Well as many of you might be aware i've been working on the next patch for CMV3, now we are in no rush to get this out and many of the CM team are taking a break from modding and whilest playing they are testing at the sametime making sure everything works as intended. For me though i can't stop trying to improve things so whilest everyone else is taking a break from modding i'm busy trying to get some things sorted. The ships realistic purchase was one thing that we needed sorting out because other wise we would have had to make two parts to it, one been the realistic purchase and the other been the normal stock version where you could by every ship apart from quest ships.
The same was needed for the spyglass which is like the purchase ships available to turn on or off in _mod_on_off this however requires a new game so you can't decide you don't like it and turn them to the next setting and continue playing the same game. You would have to start again, so it will be best if you test both out before comitting to a game.
The sea hight was another thing that needed updating since it still felt a little to rough, this is still ongoing but its getting better all the time.
Cannons, well the calibures range was only 50 yards less than there counter part culverines, so 4Ibs cannons would reach 50 yards less than 4Ibs culverines and the same for every calibure. This has been changed so that culverines now reach 100 yards further than there counter part cannons can. Also cannons hp has been increased so you will not get the message saying a gun has fell out so quick. This si still ongoing and require testing but it seems to be going as planned.
A few updates to some ships where they wasn't classed as merchant or military ships correctly. And the ship "Sophie" has has had the waterline checked and updated so that next to no water enters the lower deck.
Wind speed updated to make it more realistic, now you can be stranded with no wind at all or a very light wind pushing you along at 0.1 knot. The maximum speed has not been changed since there was no need to do that. This will add more realistic feel to sailing and make the tactic side of naval warfare more important since you will not want to be in a tricky position should the wind speed drop.
Once all this is sorted out i will start to look for what else can be done, but for now i'm busy testing everything and making changes as and when i feel it isn't just right.
Ship thumb nails have been a problem since the patch was released for CMV3, i have now fixed them and managed to get the MOW which for some reason never had a thumb nail in CMV2 or CMV3.
I'm making a few updates to the ships in ships_init and ships.H. The names of the vanilla ships are in caps ie, SHIP_LUGGER while many of the ported ships are not so i'm updating each and everyone, i will then have to update the shiputilities file and address each entery for every ship which will take sometime. I will also look into BattleInterface and make sure everything is working right in there too.
The wind speed been changed so it can be anything from for example 0 to 14 knots has brought with it a nice feature where AI ships will rig there sails if the wind speed is too low.
The same was needed for the spyglass which is like the purchase ships available to turn on or off in _mod_on_off this however requires a new game so you can't decide you don't like it and turn them to the next setting and continue playing the same game. You would have to start again, so it will be best if you test both out before comitting to a game.
The sea hight was another thing that needed updating since it still felt a little to rough, this is still ongoing but its getting better all the time.
Cannons, well the calibures range was only 50 yards less than there counter part culverines, so 4Ibs cannons would reach 50 yards less than 4Ibs culverines and the same for every calibure. This has been changed so that culverines now reach 100 yards further than there counter part cannons can. Also cannons hp has been increased so you will not get the message saying a gun has fell out so quick. This si still ongoing and require testing but it seems to be going as planned.
A few updates to some ships where they wasn't classed as merchant or military ships correctly. And the ship "Sophie" has has had the waterline checked and updated so that next to no water enters the lower deck.
Wind speed updated to make it more realistic, now you can be stranded with no wind at all or a very light wind pushing you along at 0.1 knot. The maximum speed has not been changed since there was no need to do that. This will add more realistic feel to sailing and make the tactic side of naval warfare more important since you will not want to be in a tricky position should the wind speed drop.
Once all this is sorted out i will start to look for what else can be done, but for now i'm busy testing everything and making changes as and when i feel it isn't just right.
Ship thumb nails have been a problem since the patch was released for CMV3, i have now fixed them and managed to get the MOW which for some reason never had a thumb nail in CMV2 or CMV3.
I'm making a few updates to the ships in ships_init and ships.H. The names of the vanilla ships are in caps ie, SHIP_LUGGER while many of the ported ships are not so i'm updating each and everyone, i will then have to update the shiputilities file and address each entery for every ship which will take sometime. I will also look into BattleInterface and make sure everything is working right in there too.
The wind speed been changed so it can be anything from for example 0 to 14 knots has brought with it a nice feature where AI ships will rig there sails if the wind speed is too low.