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Author Topic: Version 1.1.6  (Read 1363 times)

MicaByte

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Version 1.1.6
« on: May 29, 2010, 07:11:34 PM »
Version 1.1.6 is released.

It's just a minor bug fix release while I'm working on the mission engine. Adds three new ship improvements (Carronades, Bow and Stern Chasers), more ship variety (NPC ships can have improvements as well), and some interface tweaks (game will warn you if you try to leave port with low food/badly damaged ship).

Zuul

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Re: Version 1.1.6
« Reply #1 on: May 30, 2010, 12:48:22 AM »
Nice :). Will try it out now.

Still have not got any graphics from me? Should I continue make ships or not?

Zuul

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Re: Version 1.1.6
« Reply #2 on: May 30, 2010, 05:35:19 PM »
I like the new ship modifications :).


*Still sometimes have to half-buttons-on-overview-map bug.

*A new bug (well first time I saw it): Got stuck in boarding. I had 20 men and enemy 10. No matter how many times I continues to board it was a draw with no one killed. Had to take distance and board again to end it.

*Sometimes you accidentally buy things (and sometimes fill up full). You should be able to sell back things you just bought at same price.

*Show flag on ships you encounter.

*Add a warning attacking friendly ships.

*Add extra cannons to stats for the 3 new upgrades (something like 2 extra each, they will be except in broadside, but can be damaged and needs to be replaced).

*Bug: Modifications to other ships having extra cannons will not have full amount of cannons.

*Reputation should fade/lessen after a while (if you don't continue to aggravate a nation).


Should be able to refit a ship for a smaller price in some docks.

Settings something like this:
*Pirate/default: Normal.
*Trade: Cargo x 1.75, Cannons x 0.5, Men x 0.50.
*Smuggle: Cargo x 1.25, Cannons x 0.25, Men 0x75, Rigging x 1.25.
*War: Cargo x 0.5, Cannons x 1.25, Men x 1.25, Rigging x 0,75.
« Last Edit: May 30, 2010, 05:47:55 PM by Zuul »

MicaByte

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Re: Version 1.1.6
« Reply #3 on: May 31, 2010, 09:35:52 AM »
Quote
*Still sometimes have to half-buttons-on-overview-map bug.

Not sure I can do much about it (as I don't know why that happens), but I'm doing work on rebuilding the code base that I hope may also have the beneficial effect of fixing this.

Quote
*A new bug (well first time I saw it): Got stuck in boarding. I had 20 men and enemy 10. No matter how many times I continues to board it was a draw with no one killed. Had to take distance and board again to end it.

It may not be a bug as such. In combat you roll dice in battle to score "hits", and with those numbers you are both reduced to very few dice. It may simply have been that both of you had really bad luck many times in a row.. I'll look into it, though.

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*Sometimes you accidentally buy things (and sometimes fill up full). You should be able to sell back things you just bought at same price.

The reason I don't allow this is because I can't/don't want to maintain buy/sell history across pauses of the game (e.g., if you switch out to another app while trading). I agree it would be a nice feature to have, though. I might consider implementing it without save information.

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*Show flag on ships you encounter.

Still considering the best way to work this in. The flag is useful information, but I would like to include a bunch of stats to this view so that you can easily determine not only the nationality, but also the threat level of a ship visually to make it easier to determine what strategy to follow in a battle (e.g., ever tried boarding an enemy Captain with really high sailing skill? Aaaargh  ;D).

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*Add a warning attacking friendly ships.

Definitely. It's on my todo list; I just haven't bothered to include stuff like that in the official plans.

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*Add extra cannons to stats for the 3 new upgrades (something like 2 extra each, they will be except in broadside, but can be damaged and needs to be replaced).

I probably won't make them need to be replaced (complicates the code a deal with little gameplay benefit), but the chasers should have increased the ship cannon stats - I just forgot to implement it. Oops.

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*Bug: Modifications to other ships having extra cannons will not have full amount of cannons.

Noted.

Quote
*Reputation should fade/lessen after a while (if you don't continue to aggravate a nation).

Could be an interesting mechanism.

Quote
Should be able to refit a ship for a smaller price in some docks.

Settings something like this:
*Pirate/default: Normal.
*Trade: Cargo x 1.75, Cannons x 0.5, Men x 0.50.
*Smuggle: Cargo x 1.25, Cannons x 0.25, Men 0x75, Rigging x 1.25.
*War: Cargo x 0.5, Cannons x 1.25, Men x 1.25, Rigging x 0,75.

Not sure what you are thinking of here.


Zuul

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Re: Version 1.1.6
« Reply #4 on: May 31, 2010, 11:08:55 AM »
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It may not be a bug as such. In combat you roll dice in battle to score "hits", and with those numbers you are both reduced to very few dice. It may simply have been that both of you had really bad luck many times in a row.. I'll look into it, though.
Bad luck for about 50 times then!

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I probably won't make them need to be replaced (complicates the code a deal with little gameplay benefit), but the chasers should have increased the ship cannon stats - I just forgot to implement it. Oops.
So you will add cannons to stats but the cannons can't be damaged?

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Could be an interesting mechanism.
Should of course be same with positive reputation too. If you have not helped a nation in a while they will forget more and more.

Quote
Not sure what you are thinking of here.

In addition to normal additions to the ship. Having a general refit option. You can only have one of these at the same time.

Explanation:
Many captains modified their ship depending on what they wanted to do at the time. Lessened the crew quarters for more cargo space. Removed all unnecessary parts for more speed.

These are not a no-brainer modification, they have a negative part too.
« Last Edit: May 31, 2010, 11:14:48 AM by Zuul »

MicaByte

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Re: Version 1.1.6
« Reply #5 on: May 31, 2010, 12:41:44 PM »
Bad luck for about 50 times then!

That does sound like uncommonly bad luck. ;D

Quote
Quote
I probably won't make them need to be replaced (complicates the code a deal with little gameplay benefit), but the chasers should have increased the ship cannon stats - I just forgot to implement it. Oops.
So you will add cannons to stats but the cannons can't be damaged?

Yep. Unless I add in possibility for damage to ship improvements (which I might implement at some point).

Quote
In addition to normal additions to the ship. Having a general refit option. You can only have one of these at the same time.

Ok, I see what you're getting at. I do think it is somewhat covered by (or could be handled by) the multiple ship types/improvements - though it is of course not a cheap option. But I would rather that players use different ships for different roles, rather than having one particular ship dominate as jack of all traders (as I suspect could easily happen). The way ship pricing works in the game would also make this difficult to implement in gameplay terms (the game already has trouble with the pricing for improvements, some of which are very over/under-priced).

It's an interesting idea, though, so I'll definitely keep it in mind next time I do some work on the ship types/improvement framework.

Zuul

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Re: Version 1.1.6
« Reply #6 on: June 01, 2010, 01:05:31 PM »
Here comes a few more bugs and simple suggestions:

*Sometimes when you press some buttons others flicker to green (especially when you sell/buy stuff).

*Option to turn off vibrate.

*Sometimes when you create a new game, every time you press a skill to raise/lower, the screen scrolls up. Annoying to have to scroll down screen for about 5-10 times.

*Repair a part should cost 60 per unit not 80 compared to 50 for full (if you don't use my suggested system). Else you will never use this.

*You said you have fixed a surplus in a colony to not be 0, but now it's common for just 1 gem. That is not a large surplus :p.


I think you have missed a lot of the suggestions in Wish List & Bugs. Maybe add a post of things suggested that you don't want to be in the game (it's not a bug but a feature :p). Or if you don't have the time I could compile a list. I like lists :p.
« Last Edit: June 01, 2010, 01:08:27 PM by Zuul »

jakal323

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Re: Version 1.1.6
« Reply #7 on: June 01, 2010, 07:42:53 PM »
Found what appears to be a minor bug in the Shares/Treasure section. The totals shared out (for the crew and your personal share) don't seem to update any longer when you change between the percentages.

Zuul

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Re: Version 1.1.6
« Reply #8 on: June 01, 2010, 08:46:40 PM »
Yes,  you are right. Wellcome to this forum.  ;D

Another thing: rumors/events should stay longer. You seldom get there in time.

Can events like treasure galleon repeat?

« Last Edit: June 01, 2010, 09:02:59 PM by Zuul »

MicaByte

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Re: Version 1.1.6
« Reply #9 on: June 02, 2010, 09:03:21 AM »
*Sometimes when you press some buttons others flicker to green (especially when you sell/buy stuff).

Sounds like some issue with the ListView code. Will have to see whether I can optimize it a bit.

Quote
*Option to turn off vibrate.

It vibrates? Cool.  ;D

On a more serious note, I haven't implemented any sound or vibration into the game (too many sound glitches in games for me to want to have to fix bugs with that also).

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*Sometimes when you create a new game, every time you press a skill to raise/lower, the screen scrolls up. Annoying to have to scroll down screen for about 5-10 times.

The problem is that it always resets the screen to where you have focus, and pressing a button does not automatically set focus (if you use the trackball/pad to navigate focus down to the button you are pressing, the reset won't happen). I'll be fixing it in a future version.

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*Repair a part should cost 60 per unit not 80 compared to 50 for full (if you don't use my suggested system). Else you will never use this.

Too punishing? I'll think about it.

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*You said you have fixed a surplus in a colony to not be 0, but now it's common for just 1 gem. That is not a large surplus :p.

Hmm... I'm pretty sure that I set it up to generate more than 1 as a minimum, but I'll have to check.

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I think you have missed a lot of the suggestions in Wish List & Bugs. Maybe add a post of things suggested that you don't want to be in the game (it's not a bug but a feature :p). Or if you don't have the time I could compile a list. I like lists :p.

Hmm... I haven't updated with all the suggestions in this thread (I'll add them eventually), but I think I have the suggestions from the previous threads included. Any in particular you are thinking off?

Another thing: rumors/events should stay longer. You seldom get there in time.

I will be tweaking the event system as I add more of them. Currently, events stick around for 4-12 months, IIRC. Rumors are just reports of these events. Perhaps some additional info to identify which rumors are recent and which old (and thus most likely to disappear soon) might be useful.

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Can events like treasure galleon repeat?

Yes. It's a rare event, though - it's only likely to appear a few times during a Pirates career.

MicaByte

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Re: Version 1.1.6
« Reply #10 on: June 02, 2010, 09:04:58 AM »
Found what appears to be a minor bug in the Shares/Treasure section. The totals shared out (for the crew and your personal share) don't seem to update any longer when you change between the percentages.

Thanks. I'll be trying to have this fixed in a future version.

Zuul

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Re: Version 1.1.6
« Reply #11 on: June 02, 2010, 09:50:43 AM »
It vibrates? Cool.  ;D

On a more serious note, I haven't implemented any sound or vibration into the game (too many sound glitches in games for me to want to have to fix bugs with that also).

Yes it vibrates when you hold buy/sell button long enough so you get full/sell all (same with take/dump cargo).



Will you add some kind of flirting with governor daughters later on? :p
« Last Edit: June 02, 2010, 09:55:16 AM by Zuul »

MicaByte

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Re: Version 1.1.6
« Reply #12 on: June 02, 2010, 11:00:19 AM »
Yes it vibrates when you hold buy/sell button long enough so you get full/sell all (same with take/dump cargo).

Not on my phone (HTC Magic). If you haven't accidentally turned on tactile/haptic feedback on your phone, this is probably a phone specific issue. Not much I can do about it unfortunately - as mentioned, I don't do anything with the haptic settings, so everything is set to default (and should be turned off or on as determined by your phone settings).

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Will you add some kind of flirting with governor daughters later on? :p

Still working on the mission/quest module. I intend Charisma to be a very useful skill in some storylines... ;D

jakal323

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Re: Version 1.1.6
« Reply #13 on: June 02, 2010, 08:13:59 PM »
An upgrade for consideration?

Studding sails (for reference's sake, see http://en.wikipedia.org/wiki/Studding_sail) - Maybe add a temporary boost to rigging for the purpose of closing or increasing distance. These featured in the chase in the movie Master and Commander.

Zuul

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Re: Version 1.1.6
« Reply #14 on: June 02, 2010, 08:46:24 PM »
Handy to have when (if) he implements winds and storms, and such.

ConstantOdds

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Re: Version 1.1.6
« Reply #15 on: June 03, 2010, 07:28:27 AM »
Hi, thought I'd report the new bugs I've found in the current version.

First is another problem with the governor screen, where he offers a letter of marque during peace time.



There are probably easier steps, but I've been able to get this to happen repeatedly like this.  Attack a nation that you have a letter of marque from (losing your letter), go to port and pay your fine, leave the port but without sailing anywhere come back.  If you're at peace and you visit the governor, he says he won't sell you a letter, but brother, he'll sell you one alright.

ConstantOdds

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Re: Version 1.1.6
« Reply #16 on: June 03, 2010, 07:42:11 AM »
This next one is my least favorite, and I'm hoping it's a bug and not by design.  I love the new ship improvements, and look forward to even more of them (maybe some conflicting ones, where you could only have grapeshot or chainshot--that would be cool).  I also think its awesome that enemy ships sometimes have improvements--makes the fights more fun and gives you a cooler ship when you beat them.  But the new carronades when used by the computer are ridiculous.



I've had this happen routinely:  enemy vessels can now blow away more than 200 troops on a single shot (apparently carronades are some sort of atomic deathray).  If that's deliberate, then it throws the game way out of balance.  I've had a fantastic war galleons obliterated suddenly by Dutch fluyts two games in a row, and will probably stop playing until this one is addressed.

They don't seem to work nearly as well for me, though they're probably a little unbalanced even for the friendly arsenal.  When they're on my ship, I can take out forty crew in a single blast, often allowing me to too-easily take merchant ships in a single boarding round with no damages or losses.

The game was already stacked too far towards boarding instead of combat to begin with, and this pushed it over the edge.  If you fight a ship, aside from them causing a lot of expensive damage to your ship in the combat, it seems like they sink more than half the time and you get nothing to show for it (and even if you take it, its all damaged up and you're limping back to port with a stat of 1 that leaves you ready to be sunk on your next encounter).  Boarding them often leaves your ship uninjured, their ship uninjured if you want to take it, and you can replace any crewmen you lose for free.

Maybe arming random enemy ships with a crew annihilating tactical nuke was the response to this, but I like that even less.  A good alternative would be if you fought a ship into surrendering, you could press some percentage of the crew into your service to rebuild crew levels at the same time you raised morale.

Sorry to go on and on, but this is the biggest issue from my perspective.

ConstantOdds

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Re: Version 1.1.6
« Reply #17 on: June 03, 2010, 07:46:12 AM »
When I have the Commodore rank, I'm now getting attacked by pirate hunters from my letter-of-marque country.  I don't know if that was present before this update or not, but it makes the expensive Commodore rank worthless.

ConstantOdds

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Re: Version 1.1.6
« Reply #18 on: June 03, 2010, 07:54:26 AM »
I thought I'd chime in on some of the other reports in this thread:

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*Sometimes when you press some buttons others flicker to green (especially when you sell/buy stuff).
Yeah, I see this too, but on mine they look yellowish.  It's frequent the merchant screen and sometimes on the plunder screen.  It doesn't really affect the game, so I've ignored it, but I thought I'd let Zuul know he wasn't seeing things.


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*Sometimes when you create a new game, every time you press a skill to raise/lower, the screen scrolls up. Annoying to have to scroll down screen for about 5-10 times.

Yeah, I hate that!

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*Repair a part should cost 60 per unit not 80 compared to 50 for full (if you don't use my suggested system). Else you will never use this.
Nope, I like it how it is.  I can't afford to repair my own ship, but I can buy the three points of rigging to let me get back out there and get the plunder I need to get back on my feet.  I didn't think that this feature was going to be that useful, but now I use it constantly.  I think the price points are good as they are.

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Will you add some kind of flirting with governor daughters later on?
Oh, no way.  That's the lamest part of every pirate game, and ruined the remake of Sid Meier's Pirates.  I can't see bloodthirsty pirates with bounties on their heads were serenading débutantes outside of their bedroom windows to woo the daughter of the local magistracy.

Moderator Edit: accidental edit.
« Last Edit: June 04, 2010, 01:12:34 PM by Strategy »

Zuul

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Re: Version 1.1.6
« Reply #19 on: June 03, 2010, 10:13:04 AM »
Oh, no way.  That's the lamest part of every pirate game, and ruined the remake of Sid Meier's Pirates.  I can't see bloodthirsty pirates with bounties on their heads were serenading débutantes outside of their bedroom windows to woo the daughter of the local magistracy.

But if you are a trader then? :p
What I was really wanted was the Charisma to be more useful, and it will in the coming quests, so I'm happy :).


Wish you could have different crew: sailors, cannoneers & soldiers, and experienced versions of them (in addition to the coming special people helping you out).

Maybe same with cannons, have different sizes of them: Huge (24-32), Large (12-18 pound), medium (4-8 pounds) & small (1-2 pounds) and a better bronze version as I said before.


Graphical progress report:
Done 5 normal ships, 3 unique ships & 3 game icons (one of them he liked).

11 normal ships to go (plus unknown amount unique/special ships) . Maybe even new ship types when he adds them. Also the button graphics needs to be done. Maybe more things needs to be added too?

I estimates this makes it around 30% complete (as of this version).
« Last Edit: June 03, 2010, 10:31:37 AM by Zuul »

jakal323

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Re: Version 1.1.6
« Reply #20 on: June 03, 2010, 01:48:54 PM »
I'm going to put this out there as an idea and see if anybody can flesh out the game details a bit.

One major limitation of fighting ships in the Age of Sail is that they couldn't sail into the wind, or they would become becalmed and torn to shreds by their opponents. So, there was a considerable advantage to the cunning (hint, hint) sea captain that could manipulate the combat such that the wind was to their advantage (termed "holding the weather gage"). This advantage was best taken by surprise. The enterprising sea captain that could overtake their opponent by surprise and with the weather gage could end the engagement with the first broadside. (For this first one, holding the weather gage could either give initiative or give an advantage over time. I would think this would only work at distance, unless somebody had some other thoughts)

Another combat tactic was raking (or razing) fire. If the attacking sea captain could line themselves up across the bow or the stern of the opposing ship and their fire is accurate, the cannonballs would not only impact and stop. They would bounce around causing mayhem to both limb and oak. This would multiply the damage done by a broadside.  Furthermore, as the majority of the firepower stuck out of the side of the boats in this age, the opposing ship wouldn't have a chance to reply. (Again, it's easy to say that this would only work at distance, because ships would likely lay parallel to each other up close. A good sailing captain could get multiple hits from their shots, but it would be a rare event as the situation has to be pretty prefect.)

I've also a more concrete enhancement suggestion: Anybody remember the list of titles that games like Civ or Pirates would give you when the game was over as sort of an evaluation of how you did? Wouldn't it be cool to have one of those based on your score at the end of the game?
« Last Edit: June 03, 2010, 01:51:28 PM by jakal323 »

ConstantOdds

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Re: Version 1.1.6
« Reply #21 on: June 03, 2010, 04:30:25 PM »
Quote
Quote
Oh, no way.  That's the lamest part of every pirate game, and ruined the remake of Sid Meier's Pirates.  I can't see bloodthirsty pirates with bounties on their heads were serenading débutantes outside of their bedroom windows to woo the daughter of the local magistracy.
But if you are a trader then?
well, you got me there   ::)

ConstantOdds

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Re: Version 1.1.6
« Reply #22 on: June 03, 2010, 04:36:07 PM »
For jakal's whole becalming the wind gage stuff, it's pretty cool to read the detailed info he knows on it.  As far as I'm concerned, though, that's all part of the "sailing" skill, and explains why good sailor-captains can close or distance well even with outclassed rigging and masts.

And yeah, I know what you mean about the post-game title system.  It would only be cool if it were multidimensional:  I usually play until I sink with nothing in the stash, so I'd hate for all my entries in the score list to be prefixed by "The broker loser" or something like that.  Of if all the pirates that sank over 30 ships were prefixed by "Bloodthirsty", then I'd have the same caption for all of my pirates and that would be as exciting as having none at all.  So I guess I like jakal's idea in principal, but I think it would be harder than it sounds to do it well.

MicaByte

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Re: Version 1.1.6
« Reply #23 on: June 03, 2010, 06:17:16 PM »
Interesting discussions, guys and I will try to reply some more when I can find the time.

This next one is my least favorite, and I'm hoping it's a bug and not by design.

It's a bug. A very nasty bug too. A line of code that should have been:
this.crew_ = this.crew_ - crewKilled;
Was instead saying:
this.crew_ = ship.crew_ - crewKilled;

I.e., your crew was being reduced to the level of the opponents crew minus the casualties inflicted. Ouch.  :-[

The bug works both ways, btw, but always to the advantage of the defender. If you've killed 40 men with a single blast, you've probably hit the bug there. Max damage the carronades should be able to inflict is 30 losses, and the average should normally lie around 10-15.

I was hoping to finish work on the quest module before the next update, but I'll try to push out a fix for this and any other nasty/game-breaking issues during the weekend.





ConstantOdds

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Re: Version 1.1.6
« Reply #24 on: June 03, 2010, 08:26:36 PM »
Ah, snap!  

Your story checks out--in my screenshot, my 300 crew were dropped down to 10 when I tried to board a 40 crew ship:  instantly drop me to his 40 crew member count, subtract 10 from his cannonades, 10 from my crew's pathetic attack attempt, and 10 from his successful rebuttal, and then we had my 10/300 versus his 40/80.  I've been avoiding carronaded ships like the plague, and look forward to the fix!    :)

MicaByte

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Re: Version 1.1.6
« Reply #25 on: June 04, 2010, 01:05:12 PM »
When I have the Commodore rank, I'm now getting attacked by pirate hunters from my letter-of-marque country.  I don't know if that was present before this update or not, but it makes the expensive Commodore rank worthless.

Do you know whether this was in a situation where you sailed into a pirate hunter event? That the only situation I can think of where this might be an issue. Will check it.

MicaByte

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Re: Version 1.1.6
« Reply #26 on: June 04, 2010, 01:15:29 PM »
Quote
Will you add some kind of flirting with governor daughters later on?
Oh, no way.  That's the lamest part of every pirate game, and ruined the remake of Sid Meier's Pirates.  I can't see bloodthirsty pirates with bounties on their heads were serenading débutantes outside of their bedroom windows to woo the daughter of the local magistracy.

 :D

In defence of SMP, the "rescue governor's daughter" thing is a pretty established trope in modern pirate mythos.

Don't worry, though - all the missions of this kind added to the game will be completely optional. And there definitely won't be any rhytm minigames involved.  ;D

MicaByte

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Re: Version 1.1.6
« Reply #27 on: June 04, 2010, 01:22:41 PM »
Wish you could have different crew: sailors, cannoneers & soldiers, and experienced versions of them (in addition to the coming special people helping you out).
<...snip...>

First, I need to actually implement the specialist crew, etc. The list of stuff to add is already quite long...  ;)

After that, I also need to keep an eye on game complexity - I don't want the learning curve of the game to get too steep (I think it is already quite complex compared to what people are used to from a mobile phone game).

MicaByte

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Re: Version 1.1.6
« Reply #28 on: June 04, 2010, 02:12:54 PM »
Thanks for starting interesting discussions, all.

I'm going to put this out there as an idea and see if anybody can flesh out the game details a bit.
<...snap...>

As ConstantOdds mentions, these factors are essentially factored into the way your Sailing skill affects the battle (i.e., the way good sailing skill with a mobile ship will allow you to dictate the pace of the battle).

I have considered ways to add stuff like raking fire into the combat system, but I have not found any elegant way to do so. It is - as you say - something that would only happen in very specific circumstances. For now, the player will have to imagine that this is what occurs when you roll particularly well in an attack.

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I've also a more concrete enhancement suggestion: Anybody remember the list of titles that games like Civ or Pirates would give you when the game was over as sort of an evaluation of how you did? Wouldn't it be cool to have one of those based on your score at the end of the game?

I have considered such a scale, but I'd need to figure out an alternate way to score the game for this, as it can't be entirely dependent on the gold you earn.

jakal323

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Re: Version 1.1.6
« Reply #29 on: June 04, 2010, 03:47:36 PM »
Thanks for starting interesting discussions, all.

I'm going to put this out there as an idea and see if anybody can flesh out the game details a bit.
<...snap...>

As ConstantOdds mentions, these factors are essentially factored into the way your Sailing skill affects the battle (i.e., the way good sailing skill with a mobile ship will allow you to dictate the pace of the battle).

I have considered ways to add stuff like raking fire into the combat system, but I have not found any elegant way to do so. It is - as you say - something that would only happen in very specific circumstances. For now, the player will have to imagine that this is what occurs when you roll particularly well in an attack.

Quote
I've also a more concrete enhancement suggestion: Anybody remember the list of titles that games like Civ or Pirates would give you when the game was over as sort of an evaluation of how you did? Wouldn't it be cool to have one of those based on your score at the end of the game?

I have considered such a scale, but I'd need to figure out an alternate way to score the game for this, as it can't be entirely dependent on the gold you earn.


I reckon the bits about raking fire and such don't have to be mapped to an active behavior that the user initiates. It could be "reward flavor text" for a particularly good roll.  If a shot particularly damages the crew at distance, it could display something appropriate.

"Your accurate fire wreaks havoc on (or rakes) the opposing crew!!" Or something like that.

ConstantOdds

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Re: Version 1.1.6
« Reply #30 on: June 04, 2010, 04:42:06 PM »
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When I have the Commodore rank, I'm now getting attacked by pirate hunters from my letter-of-marque country.  I don't know if that was present before this update or not, but it makes the expensive Commodore rank worthless.
Do you know whether this was in a situation where you sailed into a pirate hunter event? That the only situation I can think of where this might be an issue. Will check it.
Is a pirate hunter event triggered by reading rumors?  I recall not having read any rumors that game, as they seem to be pretty much trader-specific.

I don't trade in gems or guns and always submit to inspections, and pretty much never encounter pirate hunters in the wild.  It would figure that the time I do, they're my own nationality and I'm a Commodore, to no avail.

ConstantOdds

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Re: Version 1.1.6
« Reply #31 on: June 04, 2010, 04:55:39 PM »
Don't worry, though - all the missions of this kind added to the game will be completely optional. And there definitely won't be any rhytm minigames involved.  ;D
Yeah, it was more the frilly dancing that seemed painfully out of place than the idea of seducing a lady at a port of call (which sounds just fine).  

For anyone fortunate enough to not have spent hours of your life pretending to be a dancing pirate, here's what you were missing:
http://www.youtube.com/watch?v=aV0k-bkxADw
« Last Edit: June 04, 2010, 04:57:17 PM by ConstantOdds »

ConstantOdds

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Re: Version 1.1.6
« Reply #32 on: June 04, 2010, 05:07:47 PM »
There still seems to be an issue with diplomacy, unless it doesn't work the way I think it would.  In my current game, "France and Spain are at war. Great Britain and France are Allied. Great Britain and Spain are allied".  Maybe the Limeys are just really good at playing all the angles.

ConstantOdds

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Re: Version 1.1.6
« Reply #33 on: June 04, 2010, 05:17:55 PM »
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*Sometimes you accidentally buy things (and sometimes fill up full). You should be able to sell back things you just bought at same price.

The reason I don't allow this is because I can't/don't want to maintain buy/sell history across pauses of the game (e.g., if you switch out to another app while trading). I agree it would be a nice feature to have, though. I might consider implementing it without save information.

I second Zuul's suggestion on this one.  At first I was like, caveat emptor.  But then yesterday my broke pirate in a big ship rolled into port, and I figured I'd buy enough food to get me back to see before I overspent on repairs.  I guess I held down the purchase button for a millisecond too long, because I suddenly had 60 food in my cargo hold and about 7 gold left over.  I hope a quartermaster got keel-hauled over that one. 

ConstantOdds

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Re: Version 1.1.6
« Reply #34 on: June 04, 2010, 05:20:24 PM »
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On a more serious note, I haven't implemented any sound or vibration into the game (too many sound glitches in games for me to want to have to fix bugs with that also).
Yes it vibrates when you hold buy/sell button long enough so you get full/sell all (same with take/dump cargo).
Yeah, that vibrates on my phone too.  It's fine with me that it does, actually, but I wanted Zuul to know he wasn't crazy.

MicaByte

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Re: Version 1.1.6
« Reply #35 on: June 07, 2010, 11:36:50 AM »
I reckon the bits about raking fire and such don't have to be mapped to an active behavior that the user initiates. It could be "reward flavor text" for a particularly good roll.

Something like that would be doable.

Is a pirate hunter event triggered by reading rumors?  I recall not having read any rumors that game, as they seem to be pretty much trader-specific.

No - events happen randomly every turn. The rumors are just randomly chosen reports about the current events active in the game (except the first rumor, which is always recent). So you can easily sail into an on-going event.

There is - incidentally - one event that you very much want to find as a Pirate - the Treasure Galleon.  ;)

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I don't trade in gems or guns and always submit to inspections, and pretty much never encounter pirate hunters in the wild.  It would figure that the time I do, they're my own nationality and I'm a Commodore, to no avail.

Yes. This bug still leaves me rather puzzled, because they should definitely have left you alone based on what I can read from the source code.

There still seems to be an issue with diplomacy, unless it doesn't work the way I think it would.  In my current game, "France and Spain are at war. Great Britain and France are Allied. Great Britain and Spain are allied".  Maybe the Limeys are just really good at playing all the angles.

Devious diplomats, those Brits. Feature.

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*Sometimes you accidentally buy things (and sometimes fill up full). You should be able to sell back things you just bought at same price.

I'll bump this up on my unofficial prioritization list, and see if I can find a nice way to implement this.

Regarding the vibrating, I don't think Zuul is imagining things. I'm just very sure I haven't done anything to switch it on. Have you guys checked menu > settings > sounds and display > Haptic feedback (this only works on OS version >= 2.1 - earlier versions of Android simply cannot turn this off).

ConstantOdds

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Re: Version 1.1.6
« Reply #36 on: June 07, 2010, 04:25:14 PM »
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I don't trade in gems or guns and always submit to inspections, and pretty much never encounter pirate hunters in the wild.  It would figure that the time I do, they're my own nationality and I'm a Commodore, to no avail.
Yes. This bug still leaves me rather puzzled, because they should definitely have left you alone based on what I can read from the source code.
Since I barely ever see pirate hunters anyway, I'm not too worried about it.  I pretty much see "Commodore" as just a getting half-way to a slow $7000 Rear Admiral commission.

Just going out on a long shot, you know how stern chasers fire at friendly ships when you try to leave the battle before it is engaged--could that have anything to do with an otherwise friendly ship attacking?

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There still seems to be an issue with diplomacy, unless it doesn't work the way I think it would.  In my current game, "France and Spain are at war. Great Britain and France are Allied. Great Britain and Spain are allied".  Maybe the Limeys are just really good at playing all the angles.
Devious diplomats, those Brits. Feature.
It's probably just me getting confused on how your diplomacy works.  My understanding in this scenario would be that with my French letter of marque, when I attack Spain it makes my reputation with Spain go gown, France goes up, and doubly-allied England goes down?

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Regarding the vibrating, I don't think Zuul is imagining things. I'm just very sure I haven't done anything to switch it on. Have you guys checked menu > settings > sounds and display > Haptic feedback (this only works on OS version >= 2.1 - earlier versions of Android simply cannot turn this off).
Nope, because I like it the way it is.  I'm haptically happy with it, I guess.

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