Jan. 13, 2025
That's a bit surprising...There was a "Lugger1" in the stock game. Whether it's the same "Lugger1" that is in NH is another matter. Or @CatalinaThePirate might simply have signed the wrong ship.
"Lugger1" was a stock game ship.
That one too?Yes, both ships have the commands for tan sails in "Ships_init.c". Probably because, having gone to great lengths to get them into the game, I wanted to ensure they'd be seen. "LuggerVML", also known as "heavy lugger", is the most visible because that's the one you get at the start of "Tales of a Sea Hawk". "Lugger3" received them as well, as did the older-looking polacca and one of the tartanes.
I had that in memory for the "LuggerVML", which was custom-made by the Russian modders from Seaward.Ru.
Perhaps the reason was as simple as "testing if it works".The odd thing is that "LuggerCT" is the only ship with the "noNatStatMod" attribute. "Unique" behaves differently; it blocks both national modifiers and randomisation, ensuring the ship retains exactly what's outlined in "Ships_init.c". "noNatStatMod" only prevents national modifiers but allows randomisation.
I can't see who added that code; but I do see I myself added a "unique" exception right next to it.
But that one does something slightly different.
(Or perhaps it does effectively do the same thing after all...? Just in a ruder way...?)
So while I was playing, I found around the coast of Nevis a 4th Rate Warship of the Royal Navy (the one based on the stock Fearless). As you might recall, in Ships_init.c, there is a Royal Navy model that has 52 cannons instead of the standard 44. I approached the ship's side and took a screenshot to see why it had more cannons. Here are the results.The trouble is, while the model may show cannons, it does not have firing locators. The firing locators that exist are not aligned with the cannons. Here is the hull model as seen in "GM Viewer":
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On the starboard side, I counted 23 cannons. With another 23 on port, 4 on the stern, and 2 on the bow, this gives a total of 52 cannons. It seems there are "artificial" cannons added to that model.
There was a "Lugger1" in the stock game. Whether it's the same "Lugger1" that is in NH is another matter. Or @CatalinaThePirate might simply have signed the wrong ship.Perhaps the lugger paint schemes were mixed during the Big Ship Texture Cleanup of the years.
Yes, both ships have the commands for tan sails in "Ships_init.c". Probably because, having gone to great lengths to get them into the game, I wanted to ensure they'd be seen.And rightly so! They portray a distinct "Dutch brown fleet", which I support.
The odd thing is that "LuggerCT" is the only ship with the "noNatStatMod" attribute. "Unique" behaves differently; it blocks both national modifiers and randomisation, ensuring the ship retains exactly what's outlined in "Ships_init.c". "noNatStatMod" only prevents national modifiers but allows randomisation.True.
And the firing locators do not align with the cannons.EEEWWWW! That's some UGLY locator-work!!
Armed Schooner: indeed, its arcade performance seems low compared to its realistic performance. Arcade speed could reach 15.5, turn rate to 50. The Corsair Schooner, a better-armed, pirate version of the same ship, also receives an arcade performance boost to match.Dutch Pinnace: If HP stays consistent, I suggest reducing HP for the vanilla model of the Pinnace, and also for the Merchant Pinnace, to maintain consistency within the Pinnace line.
Caravela Redonda: I've almost looked at the wrong ship since that is also the realistic mode name for what arcade mode refers to as the "square-rigged caravel". It's also the name for a Portuguese ship which might be better labeled as "carrack". It's an older design compared to the other caravels with higher superstructure and is indeed a less effective design. Possibly reduce its period chance in "Spanish Main" so it doesn’t appear as frequently in the later period.
Dutch pinnace vs. medium pinnace: the Dutch pinnace loses some cargo capacity due to heavier armament. It is also slower in realistic mode but maintains the same speed in arcade mode, hence the Dutch pinnace will be slightly slower in arcade mode. HP can remain as is; this is a pinnace, not a frigate!
USS Enterprise: this was an earlier attempt to create a more realistic version of the Interceptor. The model includes a few more guns than the Interceptor but not enough to justify over double the crew size. Consider either increasing its speed and turn to match "US_Interceptor" and "RN_Interceptor" (American Brig), or reducing their performance to match "US_Enterprise"; at present, they're slightly slower than the fictional "HMS_Interceptor". In any case, "US_Enterprise" crew can drop to 65 compared to 57 for the other two.
Treasure Galleon: could indeed benefit from a speed boost in arcade mode, as other ships outperform it. Realistic speed should hold at 8, while arcade speed rises to 9.5.
Further changes:European Barque: So, are you planning to reduce their stats to be comparable to the English Bark? This could result in players favoring luggers due to their superior speed. What necessitates their speed reduction? (Aside from balancing with "Realistic" speed, of course).
Armed Schooner (and Corsair Schooner, which is the same ship with heavier armament for pirates) will receive the arcade speed and turn rate enhancements suggested.
European Barque: the arcade speed will be decreased to align with realistic speed. The Barque Longue and Jackass Barque also require their arcade speeds to be reduced.
Fast Galleons: the arcade speed will be increased, as they currently match Fast War Galleons, whereas in realistic mode they're faster.
East Indiaman: should have a slightly better turn rate than Heavy East Indiaman, but its arcade turn rate matches theirs. So, its arcade turn rate can be minimally raised to be consistent with its realistic turn rate.
Dutch Pinnace: If HP remains constant, I suggest lowering HP for the vanilla model of the Pinnace and for the Merchant Pinnace, to maintain consistency within the Pinnace line.Merchant Pinnace: capacity..., armament: 26 guns of 9lb, crew: 120, HP..., price..., speed: 8.5/12.6, turn: 60/29
Caravela Redonda: Your solution appears to be the best.
USS Enterprise: I think it is best to drop it to Tier 6, aligning its stats for that tier.Tier assignment strictly follows the base crew number outlined in "Ships_init.c" without modifiers or randomisation, meaning a crew drop to 65 will indeed place it into tier 6 - just! Tier 6 comprises crews fewer than 100, but at least 60.
European Barque: So you're planning to align their stats to those of the English Bark? This might push players more towards luggers because of their enhanced speed. What necessitates the speed reduction? (Other than balancing with "Realistic" speed)?The motive is to balance it with realistic speed so that ship comparisons are similar across settings. If ship A is faster than ship B in realistic mode, it should also hold that advantage in arcade mode. (There are likely others needing similar arcade speed adjustments, but I lack the time to check the entire list!)
If you want, I can include all changes you plan for the ship stats as mentioned. If you share the specific alterations, I can include them for the next release.European Barque: arcade speed adjusted from 14.9 to 11.9, Jackass Barque arcade speed adjusted from 15.3 to 13.3, English Barque (New Horizons) arcade speed adjusted from 14.9 to 12.7, Barque Longue arcade speed adjusted from 15.6 to 13.6.
Merchant Pinnace: capacity..., armament: 26 guns of 9lb, crew: 120, HP..., price..., speed: 8.5/12.6, turn: 60/29Fair enough. You take what you can get, and there are at least slight distinctions among them without losing overall class stats.
Medium Pinnace: capacity..., armament: 18 guns of 9lb, crew: 117, HP..., price..., speed: 9.5/12.6, turn: 60/29
Vanilla Pinnace: capacity..., armament: 24 guns of 9lb, crew: 108, HP..., price..., speed: 9.0/12.6, turn: 60/29
Dutch Pinnace: capacity..., armament: 26 guns of 9lb, crew: 117, HP..., price..., speed: 9.0/12.6, turn: 60/29
Hence, the Merchant Pinnace has a few more guns, a crew to manage them, and is slightly slower. The Medium Pinnace is the swiftest overall, and the most lightly armed. The Dutch Pinnace has the most formidable broadside, losing some cargo capacity to allocate for the guns. Whoever added the new pinnaces overlooked changing their arcade speeds to align with their realistic speed; I will correct that—Merchant to 12.1, Medium to 13.1, while the others stay as is. Otherwise, not all ships are created equal! If you’re purchasing, you take whatever shipyard offers, or wait to find your choice. In terms of capturing one for personal use, the same principle applies—take what you find or relinquish it in hopes of getting your desired vessel.
Incidentally, those armament values do not convey the complete story. The Medium Pinnace does not have much of a broadside since four of its guns are located at the stern, while the Vanilla Pinnace has six stern guns capable of inflicting significant damage to any pursuers! The Dutch Pinnace features the strongest broadside of the line, but only two guns at the stern.
Incidentally, those armament values do not convey the entire story. The Medium Pinnace lacks broadside capabilities since four of its guns sit on the stern, with the Vanilla Pinnace sporting six stern guns, quite a challenge for anyone attempting to chase it! The Dutch Pinnace boasts the heaviest broadside, yet has only two guns at the stern.I had not observed that the Dutch Pinnace had a superior broadside relative to the other pinnaces. Makes me question whether I should include the armament layout for each ship... Do you know where to find the armament layout for each vessel?
The entire reason is to balance it with realistic speed so that comparisons between ships should be similar regardless of which setting you use—if ship A is faster than ship B in realistic mode, it should also be faster in arcade mode. (There are probably more ships needing their arcade speeds adjusted but I haven’t had the time to verify the entire collection!)I understand. Eventually, I will have to experience realistic mode at least once, to grasp the distinctions. (Would you like me to check the arcade speeds of ships needing adjustments and help you with that?)
In any case, personally, I tend to favor the lugger due to its speed, turn rate, and proficiency for sailing diagonally to the wind. I exploit that agility to maneuver around larger vessels and bombard them with grapeshot until they yield. Forget barques; I'm in pursuit of something more formidable!I wonder why you didn’t get your own side quest like Surgeon Peter Blood had. It would have been amusing to complete both parts of the side quest just to earn a pirate-designed Heavy Lugger, watching it fight against schooners. "I'm a pirate; I don't squander a single gold coin acquiring my own ship. I will commandeer someone else's ship, even if it's a bigger fish!"
European Barque: arcade speed changed from 14.9 to 11.9, Jackass Barque arcade speed changed from 15.3 to 13.3, English Barque (New Horizons) arcade speed changed from 14.9 to 12.7, Barque Longue arcade speed changed from 15.6 to 13.6.That results in the entire barque line being nerfed, yet I believe it makes the game more intriguing, as these vessels now must often engage in combats against pirates and utilize chains against them, as opposed to simply fleeing without encountering naval battles.
American Brig (USS Enterprise): crew changed from 144 to 65 (which drops it from tier 5 to tier 6).I presume the rest of its stats remain unchanged, right? This also applies to its price, which I believe should also decrease.
Caravela Redonda: Spanish Main period chance changed from 0.6 to 0.4. This probably doesn't affect your guide, it just means this antiquated ship becomes less visible in the early 17th century.Yes, it won’t affect it. I didn’t include it because I felt it added too much unnecessary information.
Ahoy, mateys of the 21st century! Let's take a little jaunt back in time to the 17th and 18th centuries. A time when the world's oceans echoed with the thrilling cry of "Land ho!" and the dreaded black flag fluttered in the wind. So, anchor your modern notions at the door, and let's dive deep into the anatomy of those grand old pirate ships.
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'The sea, the snotgreen sea, the scrotumtightening sea.' While James Joyce might have aptly described the great briny deep, what about the ships that sailed it, especially those of the pirate variety?
1. The Crow's Nest:
Perched high above, like an eagle surveying its domain, the crow's nest was a lookout point. And contrary to popular belief, it wasn't filled with crows, but rather a lone pirate, eyes peeled for sails or land. From this vantage, a lookout could see danger or prize long before the deckhands below. A lonely job, but someone's got to do it, lest they end up sailing straight into the navy's clutches.
2. The Main Deck:
The heart of daily operations. By day, it was a flurry of swabbing, singing, and occasional brawling. But by night, illuminated by lanterns and moonlight, it was the stage for tales of ghostly ships and krakens, weaving a tapestry of myths and legends. In between? Well, perhaps an impromptu jig or two.
3. The Captain's Quarters:
No ordinary cabin, this was the room of the ship's VIP - the captain. Often lavish with plundered luxuries, it offered a respite from the rough sailor's life. As Captain Jack Sparrow might lament, it wasn't just about the rum; it was about the feathered beds, ornate maps, and the occasional stolen chandelier too.
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4. The Galley:
Food? On a pirate ship? The galley, while no Michelin star restaurant, was where the culinary 'magic' happened. Expecting fine dining? Think more hardtack and salt pork. But in the hands of a resourceful ship's cook, even these meager ingredients could be whipped into something... edible.
5. The Brig:
Let's be clear. This wasn't where pirates went for a timeout after refusing to share their toys. The brig was the ship's jail, a cramped, dank space reserved for unruly pirates, or more often, unlucky captives awaiting ransom. It was the sort of place that made even the hardiest buccaneer think twice about mutiny.
6. The Gun Deck:
Here lay the ship's artillery, cannons ready to rain iron on any who dared cross her path. A well-coordinated crew could unleash volley after volley, making their ship a floating fortress. Remember, a pirate's power wasn't just in their ability to swing a cutlass; it was in the deafening roar of their cannons.
7. The Bilge:
Down in the ship's belly, the bilge was its least glamorous part. A collection point for water seepage and, let's be candid, shipboard waste. This was where the bilge rats, real and the human slackers alike, would be found.
So, next time you find yourself daydreaming of life on the open waves, hat rakishly tilted, remember that a pirate ship wasn't just a vessel. It was a universe unto itself, each part playing a crucial role in the grand, swashbuckling ballet of pirate life. Just make sure you know your brig from your bilge before you set sail. Or at least, before you challenge anyone to a duel over it.
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