Guys:
I just signed up for this forum, but I've been playing with the Build mods for some time now. The newest one is great, but since it is still in Alpha, I figured now was the time to make observations.
The ammunition limits for small arms was a cool technical touch, but its current form is both unreasonable and annoying. Gunpowder is cheap, people. The crew would spill more of the stuff reloading for one broadside than your officers could burn through small arms in decades. For the price of a case of beer, you can get enough black powder to put a car in a tree - and it was true then too. That's why guns replaced crossbows as early as they did. Ammo bags are a nice touch, but just reload them when you get back to the ship. (I don't know, say... small ammo bag holds 30 rounds, large holds 100. Small for reality. I seem to remember reading British army carried 200 per man. Funny since the average British soldier at Waterloo fired 3 rounds during the entire campaign.) Fast reload equipment should be an option - reloading a musket from a British style powder flask is relatively quick (say, 3 rounds per minute - that was what the Redcoats trained to do), while chewing your patches and pouring powder into a powder measure from a sack could take a couple of minutes. I've played with black powder weapons (although mine were rifled guns with percussion caps, not smoothbore flintlocks), and it does make a difference. To put it into the spirit of the game, you can make fast-reload setups depend on "gunman" or "expert gunman" (or whatever it was called).
If you really want to make a great change, add small arms to the ship duels. Swivel guns and muskets could be used on any ship within 200 yards (for swivel guns, or 100 yards for muskets), and would make things very hot for the opposing crew. That would include realism, and make it tougher to just sail up on somebody. The newest cannon mods make these changes more feasable to add. That would take care of the ammunition problem too - make "small arms ammo" a ship supply (say, 10 per 1000 rounds, weight 1), and reload the officer's ammo from ship stores when they return to the ship. Have to add "muskets" as a trade resource, and "swivel guns" to the ship's cannon list, as well as "small arms ammo".
Another note - either your map or your compass is upside down. North seems to be at the bottom of the map.
The "sail to" command needs to check for hostile ships, and stop at about twice cannon range from anything hostile. This would prevent using the "sail to" and getting the effect of two ships sailing within 50 yards of each other before realizing that they should be at war.
Again, great work. I hope this helps. If I notice anything else, I'll post it later.
Ron Losey
Instructor of Western Civ and Culture Studies
Shaanxi University of Science and Technology
Xianyang, People's Republic of China
I just signed up for this forum, but I've been playing with the Build mods for some time now. The newest one is great, but since it is still in Alpha, I figured now was the time to make observations.
The ammunition limits for small arms was a cool technical touch, but its current form is both unreasonable and annoying. Gunpowder is cheap, people. The crew would spill more of the stuff reloading for one broadside than your officers could burn through small arms in decades. For the price of a case of beer, you can get enough black powder to put a car in a tree - and it was true then too. That's why guns replaced crossbows as early as they did. Ammo bags are a nice touch, but just reload them when you get back to the ship. (I don't know, say... small ammo bag holds 30 rounds, large holds 100. Small for reality. I seem to remember reading British army carried 200 per man. Funny since the average British soldier at Waterloo fired 3 rounds during the entire campaign.) Fast reload equipment should be an option - reloading a musket from a British style powder flask is relatively quick (say, 3 rounds per minute - that was what the Redcoats trained to do), while chewing your patches and pouring powder into a powder measure from a sack could take a couple of minutes. I've played with black powder weapons (although mine were rifled guns with percussion caps, not smoothbore flintlocks), and it does make a difference. To put it into the spirit of the game, you can make fast-reload setups depend on "gunman" or "expert gunman" (or whatever it was called).
If you really want to make a great change, add small arms to the ship duels. Swivel guns and muskets could be used on any ship within 200 yards (for swivel guns, or 100 yards for muskets), and would make things very hot for the opposing crew. That would include realism, and make it tougher to just sail up on somebody. The newest cannon mods make these changes more feasable to add. That would take care of the ammunition problem too - make "small arms ammo" a ship supply (say, 10 per 1000 rounds, weight 1), and reload the officer's ammo from ship stores when they return to the ship. Have to add "muskets" as a trade resource, and "swivel guns" to the ship's cannon list, as well as "small arms ammo".
Another note - either your map or your compass is upside down. North seems to be at the bottom of the map.
The "sail to" command needs to check for hostile ships, and stop at about twice cannon range from anything hostile. This would prevent using the "sail to" and getting the effect of two ships sailing within 50 yards of each other before realizing that they should be at war.
Again, great work. I hope this helps. If I notice anything else, I'll post it later.
Ron Losey
Instructor of Western Civ and Culture Studies
Shaanxi University of Science and Technology
Xianyang, People's Republic of China