Help with Pirates! Yarr! by Paasky

Love the Opening Screen you added but thats all the farther I got

I got this error

Check the art folder and see if there is a folder there flics. Thats where the file should be located.


Never mind, I see the problem. The Leaderheads were not originally installed properly. I will fix that and re-upload the files.
 
yes #44 Pediaicon is applied was this running for you?

Open the pediaicon.txt file in a text editor.
Go to the line that says

#ANIMNAME_PRTO_assassin
infantry asassin
and change to

#ANIMNAME_PRTO_assassin
assassin

That should fix the problem. I make this correction in the main file for the next update.
 
Amazing!!
Ok that worked and game played great!!!
I loaded up a single player game as the Swashbuklers and immediately loaded up my flagship from my capitol, took all my privateers to the nearby French settlement and bombarded it with every ship hitting only 1 time, unloading my buckaneers and pirate and thier defending my invasion at the end of the turn seem fair and proper so I am very happy!!!

So are you still working on this?

I noticed that the peglegs have an extra stack of ships the Swashbucklers don't have but that nothing i can't fix myself, also a stack of French ships beside the pegleg's city, so I wonder if you have reworked each Leader's unit count and type of units, is that part a work in progress?

I also received a crash when I viewed a civipedia entry, about the musketman, but civleopedia entries aren't as important to me as game play itself.

Anyway lets chat
Ray
 
Amazing!!
Ok that worked and game played great!!!
I loaded up a single player game as the Swashbuklers and immediately loaded up my flagship from my capitol, took all my privateers to the nearby French settlement and bombarded it with every ship hitting only 1 time, unloading my buckaneers and pirate and thier defending my invasion at the end of the turn seem fair and proper so I am very happy!!!

So are you still working on this?

I noticed that the peglegs have an extra stack of ships the Swashbucklers don't have but that nothing i can't fix myself, also a stack of French ships beside the pegleg's city, so I wonder if you have reworked each Leader's unit count and type of units, is that part a work in progress?

I also received a crash when I viewed a civipedia entry, about the musketman, but civleopedia entries aren't as important to me as game play itself.

Anyway lets chat
Ray

Yes I am still working on it.
There are still several things that need fixing as you discovered. That is why I released this beta version to find out what needs fixing.The extra units you see will all be removed. They are there for testing purposes only. Many units have changed. If you have errors in the civilopedia let me know so I can fix them. They won't always show up on my machine.

I have the flu now so it may be a couple days before I get this up to date. If you have any other errors, comments or suggestions, post here and I will get back to you.
 
Yes I am still working on it.
There are still several things that need fixing as you discovered. That is why I released this beta version to find out what needs fixing.The extra units you see will all be removed. They are there for testing purposes only. Many units have changed. If you have errors in the civilopedia let me know so I can fix them. They won't always show up on my machine.

I have the flu now so it may be a couple days before I get this up to date. If you have any other errors, comments or suggestions, post here and I will get back to you.
:)

Very good sir! I am going to start a hotseat game controlling every faction, that way I can figure out how the balance is working out, I'm not 100% sure how the others feel but I feel that each should have a unique advantage and possible a unique disadvantage, which brings in replayability and a greater depth of strategy (this can be done simple by having ship's ratings differ 50/(100)/60/12 to 10/(200)20/24. The 2ND being a strike and evade vessel while the first is just simply average.

I have a few questions; :D

Is the Plague active? And are Plagues exclusive to a city or all cities within a radius or all cities of the unlucky leader, does it spread via units/ships? I know it would have a duration and it is random but that is as far as I know about it.

If captured/enslaved means something different (i don't think they have to) will these ships become an asset(upgradeable from that type) or a burden? Because the European's capitol is on the other side of the map has corruption been modified?

Can a Captain be built? Can the captain be King unit:king: and be built and if all King units of a Leader if Killed/captured can that be a defeat. I ask these last questions, maybe here or maybe in a scenario a rule is made that Flagships may only sail when a captain/king unit is on board, this plays out in my head as an added adventure of a merchant(s) or a Pirate.


As you can tell, this is my favorite kind of game, I hope when it is completed I can play many versions of it including a undead game, I would like like to haunt the seven seas Arrr!!!:viking:

:thanx::thanx:
Ray
I hope you feel better soon
 
:)

Very good sir! I am going to start a hotseat game controlling every faction, that way I can figure out how the balance is working out, I'm not 100% sure how the others feel but I feel that each should have a unique advantage and possible a unique disadvantage, which brings in replayability and a greater depth of strategy (this can be done simple by having ship's ratings differ 50/(100)/60/12 to 10/(200)20/24. The 2ND being a strike and evade vessel while the first is just simply average.

I have a few questions; :D

Is the Plague active? And are Plagues exclusive to a city or all cities within a radius or all cities of the unlucky leader, does it spread via units/ships? I know it would have a duration and it is random but that is as far as I know about it.

If captured/enslaved means something different (i don't think they have to) will these ships become an asset(upgradeable from that type) or a burden? Because the European's capitol is on the other side of the map has corruption been modified?

Can a Captain be built? Can the captain be King unit:king: and be built and if all King units of a Leader if Killed/captured can that be a defeat. I ask these last questions, maybe here or maybe in a scenario a rule is made that Flagships may only sail when a captain/king unit is on board, this plays out in my head as an added adventure of a merchant(s) or a Pirate.


As you can tell, this is my favorite kind of game, I hope when it is completed I can play many versions of it including a undead game, I would like like to haunt the seven seas Arrr!!!:viking:

:thanx::thanx:
Ray
I hope you feel better soon

1st yes plagues are active, they are random and can affect any city. They can spread to other cities via contact. (If a unit leaves a plague city and goes to another city that city can suffer plague.

2nd enslaved units and ships are upgradable.

3rd I have looked at corruption yet. That can be controlled by building certain buildings.

4th I am working on the ... Unit composition if will ... I have created officer units for the europeans These could be auto produced by the naval academy and then upgradable ( build a leutenant, upgrade to capt, which upgrades to commodore, which upgrades to admiral ) The same can be done with pirates, 1st mate, leutenant, capt or something like that.

5th I have set all officers to King units. That way if a stack is attacked, the king unit is last to defend and can't be defeated early in the battle.

Have you read or looked at the links that I posted for reading? What you will find in there is a lot of good info. Pirates used mostly smaller vessels that were overgunned. Very few had anything as large or larger than a frigate. One of there favorate vessels was the eastindiaman. She was a large vessel, not difficult to capture. They could fit her out with a lot of guns and she could carry a large crew. Pirates did not capture towns, they sacked them. Also ships carried different size guns. 6, 8, 10, and 12 pounders. Most forts and fortresses were equiped with the larger guns. I am working on trying to incorperate all these aspects into the game.

Play the game, take notes, send me some screen shots so I can see how it is playing out.
Of course advise me of any errors or problems.
 
BTW, I was also thinking about a little bigger map.
Check this and tell me what you think.

View attachment 234957
That would be a very good map it is large enough to do any kind of scenario. But for me I see the draw back of less player combat due to how large it is. I would use it if ocean square could not be entered instead shipping lanes(coastal water) were created giving back the chance of locating ships at sea.
 
1st yes plagues are active, they are random and can affect any city. They can spread to other cities via contact. (If a unit leaves a plague city and goes to another city that city can suffer plague.
Great! Players must stay at home or stay away during this period, perfect
2nd enslaved units and ships are upgradable.
Good
3rd I have looked at corruption yet. That can be controlled by building certain buildings.
That makes sense
4th I am working on the ... Unit composition if will ... I have created officer units for the europeans These could be auto produced by the naval academy and then upgradable ( build a leutenant, upgrade to capt, which upgrades to commodore, which upgrades to admiral ) The same can be done with pirates, 1st mate, leutenant, capt or something like that.
Thats way better that I was thinking, I really like it!!!
Have you read or looked at the links that I posted for reading? What you will find in there is a lot of good info. Pirates used mostly smaller vessels that were overgunned. Very few had anything as large or larger than a frigate. One of there favorate vessels was the eastindiaman. She was a large vessel, not difficult to capture. They could fit her out with a lot of guns and she could carry a large crew. Pirates did not capture towns, they sacked them. Also ships carried different size guns. 6, 8, 10, and 12 pounders. Most forts and fortresses were equiped with the larger guns. I am working on trying to incorperate all these aspects into the game.
Those and then some. I'm a big fan of the era, although in this scenario the Pirate factions would have very little success at this scenario due to them having less population/land/production and all Europeans would go directly after the Pirates and massacre them in no time flat.
Play the game, take notes, send me some screen shots so I can see how it is playing out.
Of course advise me of any errors or problems.
I opened a Hotseat game running all leaders except the undead because they are still AI only. I've create a word doc and I am taking notes as each player goes by
The first thing I noticed is that France has the oportunity to research the Privateer tech but has sever Privateers to start with. Britian has the tech researched and has a few Privateers but tha is ok because of the tech
 
Eclipse4449
I opened a Hotseat game running all leaders except the undead because they are still AI only. I've create a word doc and I am taking notes as each player goes by
The first thing I noticed is that France has the oportunity to research the Privateer tech but has sever Privateers to start with. Britian has the tech researched and has a few Privateers but tha is ok because of the tech.


This is good, that is exactly what I need. The units that are there now, were either already there, or were placed there by me for test purposes. I have not changed any techs as yet, haven't had time to check those yet. I have added or changed a few buildings ( not many ) and will probably change and add more. I have changed the resouces file and the Bldg large and small pcx files. I think the building will need more work tho. Did you look at the map I sent you?
 
turn 1
France
Their tech is available to research Privateers yet they have them already
Pinnacle and Mail runner have only 1hp each

turn 2 France’s Bordeaux (capitol) had 4 birds flying over it so that must be the plague

Spain has at least 12 Treasures, 4 of them are in the jungle but still only close enough for Spain to pick them up, but they are trapped in the jungle because the units can not enter its square.

Cherokee Indians are under powered and worthless, I suggest they are removed and/or replaced.

The Undead Pirates are human Controlled but are displayed as “AI-the Undead Pirates”

Turn 3....
 
turn 1
France
Their tech is available to research Privateers yet they have them already
Pinnacle and Mail runner have only 1hp each

turn 2 France’s Bordeaux (capitol) had 4 birds flying over it so that must be the plague

Spain has at least 12 Treasures, 4 of them are in the jungle but still only close enough for Spain to pick them up, but they are trapped in the jungle because the units can not enter its square.

Cherokee Indians are under powered and worthless, I suggest they are removed and/or replaced.

The Undead Pirates are human Controlled but are displayed as “AI-the Undead Pirates”

Turn 3....

Once all other problems and errors are corrected and after we have determined what techs will be included, and what buildings will be included, and what units will be included, THEN we will see what starting units each civ will recieve. That will be the last thing we do.

As for the cherokee, why were they put in this scenario? What is their purpose? What function do they serve? What function do you want them to serve?

What units do you want to carry the treasure? Do you want a single unit to have that capability, or do you want all units to have that capability?

What purpose do the mailrunner and pinace serve? They have no combat value, and I doubt that the AI will build them. The only value they have is that the pirates can easily enslave and convert them.
 
As for the Cherokee, why were they put in this scenario? What is their purpose? What function do they serve? What function do you want them to serve?
Why? Don't know, maybe they weren't finished.
purpose? Pirates being sea based have The Undead to appose them in scale, maybe the Cherokee are land based distraction but not at the same scale.
What units do you want to carry the treasure?
I would say a basic unit. if that unit isn't the same for every faction make each something that if Spain Captured Frances unit the Spanish would now have the ability to transport twice the rate, so maybe these units need something researched or the only way you could get the unit is from upgrading a base unit which would cost you gold. This would give each player an incentive to grab from another that upgraded unit allowing a cheap way of producing the carrying unit. If I remember the European Capitols produce very high gpt, maybe that scope can be leveled.
What purpose do the mailrunner and pinace serve?
I think they have no purpose other than unit cost. The unit name Mailrunner is intriging thow, it sounds like it would be essential, but in the game it isn't.
The only value they have is that the pirates can easily enslave and convert them.
If Frigates and Galleons etc are enslaveable and convertable the previous units aren't needed

As it starts Spain has all treasures, and all will need to battle Spain to get their share, that puts Spain as a early focus and depending on where the treasures are located verses the location of the others there would be an unbalanced issue. As for the Pirates when they bring a captured treasure to thier capitol something entirely diferent happens and that is great if they have the same chance of winning as the others.

If the Europeans together or separate when after the Pirates, the pirates would be defeated nearly immediately.

I know you working on this and have a steps and priorities, so this is just early thinking and if this is a direction you want to go in this might help you decide the tech stuff or how things connect

Those "Undead Squids" are cool!!! Did you do that?
 
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