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Combined Mod noob - question on starting a campaign

dualhammers

Landlubber
When I start my game I am greeted with a ton of options, and I am a bit confused as what to pick. I want my campaign to be close to real in terms of how Naval combat operated, but just gamey enough that I am not losing 4 hours fighting a single ship. Should I pick Tactical or Dynamic Battles, and what other settings should I pick?
 
Dynamic makes it so you can sail in what ever direction you want without the worry of wind speed and the weather gage. Tactical allows you to play with a more realistic feel since the wind play's a role, if you try sailing into the wind your ship will be very slow or might not even move at all depending on the ship type and rigging, a Xebec with its sails design is made to sail into the wind whilest the Brig with its huge sails is not.

Also in your game directory open the programes folder and look for _mod_on_off.H open that will not pad and right towards the top you will see these.

Code:
#define REALISTIC_SPYGLASSES	0
// Set to 0 to reset spyglasses to stock settings (new game required)

#define REALISTIC_SHIP_PURCHASE	 1
// Set to 0 to reset ship purchase to stock settings (new game required)

#define Realistic_Reloading	1
// Set to 0 to reduce cannon reloading times (new game required)

#define RTBL	1
// Set to 0 to reset RTBL to stock settings (new game required)

Setting the 0 to a 1 for the spyglass will remove all the stats like sail hp, calibure, hull hp, amount of crew etc, setting 1 to realistic ship purchase allow you to only purchase small ships from the shipyard. ships like Fleut's, Pinnace's Corvette's, Frigates and MOW's you will only be able to capture, setting to 0 allows you to purchase any ship.. Realistic realoading is another, setting to one increases reloading times to a more realistic level whilest 0 will reduce the loading times. And finally since you don't want long battles RTBL is not what you will want, setting RTBL to 1 will mean the battles will last longer as crew, sails and hull of ships take less damage, setting to 0 will allow you to play with stock settings where a single broadside from a MOW could sink small ships depending on calibure mounted of course.

Hope this helps you out bud, happy sailing. :onya
 
Super awesome help, thanks! One question, though. Wouldn't it be realistic to say that a MOW could sink many vessels in a single broadside, or at least two? Why was RTBL added?
 
That would depend on the ships and there distance from the MOW, it was tough to hit things at range which is why they went in close. If you want it to be so you can sink ships easily leave RTBL off.

RTBL was a mod that i was working on a long time ago, before CMV3.0 was put together but due to problems it was mostly removed till now. Some of us like to use RTBL, i know most people want to get in and out of battles as fast as they can rather than sit battling it out for a longer period of time. Thats why its now a toggle option, this way those who don't like it can turn it off and play the game with full stock settings.
 
By the time you are able to even capture a MOW, you will have levelled up to at least level 20-30 and have the gunners perks. If you have a well trained sea dog crew of gunners, and have a great chief gunner, your MOW will sink many different types of ships with one or two broadsides even with RTBL. :whipa

The point is that big battles in the age of sail sometimes took days with hundreds of those large Man o War slugging it out with one other but very few ships ever being sunk in the end. :mm

RTBL gives the player that degree of simulations realism. If you are a novice player and don't have a good gunner, good skills, or well trained crew, you should expect a commensurate effect based upon yourself and your ship/crews abilities upon your enemies.

Not everyone likes quick shoot em up games. :modding

I personnally LOVE RTBL. I play at Corsair level with RTBL. A challenge my friend let me tell you - but well worth the satisfaction. At the beginning it's a freaking B*%^h. :sail

MK
 
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