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Tweaking cannons and sails

blackmane

Sailor Apprentice
Those are two things I noticed while playing and perhaps this can be an inspiration for some modders from the GOF mod or the german mod team. I am german too, but I kinda dont want to post this twice.

Cannons
As it is now, Culverines are totally useless, they weigh more (cargoholds have become smaller, I have a MOW with a hold of 6000 and 3000 is used for the cannons), they cost more, they have less HP and less damage, they take longer to reload, they only have a 10% range advantage that is nullified when you equip 36 pounders which are better than 32 lbs culverins in every aspect.
So my proposition would be to give the culverines more HP and more range. I thought of something along the lines of 1200, but seeing that you rarely fire such long distance shots, the distance cannons can fire should be shortened. I thought the 32 lbs cannons should have a max range of 800 or 900 or something near that number and the 36 pounders and higher calibers should have even less range as the 32 pound cannon was the one which could fire the longest distance (of course the 92 pound fort cannons are different here, those are land based mortars or something and should have more range than ship cannons).
The ultimate goal would be to have a real damage versus distance tradeoff decision, as it is at the moment it doesn't make much sense to equip culverines.

Sails
This one annoys me even a bit more. The later in the game you are, the more vulnerable are your sails. When the enemy AI decides to equip knipples your masts will be gone in no time and you will have full crew and full HP. The smallest ship has 100 SP and 100 HP and the Soley Royale (the bigass french ship) has 59.000 HP and 400 SP and every lategame enemy you encounter has 40 guns to shoot you and perks like "the shredder". Even with several hundred pieces of sailcloth (small cargoholds, you remember?) they will kill your sails pretty quick. And you can't upgrade the Sail Hitpoints in Bermuda either.
So my suggestion would be that the Soley should have about 1000 SP and the rest of the ships could be scaled accordingly, the knipples should be nerfed from 8 sail dmg to 6 sail dmg and in Bermuda there should be an option to upgrade the sturdiness of the sails.

Well, the forum ate my previous post so this one is a lot shorter but regarding my longwinded way of writing things, this is perhaps not a bad thing. :) I would like to hear your opinions.
 
Nice work there bud, we have done this for GOF. Culverines are now better than cannons so the extra cargo space they take up is justified. There range is a little better and there hp is too, as for sails again this has been done giving each class a boost to there sail hp's with class been the deciding factor on how much hp they get, no class 6 ship with have a sail hp of more than 150 for example, the sail hp is very much test in progress and most likely will require some tweaking once the RTBL switch has been added to it. At the moment the value's added to sail hp is based around RTBL been on, stock game player's will see sails take damage much quicker and masts fall faster too. Thats not because of the sail hp been lower than that of RTBL since the sail hp is not under a switch the game uses the sail hp for both stock and RTBL. But because the damage level of the stock value's when RTBL is off is much higher sails are much weaker. If you do not play with RTBL on then i would suggest trying it out, you might be plessently suprised at what you see. If you are playing with RTBL on then i can only say its test in progress.

Are you playing with CMV3.2 or GOF?
 
I didn't realize that I could already download GOF ;) I play CMV3.2 with all switches set to realistic except for the spyglass, it is just too convinient to check some things out, like the ammo the enemy uses. Like I said you are fine 90% of the time the problems come with the knipples, i have no idea on which basis the enemy decides to change which ammo he uses. But I am glad to hear that I am not the only one who saw those things as problematic.
And sorry for the late answer, somehow I had real problems with logging in in the forum, I dont know why, but those seem gone now.
I am looking forward to the final GOF!
 
I was just making sure in case you was testing GOF, anyway the changes are not to big but should be enough to at least slow the process of masts falling to quick.
 
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