+--><div class='quotetop'>QUOTE(OddjobXL)</div><div class='quotemain'><!--QuoteEBegin-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->


Some very good points. Well, I´ve done some modding myself (mostly textures, Art dev and some <i>very</i> basic coding) and I´m very interested in whats under the hood of a mod, so I tend to forget that most (?) people aren´t.
But the buildings.h file is such an essential (and powerful) tool to enhance/influence the characteristics of PotC and every player -im<b>h</b>o- should at least have a look at it to see if the standart settings suit his playing style.

Regards,
Bava
 
As for making BuildSettings.h easier for beginning players: For Build 14 we have an ingame Advanced Options interface where you can set the BuildSettings. Should be easier. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
here's your capitalism: <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> i also put all things you need to find quickly in bold for easy reference.

The <b>sailing view</b>:

This is the place where your swashbuckling adventure begins: the sea. In the top right corner you see your <b>radar</b>. You'll probably see some land represented by dark green if it's nearby. <b>Zoom in and out</b> 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. <b>Green</b> means they're <b>friendly</b> (or commanded by one of your officers), <b>grey</b> means <b>neutral</b> or <b>surrendered</b>, and <b>red</b> is <b>hostile</b>. 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 <b>transparant arrow</b>is the wind direction. Keep an eye on this, as it changes with every game hour, as well as the <b>wind's strength</b>, which you can see at the top left of the radar. At the top right is your <b>vessel's current speed</b>. 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 <b>yellow and a blue bar</b>. These do nothing else than represent the <b>wind speed</b> and your <b>ship's speed</b> by their length. Blue is the wind speed, yellow is your ship's speed.

The <b>orange ring</b> around your radar with <b>N, E, S and W</b> in it is your <b>compass</b>. This shows the direction in which you're going. The letters mean <b>North, East, South and West</b> 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 <b>'map' interface</b>, 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 <b>four green bars</b>. (Or three, if you chose the gunboat at the start of the game) These represent your <b>cannons</b>. On the radar screen itself you can see <b>four grey triangles</b> around your ship. This is the <b>range of your cannons</b>. 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 <b>fire the cannons on that side</b>. 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 <b>loading time of your cannons</b>. 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 <b>cannonball icon</b>. This represents the <b>type of ammunition</b> that you have loaded your cannons with. Other types of ammunition are grapeshot, chainshot and bombs. Here's a discription of what they do:

<b>Cannonballs:</b> 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.

<b>Grapeshot:</b> 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.

<b>Chainshot or barshot:</b> 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.

<b>Bombs:</b> 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 and can sometime sb entered by land.

To <b>switch your ammunition</b>, press <b>1, 2, 3 or 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 <b>gunpowder</b> to fire your guns with. The <b>ammunition symbol</b> will <b>blink</b> if you haven't enough.

That's enough about the radar. On to the other keys.

You will have undoubtedly noticed that you <b>aren't moving</b> at first when you go to sea. Press <b>W</b> to <b>hoist half your sails</b>, and press it again to <b>hoist the remaining sails</b>. 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 <b>furl your sails</b>, once for half of them, twice for all. <b>High sailing skill</b> increases the speed at which the sails are furled and set.

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

You can move your mouse around to <b>move the camera</b>. Clicking the <b>left mouse button zooms in</b>, and clicking the <b>right mouse button zooms out</b>. 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 to walk forwards</b> and the <b>right mouse button to move backwards</b>. Move the mouse around to <b>face a different direction</b>.

You will probably have noticed that while using deck view, you sometimes see a <b>yellow target indicator</b>. Using this, you can fire the cannons of the side of the ship you are facing manually by pressing <b>V</b>. Pressing <b>spacebar</b> makes the cannons fire by themselves in there's an enemy within range if they are loaded. Anything you fire flies in an arc, so be sure to <b>aim high enough</b> to hit the the target. If the <b>target indicator is red</b>, 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 <b>neutral target</b> if you would fire the cannons, the <b>indicator will be grey</b>. Fireing at that time will make the victim hostile to you and will result in a <b>severe loss of reputation</b>. (See: 'reputation' for the consequences)

When in <b>deck view</b>, press <b>Ctrl (control)</b> to use your <b>spyglass</b>. 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 <b>puts your spyglass away</b>. You cannot go to the <b>full camera view</b> by pressing <b>TAB</b> when you're using your spyglass.

<b>Important:</b> In <b>build 14 alpha 6</b>, you will not see the radar unless you have a <b>compass in your inventory</b> and have it equipped.
 
<!--quoteo(post=226472:date=Dec 17 2007, 04:14 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 17 2007, 04:14 PM) [snapback]226472[/snapback]</div><div class='quotemain'><!--quotec-->As for making BuildSettings.h easier for beginning players: For Build 14 we have an ingame Advanced Options interface where you can set the BuildSettings. Should be easier. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Excellent. If possible the explanations for each option should be available somewhere very near at hand. I'd say tooltips would be ideal but I have no idea how hard that might be to impliment.
 
How about something on boarding? How it works. Include stuff like weapons lockers, crew morale and relative numbers. And lots of grapeshot. Also maybe an example of why you might <i>not</i> want to board a ship. Are there any times it's better just to sink one?
 
that's a wide topic. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> there's so much that's relevant to it that i don't really know where to start, but i'll try. i'll dig through the other topics first though.
 
sorry, i'm not going to make it today. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> i'll make it later.
 
this won't exactly be a little bit by the looks of it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
One (hopefiully) small request: Would be nice if a comment like <b>ch</b> - yes/no could be added to the explanations of the various build settings, indicating wether they´re changeable during a game or not. <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> ( I love that smily ^^)

Btw, looking foward the "Boarding in the 17th century - A comprehensive guide by Morgan Terror" Vol.I-X <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
well, you'll probably see it tomorrow, don't worry. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> just as a random idea:

what if these files would be accesable as books in the character's inventory (he'd have the books when he would start) so he wouldn't have to print the whole lot and can read through them when need be without having to minimize and maximize the game all the time to read the readme file? no idea how to implement so much text though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
There is a readme already in the Options screen that describes (kind of) many of the functions in the latest build. Redoing that to be more inclusive and streamlined would be what I'd really like to do!
 
i've changed my mind about what i'm going to type. it's more important that i'll do this first:

<b>The 'enter/return' menu:</b>

If you press <b>enter/return</b> on your keyboard, a menu will pop up in the lower left corner of your screen. This menu has different functions depending on where you are. The function that you'll probably find the most useful is <b>fast travel</b>.

<b>Fast travel</b> is the icon with the two feet, which you will see if you bring up the enter/return menu. Select it with the <b>arrow keys</b> and press <b>enter</b> once more. A <b>golden square</b> is around the option that you have currently selected. Now you will see various icons for locations, provided you are in town. Locations you can use fast travel to get to would be the store, shipyard, blacksmith, tavern, church, governor's mansion, and maybe other buildings if these are available to you. The name of the building appears above the icon if you select it. <b>Important:</b> Greenford and Oxbay are under the jurisdiction of the governor of Redmond, and therefore do not have a governor's mansion. You cannot use <b>fast travel in jungles</b>. Selecting fast travel here will only give you the option of exiting that menu.

<b>Fast travel</b> is also used in a similar manner <b>at sea</b>. The only difference is that it's called the <b>sail to menu.</b>Here you can select any beach or town in the menu, as well as any other ship that might be sailing around at the island. However, keep an eye on wether the town or ship is hostile or not. A <b>flag or emblem depicting their nationality</b> is displayed above their icon, and the color of the square around it depicts it's standing towards you. Only sail to a hostile ship or town if you're sure that you can fight it. The <b>number in their icon</b> gives some idea of their strength. The lower the number, the stronger they are. You can also see that number in your own ship's icon. Above each icon and your ship's icon you can see a <b>white, blue, and red bar</b>. These represent <b>sail, crew and hull percentage respectively.</b> This information might help in your decision wether to attack or not. If the only towns on that island are hostile to you, you might want to consider landing on a beach and entering the town by land instead. <b>Beaches</b> can be selected in the sail to menu as well. The location of the beach will be displayed in your <b>radar</b> when you select the beach in the menu. This is the same for towns.

<b>Other things in the enter menu when you are on land</b> are things like abilities, using medical items if you have been wounded in a fight, talking, interacting with an item, things like that. At first, you will not have any abilities, but if you learnt them be going up a level and assigning them to your character, you can select them from this menu. pressing <b>escape</b> also brings you to the previous section of the menu. Interacting with an item or talking with somebody is only available when this is possible, and an icon in the top left corner will show you when this is possible.

<b>Other things in the enter menu when you are at sea</b> are setting the sails (which is of course also explained in the sailing view section), selecting your ammunition that your cannons are loaded with, giving commands to ships your officers might have, and boldly delcaring your independence and declaring yourself a pirate by <b>hoisting the jolly roger</b>, which you can do by selecting <b>'hoist flag'</b>. <b>Warning:</b> doing this will make all nations which have ships in the vicinity hostile to you and will attack you without hesitation. Any pirates, on the other hand, will gladly assist you and from then on. The flag will be put away when you decide to hoist another flag in the relations menu or when you go to the worldmap.
 
Good stuff.

Question: What does setting the difficulty level actually do? I'm guessing it makes duelling AI tougher and raises the morale on NPC ships? Anything else?
 
THAT's one of the things that i don't know. one thing though: all my tipework risk being lost within the pages by the looks of it, and if someone would copy it, all the bolded stuff would be gone. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Back
Top