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  #41  
Old July 8th, 2004, 04:51 AM
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Fyron Fyron is offline
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Default Re: Carribean mod

Quote:
How would mounts handle abilities if you commit most to (one) and then to mounts?
The only ability that can be affected by a mount is shield point generation (normal and phased). Every other ability is totally unaffected by using a mount on the component.

Quote:
Another point with the wind thing - it would literally blow ships out of port every turn, wouldn't it? Is there any way to avoid this?
Nope, no way to avoid it.

[ July 08, 2004, 03:55: Message edited by: Imperator Fyron ]
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  #42  
Old July 8th, 2004, 05:10 AM

JLS JLS is offline
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Default Re: Carribean mod

Quote:
would it be better to have each poundage of cannon as a different weapon, and then the type of shot as the mount (as in, chainshot, grapeshot, etc)?
My point is Fyron, if for example GRAPE SHOT and Shield Damage (was his intent) and (now) also named as a mount.

How could he have the Ability of the original (ROUND poundage Shot) after the enhanced Mount to GRAPE Shot.

ROUND Shot 9# (core weapon to be enhanced) and if that weapons original intent was (Weapons damage)

If you think that was complicated: (Now what about the (CHAIN Shoot) and he may have wanted (Engine Damage) for that weapon - NOW named as a mount that enhances the Above.

I do not think you are saying that he may have Both Abilities on one Gun (deriving from just the Mounts alone) are you? - when each ability may have been intended for only each individual gun.
- - - -
As I said, unless he now Combines the abilities into his stated one Core Gun "(Round poundage Cannon)" - or he drops many of the se4 abilities



[ July 08, 2004, 05:00: Message edited by: JLS ]
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  #43  
Old July 8th, 2004, 08:02 AM

Goatfoam Goatfoam is offline
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Default Re: Carribean mod

It's a real shame about the wind. There's always the open sea systems, though.

Boarding Nets for shields - brilliant. I was really stuck thinking of a representative for shields, but now I have it. Thanks a lot.

It looks like it might indeed be easier to have the round types as the components, and the weight (in pounds) as the mounts. For now at least. So I'll get cracking on that tomorrow - as you said JLS, best to start simple. Good advice.
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  #44  
Old July 8th, 2004, 08:17 AM
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Default Re: Carribean mod

Ah, Damage Types, not Abilities... Damage Types can neither be added by nor affected by mounts in any way.
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  #45  
Old July 8th, 2004, 04:59 PM
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Default Re: Carribean mod

OH I forgot suggested loading times for the guns...

Gun RateOfFire in Seconds Max Range(Yards)
-------------------------------------------------
1 lb swivelgun 20 1500
2 lb swivelgun 20 1700
3 lb Cannon 20 1800
6 lb Cannon 20 1900
9 lb Cannon 20 2000
12 lb Cannon 20 2000
16 lb Cannon 45 2100
24 lb Cannon 45 2400
32 lb Cannon 45 2500
42 lb Cannon 60 2600
68 lb Cannon 90 2300
-------------------------------------------------

Times and ranges are subjective of course...given just to give you some idea how they compare...I think there should be more of a variation. And the times are with a full gun crew, but they seem alittle low. As for Damage Comparison I would tie that into Shot size, the bigger the pounder...well you know... Also don't forget they will lose velocity at range and not do as much damage...so it should be a sliding scale based on range. Kinda like an APB.

Also here are some early period weapons:

Weapon MaxRng ROF Mass Volume Crew
-------------------------------------------------
Scorpion 450 20 250 12 2
Ballista
w/bolt 500 30 1500 150 3
w/stone 300 30 1500 150 3
Onager
w/stone 400 60 2500 250 3
w/greek-fire 400 60 2500 250 3
Greek Fire Projector 25 2 1500 60 1
16lb Bombard 2000 45 4000 100 12
-------------------------------------------------
Scorpion/Ballista: Light double-armed catapults like giant crossbows. The Scorpion is a small dart thrower, while the Ballista is a larger Version that can also throw stones.

Onager: A Heavy single-armed catapult designed for indirect fire. It could throw a 30lb. stone 400 yars, or hurl a jug of Greek fire.

Greek Fire Projector: Essentially a Byzantine era flamethrower. Squirting a buring jellied fuel at its target.

Bombard: Early (Middle Ages) cannon.


Would you also like Weights/Volume on Ammunition?
Would you like Costs for all of the above...?

Of course all is subjective...for use in comparison. How this translates to SE4...is...well...?????

Next a small list of Improved Smoothebore and Rifled Muzzle Loading cannons...

[ July 10, 2004, 16:14: Message edited by: Kana ]
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  #46  
Old July 10th, 2004, 10:46 PM

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Default Re: Carribean mod

Quote:
Originally posted by Beck:
A more common approach used by ships of all sizes to improve their speed was the lining of the hull below the waterline with copper. Wood in contact with the sea has problems with barnacle growth which in turn adds to the friction of moving through the water slowing it down.
I couldn't help but pipe in here. I'm in the Coast Guard, currently underway here in the Caribbean (our damn water makers just broke, so we have no fresh water.. arg..), and the CO [captain, commanding officer, etc.] recently addressed copper-bottoming in his night orders. Copper bottoming may or may not have had an effect on speed. It sounds to me like a possibility. However, the real reason for covering the hull of a ship with copper was to keep the teredo worm away from the wood. The teredo worm, a.k.a. shipworm, seaworm, or sea termite, is exactly what its nickname suggests: a wood-hungry sea creature, and was responsible for many lost ships that sunk simply because a mollusk (the name worm is misleading) ate through too many parts of the hull! I think the magical date was around 1760 that this became the accepted solution. This is the source of the phrase, "a copper-bottomed investment", which means that an investment is a sure success.

Quote:
Originally posted by Beck:
Just FYI, grapeshot was used to kill crew. The weight of the shot just bounced off wooden decks.
Wasn't that in Master and Commander? (if anyone saw it... what a good movie!)

[ July 22, 2004, 23:12: Message edited by: Yimboli ]
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  #47  
Old July 11th, 2004, 01:53 AM

Grand Lord Vito Grand Lord Vito is offline
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Default Re: Carribean mod

Quote:
Originally posted by Imperator Fyron:
Ah, Damage Types, not Abilities... Damage Types can neither be added by nor affected by mounts in any way.
SO, Fyron if I have a laser with no damage type ability.

Are you saying I can add the Mineral Genration ABILITY to that Laser with only the MOUNT?
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  #48  
Old July 11th, 2004, 06:14 AM
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Default Re: Carribean mod

No. As per prior post:
Quote:
Originally posted by Imperator Fyron:
The only ability that can be affected by a mount is shield point generation (normal and phased). Every other ability is totally unaffected by using a mount on the component.
Mounts can not add abilities, nor can they remove them, nor affect them unless they are shield generating abilities.

[ July 11, 2004, 05:14: Message edited by: Imperator Fyron ]
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  #49  
Old July 11th, 2004, 02:52 PM

Goatfoam Goatfoam is offline
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Default Re: Carribean mod

Personal life has kicked my face off, so for the next week or so I'm going to.. well, I don't know what I'm going to do. But it won't involve the computer, most likely. This will still happen, I just need to sort things out first. Thanks for all the great suggestions so far.
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  #50  
Old July 11th, 2004, 04:43 PM
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Kana Kana is offline
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Default Re: Carribean mod

Hey, I'm sure I speak for everyone here...we all understand, and have been there. Mods, like games, don't happen overnight. We as real people with real lives...do this as a hobby, and we dedicate time as we have it.

Kana
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