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Reclassifying the ships (again)

I thought I had replied? Judging by the lack of any visible post... hum... perhaps not. Anyway, congratulations on finishing this so quickly! :woot
 
Thanks, it seems to work nicely, too!
The only problem I've come across is LuggerCT showing up as Tier 7, because Black Bart gave it 30 crew for some reason.
I'd recommend changing it to 26 crew to fit in with the other luggers in Tier 8.
 
I just got back from a little trip and have not installed this. I did download it though.
 
Been using this for a few days and while it said "tier" the ships kept their old class. For example all of the Luggers were tier 7.
Until a few minutes ago that is. I finally got around to installing Baste's tips mod and now the ships are showing their new tier correctly.
 
Eh? Did you press F11 when you installed the Ship Tier mod? Or did that only happen when you installed the Tips mod?
 
Well, all I know is that F11 is enough to activate the tier system, as long as you have the code in Ships_init.c. If it's working now though, I'm not complaining. :wp

How are you finding it? Does it seem fair enough for most ship types?
 
Indeed F11 should fix all randomly generated ships but possibly NOT all ships that had already been generated yet when you loaded the update.
Possibly that is why you're only seeing the change now?
 
My fleet before and after installing this is La Licorne, a Portagee merchant fluyt, and a fluyt of war. They were class 1, class 4, and class 4. They changed to tier 1, tier 4, and tier 4. All of the Luggers stayed at tier 7. Then they changed to tier 4, tier 5, and tier 5, and the Luggers changed to tier 8.

Is it ok? I dunno. I find that the tier 4 La Licorne with 52 18 pounders can easily handle a tier 4 frigate with 42 18 pounders.
 
Your own ships wouldn't have gotten their new classification numbers and should still use the original class values.
 
Is it ok? I dunno. I find that the tier 4 La Licorne with 52 18 pounders can easily handle a tier 4 frigate with 42 18 pounders.
That's weird... I've got the Licorne and WarGalleons listed as having 520 crew (Tier 3) in the Excel file, but they all have 344 crew (Tier 4) in Ships_init.c. o_O
I suggest changing their max crew to 520 to balance things out a bit. While the stock frigate is at the top of Tier 4, you're right that the Licorne should outclass it.

There are a couple of other anomalies at the moment, such as the Apostol Felipe having 400 crew when she only has 30 guns, making her a tier too high.
I'll have to check the list more closely to sort a few things out before the system works properly for all ships.
 
Last winter we decided to make the Heavy East Indiaman less naval and more mercantile. Their cannons were dropped from 24 to 18 pounds and their crew dropped to the proper size for the ship according to the thread in the ship modeling sub forum.
Would it be better to reduce the cannons to 12 pounders rather than raise the crew size?
 
I guess that would work, making her Tier 4, but in that case it might be worth changing the Light East Indiaman to Tier 5 by reducing her crew as well.
It's also worth reducing the max calibre of both that and the Indiaman, to things balance out more.
That way, we'd have the Indiaman in Tier 6, the light variant in Tier 5, and the heavy variant in Tier 4, so there is a sense of progression.
 
I don't care about that light east indiaman as it is one of the worst ships in POTC and needs to be dumped.

The Indiaman has a problem that I could never figure out. When it gets hit the crew is decimated and she suddenly will only fire one gun at a time. That makes this ship essentially unarmed. I have considered using smaller cannons on this ship because they will fire faster, giving her a chance to fight back.
 
The Indiaman gun problem sounds like she's undercrewed.

Armada, please send me a modified ships_init.c once you're happy with the new crew assignments. :)
 
I don't care about that light east indiaman as it is one of the worst ships in POTC and needs to be dumped.

The Indiaman has a problem that I could never figure out. When it gets hit the crew is decimated and she suddenly will only fire one gun at a time. That makes this ship essentially unarmed. I have considered using smaller cannons on this ship because they will fire faster, giving her a chance to fight back.
The Light East Indiaman was only kept because it has a nice texture... at least, it looks nice from a distance. Up close it's noticeably low-res.
Trouble is, there's nothing to take its place. I guess we could live without it, though.

Anyway, I'm a bit confused by the Indiaman problem. She has 14 guns and 84 crew, which isn't unreasonable to operate efficiently.
She even has the same hull strength as a Light Frigate, so it's not like the ship is too weak either. Maybe reducing the gun calibre will help; who knows?

Armada, please send me a modified ships_init.c once you're happy with the new crew assignments. :)
Will do. :onya
 
I took another look at the Indiaman and her crew is too small. I upped the crew and dropped the cannons to 9 pounders, but have yet to get one to test. What has been happening is that the hull and sails take almost no damage when hit, but the crew is wiped out.
 
What value are you using for the new crew size? If it fixes the issue, we might as well use it.
If it pushes the ship into Tier 5, then that might even make up for ditching the Light East Indiaman.
We could even re-use that name instead of 'Indiaman', which would then make sense as we'd be left with light and heavy variants.
 
I set the new min/max at 25/100. The min is what it should be and the max is probably a few too many.
I still have not been able to get one to test even after playing for several hours. :keith
 
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