Thank MK, I already went through that thread and it inspired me to change Program/CANNONS/cannons_init.c to modify things.
I prepared a spreadsheet for the Damage per 60secs for each cannon and culverine; then saw that there were great inconsitencies between jumps from one caliber to next. And cannons were extremely weak vs same caliber culverins.
I made several changes which are formulated on all below;
1. I changed early caliber jumps to have %20 more DPS, and above 20lbs %10more DPS per caliber jump. Based on Culverin 4lbs having 0.9 realistic damage.
2. Then I wanted to change the way cannons/culverin differenciated in game, as currently I have no reason to choose a cannon of same caliber over a culverine even as a merchant (I simply remove all cannons, put culverins in back with low amount of knipples and powder as merchant). So I reassigned role of culverine as long range, cannon as (significantly) short range but better impact.
I placed a formula like culverin range = 150% cannon range (kept culverin range as base, lowered cannons). Also gave range boosts for the ones in between (like 8lbs 420, instead of 400 now which is between 4lbs 400/12lbs 450)
3. I reassigned reload times for cannons to have 95% of culverins of same caliber. Then I assigned new damage formula for cannons to have 25% more DPS than same caliber culverin.
4. All CoaS default damages then set to 150% of realistic damage. (so rates will work with realistic/CoaS/inbetween same)
5. Then I fixed one thing that annoyed me alot, cannonHP. Since in Realistic mode damage dealt is lower, in most fights at the range of 4th/3rd grade ship fleets no ships sink, some are boarded, all sails are damaged beyond repair rendering ships to move with 0.2-0.6 knots , and all guns fallen. I would prefer guns stayed as they are, and ships fought till end, ones that can flee would flee, ones that prefer to stay should go on fighting with ability to fire cannons.
I increased gun HPs by 50%, and depending on the results I might increase even more until no fights end due to ships are running out of guns before ammo. Once I reach the equalibrum for ammo/gun ran out (based on military fleets and bounty hunter fleets who are packed with tons of ammo), then I will adjust damages again to make sure by this time a ship can bring an enemy of same scale below 40-50% hull damage on 1 on 1. This will make fleet battles more interesting I guess, by giving importance to who is in the frontlines, and who you will try to focus.
6. Of course increased cannon weights/costs to be 90% of culverins of same caliber.
Real issue I could not evaluate is the effect of distance in damage formula. If point blank shot has better impact than a shot lands at 500yards, then the damage boost I gave to cannons might be overkill, as their shorter range will make them even more deadlier and once a cannon gets in range it would extremely overwhelm a culverin ship.
I don't want to make cannons better than culverins, just I want to make them a different option with its own pros/cons. Can you direct me how I can test out damage in dealt in different distances? Or is there part of code that reveals the formula?
Now I have been playing this out and is going very nice around 4th grade ships. Will see how it goes with 1-3rd grade ship fleets. Don't want ships to be sunk in a few volleys under crossfire, but want to make sure it hurts.
Before above changes I would never choose cannons over culverin and a stronger but slower ship over a fast one. But now I can choose for myself and companions from;
-Slow but strong hull ship with culverins
-Fast ship with cannons who will riskbeing under fire, getting sails/hull damaged until it can get in range to impact and get out before getting caught in crossfire (probably can only by managed as own ship)
-Fast Ship with culverin who will fire from far and ran away before enemy gets close keeping distance to advantage.
I am playing with tactical so things happen slowly, ships manuever in long time. Boarding is very risky and potentially dangerous as getting close hurts me a lot as well. Grappling skill was not that important before as I did not fear bank shot in point blank at all, but now I cant stand to take more than 2 bank shots otherwise my crew/hull feels the impact. Please add any comments for gameplay as well if I skipped anything, so I might add these into calues as well making the experience even better. I will share the cannons_init.c I will finalise, as it does not require to restart a new game to apply, so other can test out as well.