<!--coloro:#CC0000--><span style="color:#CC0000"><!--/coloro--><b>Note from Pieter Boelen:</b> This topic originated <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=7755&view=findpost&p=156095" target="_blank">here</a>, but I moved it to a seperate thread, because it doesn't have anything to do with the original thread. I hope nobody minds. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
" border="0" alt="whistling.gif" /><!--colorc--></span><!--/colorc-->
<!--quoteo(post=156095:date=Aug 1 2006, 05:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 1 2006, 05:57 PM) [snapback]156095[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=154913:date=Jul 22 2006, 12:49 PM:name=irR4tiOn4L)--><div class='quotetop'>QUOTE(irR4tiOn4L @ Jul 22 2006, 12:49 PM) [snapback]154913[/snapback]</div><div class='quotemain'><!--quotec-->
There is one other thing - i find it a good example of overcomplication when 'hiring' crew takes you till nightfall. Especially with the bug that does this even if you dont hire any. What does this 'feature' add? In my opinion, nothing, it just forces you to visit stores/shipyards/taverns in a particular order.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You will be pleased to know that I have been working on this issue yesterday. Instead of forcing the player to wait until evening, I now recoded this so that it works exactly as irR4tiOn4L suggests: The player is not forced to wait until nightfall, but the amount of crew will only be changed the next day again. I tested this and it works fine. I think this is much better than the previous solution. And it STILL prevents cheating, so the original intent of that code remains. I hope you will find this a nice improvement in the next modpack update. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="
" border="0" alt="doff.gif" />
In the next modpack update, you will find that much gamebalancing stuff has been changed, most of it done by IncredibleHat. It all seems to work reasonably well, but it still needs testing. However, I am quite certain that you will find it a major improvement. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
" border="0" alt="whistling.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats excellent work there! Theres always a better way.
In terms of 'unbalanced' parts of the game - well its unfair of me to just 'blanket' this like i did - that kind of smear is unwaranted.
What ive noticed, however, is that in essence pirate versions have only one serious downside - less hull - and a slight inconvenience - less cargo - and even then these are often quite minor. But in return its faster, more meanouvrable with more crew and much more powerful guns.
More specialised ships like the 'gaff rigged xebec' are just ridiculously more capable than other (pretty mediocre) Xebecs.
Thats what i mean when i say some modders feel the need to put in an 'super' ship - a single ship that is the best possible for any particular application, in every way - be it smuggling, pirate etc.
Also, has anyone else noticed that the ability of certain ships to tack into the wind - like xebecs - is undermodelled?
Otherwise, most ships in the game are remarkably well balanced - these few are just spoiling the batch, thats all.
On an unrelated note - Are the crew you see running around on deck the right size? This is unchanged in the mod, but i swear they are like twice as big as they should be.

<!--quoteo(post=156095:date=Aug 1 2006, 05:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 1 2006, 05:57 PM) [snapback]156095[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=154913:date=Jul 22 2006, 12:49 PM:name=irR4tiOn4L)--><div class='quotetop'>QUOTE(irR4tiOn4L @ Jul 22 2006, 12:49 PM) [snapback]154913[/snapback]</div><div class='quotemain'><!--quotec-->
There is one other thing - i find it a good example of overcomplication when 'hiring' crew takes you till nightfall. Especially with the bug that does this even if you dont hire any. What does this 'feature' add? In my opinion, nothing, it just forces you to visit stores/shipyards/taverns in a particular order.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You will be pleased to know that I have been working on this issue yesterday. Instead of forcing the player to wait until evening, I now recoded this so that it works exactly as irR4tiOn4L suggests: The player is not forced to wait until nightfall, but the amount of crew will only be changed the next day again. I tested this and it works fine. I think this is much better than the previous solution. And it STILL prevents cheating, so the original intent of that code remains. I hope you will find this a nice improvement in the next modpack update. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="

In the next modpack update, you will find that much gamebalancing stuff has been changed, most of it done by IncredibleHat. It all seems to work reasonably well, but it still needs testing. However, I am quite certain that you will find it a major improvement. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="

<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats excellent work there! Theres always a better way.
In terms of 'unbalanced' parts of the game - well its unfair of me to just 'blanket' this like i did - that kind of smear is unwaranted.
What ive noticed, however, is that in essence pirate versions have only one serious downside - less hull - and a slight inconvenience - less cargo - and even then these are often quite minor. But in return its faster, more meanouvrable with more crew and much more powerful guns.
More specialised ships like the 'gaff rigged xebec' are just ridiculously more capable than other (pretty mediocre) Xebecs.
Thats what i mean when i say some modders feel the need to put in an 'super' ship - a single ship that is the best possible for any particular application, in every way - be it smuggling, pirate etc.
Also, has anyone else noticed that the ability of certain ships to tack into the wind - like xebecs - is undermodelled?
Otherwise, most ships in the game are remarkably well balanced - these few are just spoiling the batch, thats all.
On an unrelated note - Are the crew you see running around on deck the right size? This is unchanged in the mod, but i swear they are like twice as big as they should be.