Версия для печати темы

Нажмите сюда для просмотра этой темы в обычном формате

Форум студии Seaward.Ru _ Sea Legend is Back _ Impression from the playing of this Add-On

Автор: Rad Nov 17 2005, 14:09

I think I can say I am a frequent player of PoTC and especially the game with various versions of Builds and Modpacks. Now I started to play for the first time your AlexusB´s Add-On, so that I can do some comparing the both of it. As I can feel and experience from my short playing, both mods are completely different.
The community of PoTC modders at PiratesAhoy is completely open and anybody can become a modder and almost anybody can put into game his/her mods and ideas which I think isn´t good system because various people has various tastes and opinions on various matters what about the game concerns and I think all the quality of Builds and Modpacks suffer by that quite significantly. By my opinion there almost don´t exist any conception how this game and modding should look like in the future and what are the main goals of all this modding. Speaking it a little differently it seems to me all this modding of Builds and Modpacks don´t have any concrete conception and everything proceed spontaneusly and in an uncoordinately way. When I play the PoTC with Builds I play all the time the same game with stupid plot about the Black pearl. The game is still the same, fortunately with many good improvements, but anyway it is all the time the same game.

On the other hand when I started to play this AlexusB´s Add-On, I immediately have felt I am in completely new and different game. I am very glad the game is hard for playing and despite of that well balanced ( as I can see so far) and that your community of modders is somehow close (I think) because the more modders do mods for this game the more bugs and strange ideas are implemented into the game that are anyway discarded in the end after some time. I like your new music, interface, very advanced system of enhancing of heroes and so on. Only it seems to me the game is somehow unstable and vulnerable for crashing at least at my computer. Mybe it is caused by combination of my English version of the game and your Russian Add-On, I don´t know. But I think I am able to settle up with that. What I like very much here is playing cards and cubs ( poker system) in the taverns for money. It is really great performed and designed and it is some good way to get money at lest in the early stadium of playing. I am amazed because of extent of jungles of island where I almost lost at Hispaniola. And the maps are very good aids here too. I can´t say much more so far because I am playing only very short time so far but this Add-On looks very professionally. So, I think I will return here after receiving some my further experiences. smile.gif worthy.gif

Автор: ALexusB Nov 17 2005, 14:53

Thanks for your words
My thoughts about Build 1x are the same. Too bad strategy to make real projects

I have no english version so cannot take expiriments on it.

You have to delete some folders before start instaltion

seadog2\MODULES\
seadog2\Program\
seadog2\RESOURCE\INI\
seadog2\RESOURCE\QUESTSTEXT\
must be kiled!

and kill all file (not dir) from root of the game

Then start instalation (set russion in your windows like second language for ability to read message)

Make new install, see no error massage (it have one, please, copy log mesages and attach here as file)
Then test stability of game - we have no problem with regular voluntary crush

Автор: Guest Nov 17 2005, 21:56

Цитата
The community of PoTC modders at PiratesAhoy is completely open and anybody can become a modder and almost anybody can put into game his/her mods and ideas which I think isn´t good system because various people has various tastes and opinions on various matters what about the game concerns and I think all the quality of Builds and Modpacks suffer by that quite significantly. By my opinion there almost don´t exist any conception how this game and modding should look like in the future and what are the main goals of all this modding. Speaking it a little differently it seems to me all this modding of Builds and Modpacks don´t have any concrete conception and everything proceed spontaneusly and in an uncoordinately way. When I play the PoTC with Builds I play all the time the same game with stupid plot about the Black pearl. The game is still the same, fortunately with many good improvements, but anyway it is all the time the same game.


I agree with you but i think Build is not meant to be totally new game. Its just a "little improvement" pack for people who wants some changes and new some new stuff to the game. So i could say that they wrestle in different categories, if you know what i mean...5.gif

Автор: Dway Nov 17 2005, 21:57

Цитата(Guest @ Nov 17 2005, 20:56)
I agree with you but i think Build is not meant to be totally new game. Its just a "little improvement" pack for people who wants some changes and new some new stuff to the game. So i could say that they wrestle in different categories, if you know what i mean...5.gif
*


Автор: Rad Nov 18 2005, 01:29

Hi Alex. I am glad we have the same opinion on this Add-On because this way its constant high level for the future will be assured.
After my reinstallation of the game it works well so far. I saved these important files because I was advised but some good people from this website about it.
And befor my new installation I always delete all the directory Bethesda Softworks manually too. Only one thing seems to me somehow strange that cannons shoot very poorly and only on very short distance. But I only started the game and maybe this shooting and range will improve substantially in the course of playing. And reloading times are endless. The skilful cannoneers were able to reload cannons in the course of about 1 minute. I put here some link with original historical data of English ordnance from 17th century. There are many important datas of cannons and max ranges in paces too. The best culverines shot at the distance about 1500 meters.
I sent you my private message about translation. Did you read it ? Could you help me somehow?
Dway, I think many players and modders from PiratesAhoy don´t like the main storyline of the game and Builds but they are´t able to to do anything about it because it is difficult for them exchange all the conception of the game. smile.gif

http://www.portsdown.demon.co.uk/ord.htm

Автор: bullet Nov 18 2005, 04:52

Цитата(Rad @ Nov 18 2005, 01:29)
Only one thing seems to me somehow strange that cannons shoot very poorly and only on very short distance.
*


Shoot distance depends on cannons calibre. In addition, there is a difference among an amunition types - i mean bombs, cannon-balls, etc... So to be able shooting farther you need to have bigger cannons or use another amunition. It's up to you.
Цитата(Rad @ Nov 18 2005, 01:29)
I put here some link with original historical data of English ordnance from 17th century. There are many important datas of cannons and max ranges in paces too.  The best culverines shot at the distance about 1500 meters. 
*


You're right... But it's quite difficult to match historical facts to the gameplay. smile.gif Consider it as a simplified approach to the age.. smile.gif

Автор: ALexusB Nov 18 2005, 10:34

Set other propertes in the game to change cannon realisation.
We have 2 defferent type of plaing cannon (so 4 types tolal)

Check setup form

"Режим пушек" (Cannon types) - only for new game
"Линейный" (Line grow distance)
"Нелинейный" (unline grow distance)


"Режим плавания" (Sailing Mode) - can be change in game process
"Быстрый бой" (quick cannon recharge, fast turn)
"Медленный бой" (slow cannon recharge and turn)

Автор: Rad Nov 18 2005, 11:41

Can you explain me what´s difference between settings line grow distance and unline grow distance? I can´t try it now. smile.gif

Автор: ALexusB Nov 18 2005, 12:09

see cannon distance in shipyard change cannon mode
Start game twice and compare

Автор: Rad Nov 22 2005, 16:16

Hi, all. As I am proceeding with playing this Add-On I am more and more in discomfiture about it. As a regular PoTC and Sea Dogs player I am accustomed to something different. It seems to me all the playing is very lengthy especially on the sea. When I started the game it took me practically 10 minutes after my cannons was reloaded. I think even very unskilful crew would manage it in quite shorter time. Even now when I am a little more skilful the reloading is very, very slow, especially when crew is somehow reduced. And the balistics of the cannons is as though it would be carronades or some mortars that shoot and not long barrel guns. Skilful British crew was able to reload guns in the course of 1 minute. And culverines could shoot at the distances up to 1550 meter and these cannons are´t able amost to reach even the distance about 300 meters. When I am chased by some ships it takes maybe 15 minutes after I reach this adjusted needed distance of 700 meters for going to the map. What should I do in those time ? Go to drink my coffe? I am not able to drink so many cups of coffee. I think the distance 500 meters could be sufficient. The consumtion of provisions by crew seems to me very exaggerated. It seems to me that crew would be able to eat up all the capacity of cargo in quite short time if I would have loaded only this provisions. Why isn´t here here some function of accelereation of time that could be used in the course of walking through endless and all the time the same jungles or in the course of escaping from any chasing ship? Or maybe this acceleration of time is somewhere and I overlooked it? All of this and some other issues as various penalties and frequent losing of money and so on lowering for me the playability and amusement of the game, but especially all the toilsome and too little action sea fighting. On the other hand all skirmishes and fencing seems to me very good and well balanced. They are tough, especially in the beginning of playing but all is somehow manageable. I am sorry that I have to write it but it is a sensation, viewing and opinion of player that very likes this type of games. But it is only my personal opinion and I can understand that other people can have different opinion of those matters. wink.gif

Автор: xitriy_lis Nov 22 2005, 16:42

Цитата
When I started the game it took me practically 10 minutes after my guns was reloaded

The reload time depends on the skill level of Canon and Accuracy. Trust me, the more Canons level is the faster canons will be reloaded. But now I can advice you to use acceleration button "+" on the right side of your keyboard, or to set Arcade mode if you like it.
Цитата
Even now when I am a little more skilful the reloading is very, very slow, especially when crew is a little reduced

In the new version won't be such a situation. But now you may transport slaves all the time and when your crew is not max you can add slaves (You know how to do it, aren't you?). Also you can take always companions and use his crew.
Цитата
Why isn´t here here some function of accelereation

"+" don't work?

Good luck and be patient. The Game is difficult and that is why we love it smile.gif

Автор: Rad Nov 22 2005, 17:14

Hi, Smart Fox. You know, I don´t like too so as the game was easy. The Builds are too easy by my opinion. And I really overlooked this great acceleration button "+" and I will be using it from time to time (rather more frequently). 1.gif
But because I don´t like slavery and anything similar I think I will never use slaves on my ships. I can´t only reconcile with very short ( and by my opinion unrealistic) range of cannos here. Are these ranges of canons increasing in the course of improving skills of shoting too? What is the arcade mode? Where can be adjusted and can be exchange in the course of current game or it must be adjusted before starting of playing? smile.gif

Автор: xitriy_lis Nov 22 2005, 17:36

Hi. Please, don't translate my nick. Write xitriy_lis or хитрый лис if you like.

Цитата
Are these ranges of canons increasing in the course of improving skills of shoting too

Range don't depend on skills.
When you start new game, you see that there are 2 different modes of shooting.
1) Linear. The higher the calibre, the longer is the range of gun and the bigger is the reload time.
2) Realistic/Non linear. Range and time depend on calibre. The longest range has the 24p guns
But cannons and couleuvrins has different range and reload time. So choose what you like more.
You can switch those modes during the game.
Цитата
What is the arcade mode

There are also two type of sailing:
1) Slow/realistic
2) arcade. Guns shootes faster. But enemy's guns will also shoot faster smile.gif

You can also switch those modes during the game. But better do it starting new game wink.gif

Автор: bullet Nov 22 2005, 19:55

Hi, Rad
What the awful things you're describing ! ohmy.gif smile.gif
Below is an answer on your question about cannons. Speed of loading is strongly linked to the crew. To maximize reloading time you should have completed crew.
Can you imagine that 10 guys make 20 cannons charged during 30 sec? wink.gif smile.gif I can't smile.gif

Цитата(Rad @ Nov 22 2005, 16:16)
especially when crew is somehow reduced.
*


- Actually, your sailors are not so hungry. Consumption is 1 outer of food for 10 guys a day.
- When a ship is chasing you while the wind is poor, it takes you quite a long time to escape. So use acceleration mode or get a battle smile.gif
- Unfortunately, there are no any other types of cannons in the Add-on, except the ones you've seen.
- If you (or your officer) have got perk called "Увеличенное расстояние выстрела", then shoot distance might be increased by 15%. But that's it.
- All settings you want you should make before the new game started.
- Regarding arcade/realistic mode. It's all about sailing. Arcade mode means you manage your ship the same manner as your car.
Realistic mode puts in the game many things you cant do in the live - set sails within 1 sec, make immediate evolutions... So sailing takes more time, especially when you're fighting. But on the other hand your enemies have been put in the same frames, so haven't any competitive advantages from this perspective.

As a summary...
Don't be in a hurry taking a ship, which doesn't fit your skills - you'll be very disappointed with penalties.
Be brave - get battles. You'll develop your skills quickly.
If you're not satisfied with something in the game play, firstly try to analyse it from reality point of view. Am sure, you can get an answer on many things, which make you feel uncomfortable... smile.gif

PS There is one more option, of course. It's questions put onto our forum smile.gif smile.gif

Автор: Rad Nov 23 2005, 00:17

Hi, Bullet. Tell me why these cannons were programmed here the way that shoot at the distance only about 300 meters if in reality cannons shot at the distance about 1000 - 1550 meters? I tried to exchange several things in Cannons_init.c but it seems to me nothing happens in the game after my changes as though this file was somehow blocked. Or must be these changes somehow intiated?
And what about reloading times concerns I would await that with decreasing crew number the reload times will be prolonged linearly up to the minimum crew number. Then I would await the reloading times will decrease more distinctly. But it isn´t so as it is in Sea Dogs, basic PoTC, Builds and so on. Even little decreasing crew prolong reloading time exscessively. wink.gif

Автор: bullet Nov 23 2005, 00:39

Цитата(Rad @ Nov 23 2005, 00:17)
Hi, Bullet. Tell me why these cannons were programmed here the way that  shoot at the distance only about 300 meters if in reality cannons shot at the distance  about 1000 - 1550 meters? I tried to exchange several things in Cannons_init.c but it seems to me nothing happens in the game after my changes as though this file was somehow blocked. Or must be these changes somehow intiated?
*


Oh, come on! smile.gif Some cannons are able to shoot at 500 meters (feet?) distance.The problem is a maximal allowed calibre for selected ship type. Higher sailing skill leads an access to the better ships... smile.gif
About changes within ini-files... Dont know, really... I suspect, the game is not friendly to users regarding such changes... sad.gif
Цитата(Rad @ Nov 23 2005, 00:17)
Even little decreasing crew prolong  reloading time exscessively.  wink.gif
*


That's right. To be honest, being a tester I dont keep in my mind all dependences and fomulas... sad.gif It seems to me, the dependence of reloading is not linearly changing in terms of crew.

Автор: Rad Nov 23 2005, 01:21

Bullet, can you explain me why my penalties are increasing all the time? I am not aware of anything bad what I would do just now. I even stop to fight with skeletons but nothing is helping. I only smuggle frequently but it is my the most favorite activity. I have for example skill in heavy sword 62 (-40). What this means exactly? Is it equivalent of 62 - 40 = 22? I hope not. Can be all these penalties removed? 1.gif

Автор: bullet Nov 23 2005, 01:37

Цитата(Rad @ Nov 23 2005, 01:21)
Bullet, can you explain me why my penalties are increasing all the time? I am not aware of anything bad what I would do just now. I even stop to fight with skeletons but nothing is helping. I only smuggle frequently but it is my the most favorite activity. I have for example skill in heavy sword 62 (-40). What this means exactly?  Is it equivalent of 62 - 40 = 22?
*


Yes it is. smile.gif Such huge penalties usually appear when a ship doesn't match sailing skill, or when hero's health suffers with a regular injuries. You'd better to put here couple of screen shots. The first one with info about hero's characteristics and skills. And the second with his own ship info. Then i could easely determine what problem you faced... I believe... smile.gif
Цитата(Rad @ Nov 23 2005, 01:21)
Can be all these penalties removed?  1.gif
*


Everything is possible... smile.gif

Автор: Strelok Nov 23 2005, 10:03

Цитата(Rad @ Nov 23 2005, 01:21)
Bullet, can you explain me why my penalties are increasing all the time? I am not aware of anything bad what I would do just now. I even stop to fight with skeletons but nothing is helping. I only smuggle frequently but it is my the most favorite activity. I have for example skill in heavy sword 62 (-40). What this means exactly?  Is it equivalent of 62 - 40 = 22? I hope not. Can be all these penalties removed?  1.gif
*


sad.gif doh.gif Try to check your health. If you have to fight a lot during smuggling and your health diminishes then you may get negative points, too. mellow.gif

Автор: Rad Nov 23 2005, 22:04

So that if I am trying to fight with patroling ship or ships after doing my smuggling, so I can receive some penalties for that? ohmy.gif

Автор: bullet Nov 23 2005, 22:36

Цитата(Rad @ Nov 23 2005, 22:04)
So that if I am trying to fight with patroling ship or ships after doing my smuggling, so I can receive some penalties for that?  ohmy.gif
*


Rad,
Forget about smuggling as a source of penalties! Your health suffers from hand-to-hand fighting only.
And what about screen shots? Can you put them here?

Автор: Rad Nov 24 2005, 00:24

Here it is. wink.gif

[attachmentid=5770]

[attachmentid=5771]

Автор: bullet Nov 24 2005, 00:29

Цитата(Rad @ Nov 24 2005, 00:24)
Here it is.  wink.gif
*


Where? blink.gif A-a-a-a! And another one with your ship?
Preliminary, your health is not perfect, buddy! Go to the priest immediately! You have enough money to pay for cure... Or alternatively you can go to a perlor house several times wink.gif smile.gif It's in Nevis.

Автор: Rad Nov 24 2005, 01:28

I addded it above. smile.gif

Автор: bullet Nov 24 2005, 09:09

Oh, everything is clear now! To manage different ships without penalties your (or your officer) sailing skill should be performed in accordance to the table below.
I marked the current requirements by red there.

6th class: 1-24
5th class: 25-39
4th class: 40-64
3rd class: 65-79
2nd class: 80-94
1st class: 95-100

Your sailing is not enough. So check your officers' (if any) performance. If their sailing is also underperformed, then you should hire another (additional) guy with appropriate sailing skill.
Or change your ship... sad.gif

Автор: Rad Nov 24 2005, 13:36

Do you mean the navigation kills? I have one officer who has navigation skills 46 but it is still little, as I can see here. I will try to do somehing about it. And why 2 officers abandoned me already? Is it normal state here? Thanks for advice. wink.gif

Автор: navy Nov 24 2005, 13:49

Цитата(Rad @ Nov 24 2005, 13:36)
Do you mean the navigation kills? I have one officer who has navigation skills 46 but it is still little, as I can see here.  I will try to do somehing about it.  And why 2 officers abandoned me already? Is it normal state here? Thanks for advice.  wink.gif
*


Navigation grows in battles very well smile.gif
Do you mean that officers leave you? Than it is normal if they don't like your actions. Like making a contraband whith good reputation officer. You can see his attitude to your character on his form (interface) Looks like old expiriens progress bar

Автор: Rad Nov 24 2005, 16:53

After I boarded and defeat some ships I couldn´t use any of my two officers as a commandor of defeated ship. There must be some special officer - first mate officer or something like that? I think I never met such officer yet. And I wanted to dismiss one of my officers and hire some better one but this released officer is still with me and doesn´t want to disappear and in the meantime the new officer, better in navigation, disappeared from tavern. unsure.gif

Автор: bullet Nov 24 2005, 17:30

Цитата(Rad @ Nov 24 2005, 16:53)
After I boarded and defeat some ships I couldn´t  use any of my two officers as a commandor of defeated ship. There must be some special officer - first mate officer or something like that? I think I never met such  officer yet. And I wanted to dismiss one of my officers and hire some better one but this released officer is still with me and doesn´t want to disappear and in the meantime the new officer,  better in navigation, disappeared from tavern.  unsure.gif
*


An officer should have a title "First deputy" ("Первый помощник") to be appointed as a commandor on the occupied ship. You can find the title under officers' avatar (F2).

There is one additional parameter in the game. It's called "Reputation". You can find the current reputation of your hero/officer above their avatars.
The reputation of your hero changes in accordance to his daily business. From the "dirty rotten scandrel and even worse" to the "hero".
If the hero preffers murder of citizens, smuggling, fort occupation, looting etc, then his reputation drops down. If hero's "core" business is rescue of women in jungles, help to gouvernors/church, then his reputation becomes better...
Reputation of officers is unchangeable.
If hero's daily business doesn't fit officer philosophy (reputation), then he leaves your hero defenately. Under officer avatar you can find a "loyalty bar".

Each officer tries to leave the hero from time to time, even the hero does "right" things (from officer point of view). If it happened, then this officer would like to get an extra bonus (money) from hero. If you pay him, then the officer will stay with hero.

Автор: Rad Nov 24 2005, 18:39

Hm, and how can I kict out him? I talked to him I don´t need his services anymore but he doesn´t want to go. huh.gif

Автор: bullet Nov 24 2005, 20:40

Цитата(Rad @ Nov 24 2005, 18:39)
Hm, and how can I kict out him? I talked to him I don´t need his services anymore but he doesn´t want to go.  huh.gif
*


blink.gif Are you sure you're choosing right sentence in the last dialog? I mean, you said "you're fired, man!" Then the last dialog window ("Are you sure???") appears. There are two options:
1. Yep, am sure!
2. No, I've changed my mind.

Автор: Rad Nov 24 2005, 20:55

I tried both options but I will try once again. I can understand Russian partially, I studied your language at school for about 12 years but it was very, very long time ago already. smile.gif

Автор: ALexusB Nov 24 2005, 21:02

What do you mean about "He didn't go away"?
Does offiser leave your party (F2\passangers) and stay in this location or he stay your officer after been fired?

=====
About cannon range

Can you recall range of cannon from original PotC game?

What do you mean about too short distance?

We have 260-550 distance now - it is real range for navy battale with balance (AI and etc.)
Some cannon (48f) can shot a mile long range but thees cannons only for forts

Did you try change option too up dinamics of your plaing?
We have it yet so if you use no of it who cares? smile.gif

Автор: Rad Nov 24 2005, 22:12

Alex, I put here again some historical datas what about range of cannons concerns. There is English ordnance from middle of 17the century and in table second there are the max ranges of cannons in paces. One pace is about 0.75 meter, so you can see very easily from it how those ranges were and as I wrote several times here from about 1000 to 1550 meters.

http://www.portsdown.demon.co.uk/ord.htm

And not only that, but long barrel cannons shoot here rather as carronades or some mortars, the balisitc trajectory is very high and I think it should be much more flat and visually these shooting cannons looks as though they wouldn´t any force of penetration.

I am not able to change anything now because I am in the game already. But I think this option in the game is only cosmetic one and not any substantial change of ranges.

By the way, what this warn: 0% under my name represents? It means that I am somehow troublesome when I politely express my opinion?

What about officer concerns. I kicked out him but he didn´t disappeared from the passanger menu. But maybe I did it somehow wrongly so, I will check it again. smile.gif

Автор: Rad Nov 25 2005, 03:17

The kicking out officers works already for me. smile.gif

Автор: ALexusB Nov 25 2005, 10:24

I mean - Do you remember cannon range from ORIGINAL game (is there 1500 meters or some smaller)?
Histiry and balance are different things

We check some other history texts and find our way to set ranges for calibres in game


Try to change Slow Fast Navy Battle - it will work in old game - and it speed up your dinamic of the plaing.

0% under your name means warning to user.
0 is all ok 100 is all bad

Автор: Rad Nov 25 2005, 11:37

Never mind. I am playing it anyway. I wanted only so as you have some different opinion from man who plays this Add-On for the first time.

The only last qustion. Why do you think, if you would somehow increase the ranges of cannons and do their balisitics more flat and reloading times would decrease proportionally with crew decreasing up to minimum needed crew number and only after that the reloading times would decrease more extensively, the ballance of the Add-On would be disrupted somehow? I think if you would do that this would influence hero´s ship but all hostile and all friendly ships too so that by my opinion nothing would change what about the ballance of the game concens. If you do that I think the game would be even more amusing if battles would proceed in more action way when ships could shoot each other on longer distances and reloading times would be adjusted more favourably too.

So, on that I would rather finish talking about this cannons issue. I respect completely the fact it is your Add-On and you can do what you want about it and I never have wanted to compel you to anything or impose any my opinions on you and I hope I won´t bother you anymore about that. As I said already, I only wanted to tell you my opinion on that. So, please, don´t be angry at me or bitter somehow about me, there is still many great things in this Add-On for me and it is really worthy of playing. smile.gif

Автор: ALexusB Nov 25 2005, 13:35

Cannons mod in Build is only version of my first (2003 y.) mod - "Cannon AI". So I compare with original not Build now (I did see last Build)
We have some option to use. Did you check them all or you still "think" about check? You opinion is correct but you use THIS mode of game. I cannot make speed up rechage cannon course I DID it YET.
I like dinamyc battle myself so I use anoter option in game setup.
But some of players want to be in slow mode and they can be to want it!

Some changes will be in next version
Ships now have new parameter - optimal crew - is meaning max crew to recharge cannon. And max crew will be for second use (like slaves now or for biger abord crew).

Автор: Rad Nov 25 2005, 14:07

Thanks Alex for your help. As I just had a look at my adjusting I had set liner cannons and prolonged battle ( it is strange because I tried to set up fast battle before I started to play the game). Anyway I set up now nonlinear cannons and fast battle and I will see what and how it will change. I hope it will work in my current game because I wouldn´t want in any case to start playing from the beginning now because I am quite deeply in the game already. But several times I tried to switch off this paying for save/ load but every time when I open this menu this issue is selected again. smile.gif

Автор: Rad Nov 25 2005, 15:09

I tried this new adjusting and it is better now for me. Nonlinear cannons and fast battle. The speed of my ship and her maneuverablility is much better even reloading is much better. The problem was I though I have set up fast battle and in the meantime I have adjusted slow battle. thumbsup.gif

Автор: ALexusB Nov 25 2005, 18:16

Everything is good when everything is correct smile.gif
Thanks for trying.
But some explane
1. Update of addon has some need to do after set on. Need to set settings on default set yours exit game, start new one - when they be set corret in any time later
2 Nonlinear, pay save, complex level, hardcore are set only for new game
3. Battle mode, help abord can be change in game process

So you have only fast battle but not nonlinear cannon

All ranges of cannon you can always check in shipyard when buing new cannons

Автор: Rad Nov 29 2005, 04:42

Hi, all In the course of moving into any new location in the game, all the movement stops for several second, sometimes even for about 15 second as I can estimate and all the music gets stuck too somehow in the course of this transition. It is quite upleasant. Do you plan some optimalization of engine or is it appearing only on my computer? sad.gif

Автор: ALexusB Nov 29 2005, 12:05

Please, send me your savegame with it in .rar onto PM
We have no any ablity to check and fix it without savegame with troubles

Автор: Rad Nov 29 2005, 12:56

I sent it to you by private message but I do´t know whether I did it well. So, you could tell me if you received it. smile.gif

Автор: ALexusB Nov 29 2005, 13:20

I recieve it correct. Thx!

Автор: ALexusB Nov 30 2005, 11:26

Thanks for your savegame again - I found problem now but didn't find solution for old savegame yet. This is kernel problem I can't fix it total but can some hide in time.

Автор: Rad Nov 30 2005, 22:10

Hi, Alex and others. Can you tell me, how can I increase my reputation? I have big penalties because I use the ship of the 2 class but this strenghten corvette is the first better ship that I have. And with it I can resist some attacks somehow and fight a little more successfully. But officers are all the time abandoning me and I must to pay him much money frequently. I would like to hire some officer with high sailing experiences but I can´t find any such person. huh.gif

Автор: delamer Dec 1 2005, 02:48

How can you increase reputation?
Help beggars and Damsel-in-distress, take quests from gubernators, merchants and others, make it without delay, be merciful with captured, patient and correct in dialogs, pay in church.
But it is no easy to find experienced companions- they don't lay on the way. Especially at lover levels of your Hero. Barmens in Taverns may help you, captured pirates captains often very good.
Good choice will be to hire Filosof (Философ). For this you must have high-level ship (you already have it), big cash, really good reputation (see above), and weapon Килидж (try the treasure's hanting). Filosof live on Nevis (Невис)- on the street. He is beggar, but very good in all stuff.

Автор: Rad Dec 1 2005, 03:27

I am trying to do it but it is quite difficult to realize it. I will be trying to add philosopher after he will be willing to go with me. wink.gif

Автор: Strelok Dec 1 2005, 17:22

Цитата(Rad @ Dec 1 2005, 03:27)
I am trying to do it but it is quite difficult to realize it. I will be trying to add philosopher after he will be willing to go with me.  wink.gif
*


smile.gif Rad, try new FAQ in English at the following address: http://legend.seaward.ru/eng/faq.htm Hope, it will be of some help for you. 1.gif clap_1.gif drinks_cheers.gif drinks_cheers.gif

Автор: Rad Dec 1 2005, 18:10

Thanks I will read it. I have it already in Russian but my English is better than Russian already, I think. smile.gif

Автор: bullet Dec 2 2005, 02:22

Цитата(Rad @ Nov 30 2005, 22:10)
Can you tell me, how can I increase my reputation? I have big penalties because I use the ship of the 2 class but this strenghten corvette is the first better ship that I have. And with it I can resist some attacks somehow and fight a little more successfully. But officers are all the time abandoning me and I must to pay him much money frequently. I would like to hire some officer with high sailing experiences but I can´t find any such person.  huh.gif
*


Hi, Rad smile.gif
Could you clarify what are you talking about? Reputation or authority?
Reputation means how people percieve the hero in accordance to his actions.
There're several levels of the reputation and you can find name of each one above hero's avatar. Reputation bar locates in the same place.
Authority is a skill that has influence on several abilities of the hero. The skill is on top of marine skills pool, and might be developed through "people managment" in battles. I mean it develops as fast as many guys you have in your crew.

Автор: Rad Dec 2 2005, 02:55

Hi, Bullet. I meant authority. I am trying to fulfill the quests for church and it help somehow a little. But it improves very, very slowly. And please, could you tell me how I could build some my post at Cayman or Terk? I sound very interestingly for my ears. smile.gif

Автор: Strelok Dec 2 2005, 10:30

Цитата(Rad @ Dec 2 2005, 02:55)
Hi, Bullet. I meant authority. I am trying to fulfill the quests for church and it help somehow a little. But it improves very, very slowly. And please, could you tell me how I could build some my post at Cayman or Terk? I sound very interestingly for my ears.  smile.gif
*


smile.gif At some tavern in the archipelago youn can find either a thin old man with a beard, or a man usually in green ves with broun beard and moustache or a fat guy in red vest with moustache. They begin to speak about a possibility to find a quite harbor and so on. Speak to them. They are architects and they would make a proposition about erection of a town somhere. After you make a deal with one them and paying an advanced sum equal either to 175 or 125 or whatever you and go either to Kaiman or Terks. (Better begin with Terks. The final town is bigger.) Their harbors will fit for constrcution. A more elaborayterd discription of construction of a town in a new colony you can find in the FAQ (english version is available, its address is shown in the forum) smile.gif Additionally I may say that for the materials and slaves you will need to spend a considerable sum of money: about one million will do. After erecton of the first village appoint a mayor, fort officer and make a new deal with the architect in the tavern about further upgrade of the villade up to a settlement with a fort and later a small town and after that a big town. Right after first erectioon of the village is accomplished and you have appointed the a myor speak to him about employment of a tavern owner, a shop keeper and (later) create a ship yard anbd hire a priest (the priest may take place on Terks, only). They will take their places one month later or a bit later. To have your own store with the mayor you must have perk "Customs" ("Таможня"). From that store you will be able to take some provisons and goods free and to save your loot until some time if you don't want to sell it immediately. You wont be able to meet the fort commander after his appointement (for appointment of the mayor there is a dialogue: "I want to speak about your promotion" ("Я хочу поговорить о твоем повышении", and for the fort commander the dialogue begins with words "It concerns defense of the fort" ("Это касается защтииты форта"). And once more read the FAQ, the section related to erection of a town. smile.gif

Автор: Rad Dec 2 2005, 12:08

Thanks. As I can see it this will be a matter of the far future for me. wink.gif

Автор: Strelok Dec 2 2005, 13:30

Цитата(Rad @ Dec 2 2005, 12:08)
Thanks. As I can see it this will be a  matter of the far future for me.  wink.gif
*


smile.gif It all depends upon money avaialbility and how soon you will be able to meet an architect. smile.gif Of course it is better if you have two or three big ships with great carrying capacity to carry the materials. Do not forget that the slaves (you will have to buy them on Nevis) must be brought as the last ones and immediately after that add some food stuff to the architect store so they (slaves) do not kick the bucket. If you have some food reserve you will have more time to earn more money and experience additional adviventures at sea. It is riasonable to leave about 2000 portions of food with them. Closer to the end of constrcution (when the village or town is 90 % ready and even earlier during the subsequent upgrades of the settlement but the period of construction may take some more time) it is possible to retrive some of them and pass them over to the mayor store as the reserves for future construction to save money. Later you may bring some store to your island and keep them at the store for future needs and selling. Make a good reserve of planks (the most bulky and heavy, so bring them to the store whenever you can do it), bricks, ivory and redwood and slaves (the latter may either be caprtured from other ships during grappling or bought on Nevis because there their number on sale is the greatest or they may be taken form the surrendered sailors after grappling). Good luck! smile.gif drinks_cheers.gif

Автор: delamer Dec 3 2005, 16:57

And one last thing.
The more slaves (and food) you have, the faster will be construction process.

Автор: Rad Dec 7 2005, 16:42

Hi, all. I would like to ask where I can buy slaves the best of all. I know that they are in Nevis but maybe there is some other more favourable place for that. wink.gif

Автор: ALexusB Dec 7 2005, 17:00

Other place is only open sea or captured forts

Автор: Guest Dec 7 2005, 17:45

Цитата(Rad @ Dec 7 2005, 16:42)
Hi, all. I would like to ask where I can buy slaves the best of all. I know that they are in Nevis but maybe there is some other more favourable place for that.  wink.gif
*



...slaves (the latter may either be caprtured from other ships during grappling or bought on Nevis because there their number on sale is the greatest or they may be taken form the surrendered sailors after grappling).

I thought I gave you a quite adequate reponse, did not I?

Автор: Strelok Dec 7 2005, 17:50

Цитата(Rad @ Dec 7 2005, 16:42)
Hi, all. I would like to ask where I can buy slaves the best of all. I know that they are in Nevis but maybe there is some other more favourable place for that.  wink.gif
*



Post № 60 belonged to me, i.e. Strelok. I do not know why but forum has shown me as an unregistered guest. I hope, it will not be repeated again.

Автор: Rad Dec 8 2005, 08:12

How can I build my own colony when I am bringing all the time slaves from the Nevis to Cayman but every time they rise up and I must kill about one half of them and furthermore they constantly die at Cayman. So, all the time I deliver the slaves to Cayman but they die again and again. I can´t reach the needed number of 400 of them there. I lost almost all my money already. I am disgusted about that. sad.gif

Автор: ALexusB Dec 8 2005, 10:10

you need more crew (bigger ship) to collect slaves (crew must control slaves)

In next version slaves will rise up more seldom then now

Автор: Rad Dec 8 2005, 14:28

I suspected it is this way. If only the slaves didn´t die so abundandly when are on the spot already under the control of architect. wink.gif

Автор: Strelok Dec 8 2005, 17:58

Цитата(Rad @ Dec 8 2005, 14:28)
I suspected it is this way. If only the slaves didn´t die so abundandly when are on the spot already under the control of architect.  wink.gif
*



huh.gif Dear Rad, did you read my post # 56? Quote "...Do not forget that the slaves (you will have to buy them on Nevis) must be brought as the last ones and immediately after that add some food stuff to the architect store so they (slaves) do not kick the bucket. If you have some food reserve you will have more time to earn more money and experience additional adviventures at sea. It is riasonable to leave about 2000 portions of food with them. Closer to the end of constrcution (when the village or town is 90 % ready and even earlier during the subsequent upgrades of the settlement but the period of construction may take some more time) it is possible to retrive some of them and pass them over to the mayor store as the reserves for future construction to save money." To avoid the slaves revolts you MUST have a big ship WITH BIG crew. Bring the slaves all at the same time. Otherwise they shall keep dying. sad.gif smile.gif
Later accumulate their number in the store of the mayor of your colony: you may get them after capturing ships and buying them gradually on Nevis when you are there smile.gif

Автор: Rad Dec 8 2005, 19:10

Strelok, I read your post. And I added together with my first round slaves the maximum quantity food to archtitect, but after my second arriving here with further slaves, aproximitely the half of them is always dead. The problem is I have only fregate so far and I can´t deliver all the needed number of 400 slaves in one delivery. So, I abandoned this building and I will return to it later after my ship will be bigger. It seems to me you didn´t understand my problem from what I wrote above. Maybe I didn´t describe it sufficiently detailed. But from Alexus´s answer I think he knows exactly what am I talking about. wink.gif

Автор: Strelok Dec 9 2005, 10:52

smile.gif

Цитата(Rad @ Dec 8 2005, 19:10)
Strelok, I read your post. And I added together with my first round slaves the maximum quantity food to archtitect, but after my second arriving here with further slaves, aproximitely the half of them is always dead. The problem is I have only fregate so far and I can´t deliver all the needed number of 400 slaves in one delivery. So, I abandoned this building  and I will return to it later after my ship will be bigger. It seems to me you didn´t understand my problem from what I wrote above. Maybe I didn´t describe it sufficiently detailed. But from Alexus´s answer I  think he knows exactly what am I talking about.  wink.gif
*


smile.gif I very well know what you are speaking about because I made the same mistake before. Do not bring the slaves by rounds. They shall kip dying irrespectfully the amount of food. Try another way: take two or three ships and deliver all slaves at the same time to the architect. AFTER THAT provide greater quantity of food stuff for them. BUT BRING THEM ONLY WHEN ALL OTHER MATERIALS ARE PROVIDED FOR THE ARCHITECT. After that speak to the architect, he would tell you how much time it will take to erect the village. Increase the amount of food stuff up to the level I said before but from time to time return back to the construction site and replinish the stock of the food stuff. smile.gif drinks_cheers.gif

Автор: Rad Dec 17 2005, 04:03

Hi, all. I would like to ask several questions.
1. I am at the 25th level of my experiences now and I have 4 skills at level 100 already. But I still have only heavy frigate but I would like to gain some more powerful ship for example battle ship. But in all shipyards are only some lower classes ships. So, where can I acquire some better ship ?
2. I have a map with treasure on Jamaica - Port Royal. I was there and find some entrance to the underground in the house near the market place. I killed many skeletons there and find several chests but there wasn´t any treasure there. Where is the treasure? I read there are two entrances to the treasure but I didn´t find this second one.
3. I still don´t have any letter of marque yet. Can I obtain or buy the English one the other way then by fulfilling several missions for governor? I don´t want to kill smugglers because smuggling is the best way how to earn the money for me. Can it be somehow bypassed?
4. I had a first mate officer but once he was killed in some skirmish. And I can´t find any new one (first mate) Where I could hire a new one? sad.gif

And I would like to wish you all Merry Christmas and happy New Year.

drinks_drunk.gif drinks_cheers.gif

Автор: ALexusB Dec 17 2005, 10:35

1 You can take it near island when siege is started Or aboard them from fort guard or take in open sea. So it never sell in shipyards only in navy battle

2 several chests - it is a tresure. Tresure can be differend kind (low-junk; medium - chests, gold; superior - tresure kit, diamond, many chests.
If you can see the prise of chests (15K) you will find what the tresure is wink.gif

3 Panent letter? Two way. First - take tasks by major (city head, not govenour) like kill raders, pirates, smugglers (You can choos any type of task, need not to take all of them). Only tasks of one major will give you prise
Or you can buy it from nation agent on Nevis
4 You can hire him in tavern (find him at sit place or talk barman to find it to you) Or find some quest mate in any location (Filosof, bodygurd-girls, 2 prison pirates)

Автор: incus Dec 18 2005, 03:25

2. Second underground in cities, like Port-Royal is in the "church" location.

Автор: Rad Dec 18 2005, 10:53

Where exactly, please ? I was there and I didn´t find anything. wink.gif

Автор: incus Dec 18 2005, 18:07

Цитата(Rad @ Dec 18 2005, 09:53) *

Where exactly, please ? I was there and I didn´t find anything. wink.gif

If you go from "Residence" location, this entrance you can find near the corner of the first building (or block)
in "church" location.

Автор: Guest Jan 17 2006, 13:42

Maybe it's already been answered... Do the "Master, Secret Agent, Trader" and so on you can start out with effect anything beyond your stats and starting items - open new quest possibilities or anything?

Автор: mpiglet Jan 17 2006, 14:14

Цитата(Guest @ Jan 17 2006, 13:42) *

Maybe it's already been answered... Do the "Master, Secret Agent, Trader" and so on you can start out with effect anything beyond your stats and starting items - open new quest possibilities or anything?


As far as I know there are the following differences:

- Secret Agent gets 2 extra skill pts (he starts with 6 in all stats that you can re-distribute the way you see fit), but has the worst initial equipment (knuckles+the worst looking glass), which matters little as compared to these bonus skill points.
The rest of the characters get exactly the same amount of skill pts (and you can also re-distribute these) but differ in terms of initial equipment - some get better weapons and/or healing potions than others - these diffferences aren't material though. Also you can change character's affiliation (flag), too, so there ain't much of difference unless you prefer to play with ready-made characters without changing stats/flag.

- Jack Sparrow has one initial perk (Jolly Roger flag) + ransom (13K, Spaniards if I remember this correctly) (developpers mentioned that so far only Jack's character has prebuilt features, perhaps they meant exactly this). There is also a specific Blaker's quest (whereby you get a 5 or 6 lvl ship almost for nothing), but it is available to any character starting on Nevis, thus this ain't Jack's unique feature, I guess.

The next installment of the mod (due any day now) will introduce more differences (f.ex. if you choose a Merchant you won't be able to lower his Intelligence stat down to a certain treshold - i.e. the character profession will matter in terms of S.P.E.C.I.A.L. skill distribution)

Enjoy.

Автор: Guest Jan 25 2006, 03:13

I just got the update, yep. I started a new game and got a couple minutes into it before my computer froze (problem on my end, nothing to do with the game), but only noticed one new thing - the option at the beginning to turn town/governor quests on or off... couldn't find out whether that meant the patents or the "malenkoe deltso" of the governors, and I dunno why you would want to do that... so what all is new in it?

Автор: ALexusB Jan 25 2006, 10:20

You had looked too small
Read new feature list to see total changes

Автор: navy Jan 25 2006, 10:25

This option "Nations quests" if switched off allow you play in dynamicly changed world, where nations and your Main Character can take capture colonies. But you don't have quests for nations (English, Spain)

Автор: Guest Jan 25 2006, 16:26

ok i read the list... frankly? wasn't really worth giving up my saved games to update. where are the textures for the new items/skills?
also, since installing the update i can't get past the first boarding deck on any ship. it doesn't give me any "unlock" option.

Автор: delamer Jan 27 2006, 01:24

Your installation is incorrect. Please, reinstall.

Автор: Alan_Smithee Jan 27 2006, 05:31

I'll try reinstalling the update...

But also, a new problem for now: The times I am boarding that I don't get the lack of next-deck, I and all the enemies are started in some central point down in the water beneath the deck, without the ability to move. From my own experience modding I think this has to do with a script calling for a locator (say of the type reload or rld) that's not in the model.

Автор: ALexusB Jan 27 2006, 10:07

You need new locators from data_upd.slb
Are you sure correct install all .slb files?
Did you start new game with update?

Автор: Alan_Smithee Jan 27 2006, 23:43

Got it from the update site, and yes and yes. I get "error 2" when installing data_upd.slb and data3.slb, though, without any details on just what that error is. That's the cause?

Another extremely odd problem I get when boarding by the way... sometimes I just randomly keel over and die, as I am standing there on deck after all the enemies are dead... one second I am fine and the next he goes "urk!" и вот и конец, мой ГГ -- мёртвая душа.

Автор: TAHAT Jan 28 2006, 11:11

Цитата(Alan_Smithee @ Jan 28 2006, 02:43) *
...I get "error 2" when installing data_upd.slb and data3.slb, though, without any details on just what that error is.
"error 2" means one of the following:

1. data_upd.slb or/and data3.slb are not found, e.g. these files are not placed in the folder, where install utility is placed... Please, place all the installation files in the same folder.

2. data_upd.slb or/and data3.slb have been corrupted during download process... In this case You have to download corrupted files again.

"error 2" is the fatal error. You have to repeat installation process according to Install Notes.

Автор: Alan_Smithee Jan 30 2006, 01:07

so i installed all over again from the beginning and it's fine. got the new textures too... new cargo interface pictures look good, and i noticed the blue steering wheel on the menu page...

boarding is really something, gosh. a whole ton of guys scattered all over my deck whacking at each other...

so, it was hard to get it to work but thumbs-up on the update.

Автор: Гость Apr 6 2006, 14:16

Hi all,

I`ve played the Alexus mod for some time and have some remarks and suggestions. If there will be further work on this mod at all, considering release of Korsary III and modding of that being already in progress.
Anyway, I`m playing merchant, "skipper" level, French flag:

- sea battles are very slow and therefore boring, especially so with the tartana you buy in the beginning.
Escape being your only option there(unless you have taken up an escort mission and order your protegèe to attack...) I think that either the tartana should be tweaked to its RL potential, it was after all one of the faster ships in the Med and probably the most manouverable(say 12 knots and 70) or a battle considered won after a set time the weaker ship avoided destruction, irrespectively of distance to the enemy. And I play fast battle with time acceleration. Increasing time acceleration is another possibility.

- crew micromanagement is a chore with the high crew deathrate. You can sail without crew and flee all the time, but it`s not all that fun either. I`d say make sailing without min. crew impossible, but cut the deathrate down. Also, I do wonder how my 3 crew can empty 50 barrels of rum in a few days... Cut the rate of rum consumption down or make food and rum "rations" separate from the other cargo intended for sale.

- losing a battle means your death. Well, back to a save and start over. Sooner or later things will go your way... IMO, it would be better if you survived but lost a "painful" part of your money, items and maybe health. Going to to the priest to be healed is expensive, so this cannot be considered a cheat, IMO.

- sailing properties of different rigs. Don`t know how much work this needs and there seems to be some difference between "square rig" and "fore and aft rig" but it would be nice if there was realistic differentation within the 2 groups also.

- quests. Hope that unfinished quests will be finished and that we will see national campaigns for all nations.
I would however like more realism there too. To "win" the player seems to be forced to build up a powerful squadron and take forts, in most pirate games. But what if playing merchant? And the real pirates in most cases had small ships... The big successes as sacking of cities were achieved by surprise(sometimes with very small forces) and/or by banding together of independent ships for a set goal. I`d like to see a number of potential allies(more than the one you can recruit in prison) walking around to be recruited/dismissed for big tasks.
And it should be possible to attack by surprise from land, without any shore bombardment.
A realistic campaign could be made for a single ship operator including spying missions, retrieval of agents, assassinations, sabotage, pirate hunting, you name it. The goal there could be a hereditary nobilitation and maybe governorship(Henry Morgan anyone).
I know you may park your three-deckers until needed, but I always think that it´s no fun to get big ships just to perform a specific mission. It would be better to get allies, some ot them maybe not too loyal...
Also, trade routes could be introduced and missions of taking a number of enemy merchantmen.

Well, I could ramble on more, but I think this is quite enough, except that all in all I think this a most excellent mod and the people behind it deserve high praise.

Regards, Oldtimer

Русская версия Invision Power Board (http://www.invisionboard.com)
© Invision Power Services (http://www.invisionpower.com)