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July 7th, 2004, 09:54 AM
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Corporal
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Re: Carribean mod
What do you think? Do you think it would work that way? I've been cracking on with the component file this morning, once the first draft is done I'll email it your way, see what you think.
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July 7th, 2004, 09:59 AM
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Shrapnel Fanatic
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Re: Carribean mod
Its funny, a while back, like three years ago I suggested something simular. I even went so far as to draw up detailed concept for how one could turn SEIV into a world conquest game. I sent it to MM but have never heard anything about it. 
__________________
Creator of the Star Trek Mod - AST Mod - 78 Ship Sets - Conquest Mod - Atrocities Star Wars Mod - Galaxy Reborn Mod - and Subterfuge Mod.
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July 7th, 2004, 10:23 AM
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Lieutenant Colonel
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Re: Carribean mod
Quote:
Originally posted by Goatfoam:
What do you think? Do you think it would work that way? I've been cracking on with the component file this morning, once the first draft is done I'll email it your way, see what you think.
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Thanks, I would like to see your work.
I may not be able to view it until this evening.
My E-Mail is in on the post tabs.
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July 7th, 2004, 02:26 PM
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First Lieutenant
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Re: Carribean mod
Quote:
Originally posted by Goatfoam:
But - could you have two different types of repair? I'm thinking "Ship's surgeon" for crew types, and "Jury Riggers" for simple ship components. Possible? Doesn't look like it, but maybe someone knows a way.
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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?
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July 7th, 2004, 02:49 PM
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Lieutenant Colonel
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Re: Carribean mod
Quote:
Originally posted by Goatfoam:
Okay, so it's mostly because I want to make a pirates mod. As in 15th Century "Yo-ho-ho and a bottle of rum", and "Avast, ye filthy land-lubbers!" pirates.
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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
This explains why you were referring to row boats assaulting Spanish Caravels, Nao’s and Carracks
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 
[ July 07, 2004, 14:20: Message edited by: JLS ]
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July 7th, 2004, 05:53 PM
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Captain
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Re: Carribean mod
Well it seems alot of people are interested in this idea as well...unfortunately I don't have the time to help in quite that amount. I will love to bounce ideas in on occasion. And it looks like there are others as easily interested as I.
More ideas:
1. Spyglass/Telescope = Sensors/Scanning
2. Sextant = Bonus Movement due to good nav.
a) Compass
b) Astrolabe
3. Charts/Maps = Bonus Movement due to good maps.
4. Sharpshooters = Armor/component defeating attack, ie attack captain, first mate, etc...
5. Bilge Pump = Temporary Repair
6. Powder Magazine = ??? Very Bad if hit ???
7. Grenadiers = BP with grenades
8. Greek Fire Projector = Ancient/ruin tech
9. Carpenters/Shipwrights = Repair/Build Ships
-------------------------------------------------
List of Guns Crew Weight(lb) Volume(cu.ft.)
-------------------------------------------------
1 lb swivelgun 1 crew 75 5
2 lb swivelgun 2 crew 150 7
3 lb Cannon 2 crew 600 15
6 lb Cannon 3 crew 1700 40
9 lb Cannon 4 Crew 3000 75
12 lb Cannon 6 Crew 4000 100
16 lb Cannon 7 Crew 6000 150
24 lb Cannon 8 Crew 8000 200
32 lb Cannon 10 Crew 12000 300
42 lb Cannon 12 Crew 16000 400
68 lb Cannon 12 Crew 20000 500
All smoothbore, black powder, muzzle loading.
1860-1875 Rifled Guns appear...
-------------------------------------------------
LS and Crew has always been dependent on size of the ship...which should still be true in regards to the sailing of the ship. Is it possible to put a crew requirement on a weapon?
To bad we can't use the troops as boarding parties...that way they could be customized with weapons, equipment, armor, and size and stuff...Something to think about for SE5 as well.
Kana
[ July 07, 2004, 21:41: Message edited by: Kana ]
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July 7th, 2004, 06:31 PM
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Corporal
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Join Date: Jun 2004
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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?
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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]
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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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