• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. R

    We need a new modpack compiler

    I'm no help. I've been toying with historical research and such, but I don't know beans about code. Ron
  2. R

    Damage adjustment

    That was the discussion with the "realistic cannons" mod. I think it is in the "readme" file, but I'm not sure. The wood-case bombs, which we are not using, DID cause some pretty severe crew casualties. However, it was from fire (and all that goes with that - smoke, infection in burns, etc)...
  3. R

    Damage adjustment

    <!--quoteo(post=158541:date=Aug 18 2006, 05:48 PM:name=irR4tiOn4L)--><div class='quotetop'>QUOTE(irR4tiOn4L @ Aug 18 2006, 05:48 PM) 158541</div><div class='quotemain'><!--quotec--> In reality, bombs didnt actually do much against crew. At least from what ive heard...
  4. R

    TWO VERY LARGE ISSUES.

    The Japanese anime trend in games is related to technology. Computer graphics are getting good enough to make things look completely realistic. Designers who wanted things to feel like "just a game", particularly games involving violence where they did not want realistic gore, had to turn to...
  5. R

    Balancing the Pre Build 13 Mod

    On the blades, I proposed a rework earlier where different types of blades had vastly different strengths and weaknesses. Very heavy blades would be high damage and hard to block, but their blocking ability would be poor (i.e. they were clumsy). Rapiers would be the opposite. And so forth...
  6. R

    Balancing the Pre Build 13 Mod

    I'm working on some new numbers for the ship combat. However, I had a real tough technical question... It's posted in the "damage adjustment" thread, so I won't repeat all of it. However, whenever I get some help on that, I'll take a big swipe at game balance. If gun damage was historical, a...
  7. R

    Damage adjustment

    OK, I give up. I can't read this stuff. I'm trying to figure out how much sail damage changes turn rate, and particularly, how to reduce turn rate directly proportional to sail damage (presumably clear to zero if all masts were down) in addition to other changes from crew, skill, or whatever...
  8. R

    Boarding Bug

    Do try all the keys, especially the space bar, before you give up. There are some bugs with the boarding, but note that the "unlock" icon is not necessary. You should be able to continue even without the icon. If you have a real bug, collect all the information you can - version, ship types...
  9. R

    Damage adjustment

    I didn't say the numbers were a final scientific solution. I actually debated crew damage from ball shot for some time. If you think it's high, you might try something in between - I said 4, but you might try 3, or 2.5. The original 0.75 was WAY too low, but 4 might be a little steep. I was...
  10. R

    Damage adjustment

    <!--quoteo(post=155615:date=Jul 29 2006, 05:18 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 29 2006, 05:18 AM) 155615</div><div class='quotemain'><!--quotec--> If you want to mess with the sails affecting turn rate, look for the line in AIShip.c that says... float fTRFromSailDamage =...
  11. R

    Damage adjustment

    My point was that sail damage SHOULD directly affect turn rate. The ability to use particular sails to turn the ship will be directly reduced if those sails are not working at 100%. This was part of the logic of attacking rigging - you should be able to shoot off a couple of masts and make it...
  12. R

    Damage adjustment

    Original numbers were ball - 12 hull and 0.75 crew, grape - 3 hull and 3 crew. I didn't change the rigging numbers, as I'm still asking if anybody can write up something where sail damage directly detriments maneuvering. The crew bug I'm talking about applies even if the ship is white flag, or...
  13. R

    Damage adjustment

    I have been running experiments on the cannon damage model, and I think I've come up with something worth testing. These are the numbers I have been using for base damage on the various shot types: Balls: hull 4, rig 2, crew 4 grape: hull 1, rig 6, crew 6 chain: hull 1, rig 10, crew 2 bombs...
  14. R

    A dissertation about not losing sight of gameplay.

    Well, I'm going to be out of town for the next week or so, I think. After I get back, I'll play with those gun numbers a bit and see what I can learn. I think the game can be balanced to produce results that are historically believeable and still balanced for play, but it may take time...
  15. R

    A dissertation about not losing sight of gameplay.

    Well, if you assume no surrenders, no boardings, whatever ... and no time compression... Suddenly that's a completely different ballgame than what we have. Asking how long a battle lasts if nobody ends it - well, it lasts until somebody ends it. How long should a battle last? Time a couple of...
  16. R

    A dissertation about not losing sight of gameplay.

    I'll monkey with the mods I have installed, and see if I can confirm the sailing model. I'm sure it's not arcade, but I'll double-check to make sure the latest mods are installed in the correct order. As for length of sea battles, we have one huge advantage - time acceleration. That means...
  17. R

    A dissertation about not losing sight of gameplay.

    All threads turn into novels on this board. It's what happens when you mix history and computer games. The physics on turning is like this - moving vehicles have a turn radius. It defines an arc of travel. The vehicle must move along that arc in order to complete the turn. I mean, you turn...
  18. R

    Weapons and Ammo Mods Brainstorming

    Again, we need that mod several people mentioned earlier, and I suggested again recently. A system where there were not "good" and "bad" blades so much as blades by various types - heavier, lighter, faster/slower, etc. That way it would be more an issue of your choice of tactics than just...
  19. R

    A dissertation about not losing sight of gameplay.

    My point was that, if masts were destroyed (or even sails seriously damaged), the most harmful loss historically was a severe reduction in the ability to turn. This loss of turning to bring guns to bear on an enemy was the fatal damage - the loss of forward motion itself was minor. They didn't...
  20. R

    A dissertation about not losing sight of gameplay.

    What to do if you get all of your motivation destroyed, but manage to survive the ensuing battle (without gaining anything you could use to get out of the mess): Well, in a word, jury-rig some power would be the historical response. A completely crippled ship for combat purposes could...
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