Thread: Carribean mod
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Old July 7th, 2004, 06:31 PM

Goatfoam Goatfoam is offline
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Default Re: Carribean mod

Quote:
Originally posted by spoon:
What if you gave all of the "shipyard repair only" components the Emergency Propulsion ability? Or is the only-reparable-at-spaceyards setting hard-coded for actual specific components rather than specific abilities?
That's what I was thinking. I'll test it as soon as possible - I was thinking of perhaps having most ship components as "shipyard repair only", with crew being 'repairable' by a Surgeon component. Perhaps at higher technology levels there would be another component that would allow field-repairs of the other components.

Quote:
I am sorry, I did not realize you were Moding the 1400s Caribbean. My feeble mind was in the 18 Century, and here I am suggesting Ships, Weapons and Sail Configurations - that were not even invented for Hundreds of years later [Embarrassed]

This explains why you were referring to row boats assaulting Spanish Caravels, Nao’s and Carracks [Wink]

I am somewhat familiar with the organized Hanseatic Leagues endeavors in that time frame were a single mast Cogs could rule; However, I am unsure about the time frame of the west Indies Buccaneer, but this may have been closer to the 17 Century? If so, then Sloops, Barks, Galleons, Frigates followed by rated Ship of the Lines .. would be dominant and along with Sail Plans, Weapons etc. we discussed [Smile]
It may prove to be a slightly bigger job, but I think the game could incorporate all of this. Starting off in the 15th century, and as technology progresses, leading up to 17th.

Kana: Some great ideas there, thanks.
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