Your suggestions
geat game, now that i own it. a couple things i would like have added. im playing the PS3 version BTW

maybe an option to change my color..like the flag choices are blue and my sails are blue, maybe able to change the blue to different colors.

when doing to missions where you need to grab some goods for someone..eg 168 sugar and 242 bricks. mybe have it showen at the bottom of your screen until the mission is done(it does show up for a second once you leave a town, maybe it stays up), instead of going all the way into the tasks menu. also it would be nice to also show how much you have delivered at the bottom of the screen to like 142/168 sugar 156/242 bricks as in the tasks menu it doesnt even tell you how much you did.

thanks, for reading the rant, lol great game though.. i love it
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(12-10-2012, 04:02 PM)KrisButtar Wrote: maybe an option to change my color..like the flag choices are blue and my sails are blue, maybe able to change the blue to different colors.

i think this is part of patch 1.2, which will come for console...
Lebe jeden Tag, als wäre es Dein Letzter! / Live each day as it would be your last!
[Image: http://imghost4you.com/images/46.png]
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cool thanks to the above post ^

this has happened a lot for me, but fighting 3 pirate ships, after i destroy all their sails(chain shot) and reduce there crew(with scatter shot) and there are all just floating in the water, the battle should end, i shouldn't have to board each one(or sink them), to finish the battle. and seems like the pirates can still shoot cannons with there 0 crew members.

1)duels would be awesome!
2)option to auto transfer funds from your town halls/palaces/manor
3)maybe have the option to have your named character command a convoy(like the 1st one you start out with)
4)on the city info page show the % of control, so you know if you can do a takeover
5)pirates have cargo(maybe ive just been unlucky)
6)in naval battle, when the ai controls your ships, and you switch to them to direct the order "to board" they should, instead of going back to firing canons
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Quote:seems like the pirates can still shoot cannons with there 0 crew members.
Yes they can but the trick is board them out of their "Arc of Fire".
Once they are ready to be boarded approach from astern or from the bow and use the "Q" key to reef your sails - this slows your ship down so you come to rest touching the pirate ship within the boarding count down timer.
No extra loss of your sailors or ship health.
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Really making headway with this now. The combat is still fiddly, awkward and slow, but I mostly let it run on auto, only getting involved for the sake of achievements. It's all come together nicely though, and I'm having great fun. I simply went with manual trade, complete tavern/governer missions and keep spending the money on new ships then send them out in profit convoys. No doubt there are better ways of doing things that I'm yet to learn, but it was a great way to start off as I was bringing in money, buying new ships frequently and most importantly, it was leaving me in a position where I could deal with the pirates. It's not perfect, but it's working well enough and I'm enjoying it immensely.

It has given rise to a couple of other issues I think could perhaps be looked at.

Top of the list for me is more details about your businesses in towns. A simple screen in the warehouse that tells you which buildings you have made, and how many of each. With so many businesses in so many different towns, it can be difficult to keep track of everything, this would help immensely.

Also in towns, somewhere that tells you the percentage of workers you have for taking over the town peacefully. I'm not sure if this is available already, but I haven't been able to find it/haven't recognized it yet. If it is there, it's not very clear.

The last thing I can think of that would be extremely useful would be an option to show on the map all the commodities each town produces, then further to that, putting a gold border around each one you have a business producing in that town. I currently use an interactive map that shows all this information for me, lets me pick specific commodities etc. Something like this would be very very helpful in game.

Cheers.
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Quote:The last thing I can think of that would be extremely useful would be an option to show on the map all the commodities each town produces, then further to that, putting a gold border around each one you have a business producing in that town. I currently use an interactive map that shows all this information for me, lets me pick specific commodities etc. Something like this would be very very helpful in game.

Something like this:-
http://portroyale3-fansite.de/images/sto...online.svg

If you want to keep it open and refer to it, make sure you run the game in "Window Mode"
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(16-10-2012, 12:32 AM)billyplod Wrote:
Quote:The last thing I can think of that would be extremely useful would be an option to show on the map all the commodities each town produces, then further to that, putting a gold border around each one you have a business producing in that town. I currently use an interactive map that shows all this information for me, lets me pick specific commodities etc. Something like this would be very very helpful in game.

Something like this:-
http://portroyale3-fansite.de/images/sto...online.svg

If you want to keep it open and refer to it, make sure you run the game in "Window Mode"

That's the kind of thing I use already, and I'm on 360, so no concern of using window mode. It would just be nice to have it in game, not everyone wants to constantly refer to an outside source.
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First of all, i have to say that I really enjoy the game. I've bee playing a lot to PR 2 also. But still, here is a few suggestions that my experience of the game made me think about. (and sorry for my english, i'm french)

1 Goods :
A few more goods to trade with would be really great, and the ones i would like the most to be part of the game, as "raw materials" are : Gold, Silver, Gems. I mean we are in the caribean, during the gold ruch and none of the ship are hauling gold ingots ! Wink Those three could be harvest as ore, then transformed into ingots (for gold and silver) that could only be sold at governors/vice-roy harbor, to be exported to Europe. And that should be long to produce, outputing low quantities, but at an expensive price.
Wood could be transformed into wood furnitures, also, or to some ships part, that could be only sold in cities that have large shipyard.

2 Ammo, weapons, canons :
I would love to see thoses couting as a good in cargo, also. You should be able to produce them with metal, and sell them. 100 units couting as 1 barrel, or something like that. When a country is at war, demand would be higher. Treasure fleets could bring large amounts of them from Europe. And as in PR 2, would be nice that you could decide to remove somes guns from your ship to get more cargo space. Gunpowder would be really nice also, as well, part of the cargo, cosuming 1 per ten ammo.

3 Ship upgrades :
It would be really nice to be able to upgrade ships. Each ship would have one to three upgrade spot. Upgrades could be, to start with :

- Hammocks : take a large amount of cargo space, allow to get more crew on ship. Pirates and military convoy would use them a lot.
- Armor plancking : Increase HP, reduce speed and maneuverability, expensive. Could be different kind oh thoses, in wood or metal.
- Extra powder/ammo magazine : reduce cargo space, expand amount of ammo you can carry (if ammo is not treated as cargo)
- Could be also various rare items, boosting stats of the ship, that could be rewards from missions, as the parts of treasure maps.

4 Ships
A few more ships would also be great. I especially think of 3rd, 2nd and 1st rate. Different kinds of galleon would be nice. By the way, i can't understand why the war galleon is so huge compared to the trade galleon. And there is a translation mistake in french, its name should be "Galion" and not "Clipper".

5 Ship fight:
- Sails should not be at 100% at the beginning of each fight. If your convoy is at 92%, sails should be as well. They should keep damage from previous fight.
- AI convoys should try to demast then decrew, then board you sometimes, especially Pirates.
- AI convoys should be allowed to have up to 5 or 6 escort ships, especially military/treasure convoys. (that could be an option to choose at the begining of the game, depending of your level) For now, I quite easily board and capture the three ships of a 160 strenght convoy with a 110/120 strenght one. (I'm a serial boarder)

6 Pirates (and player gameplay)
A : AI pirates
- If my suggestion number 3 is not put in game, something should be done about pirates : They should transform any ship they capture into a Pirate version of it, with more crew, more guns, less cargo space.
- There is a really weird thing in the gale at the moment : It's more difficult to fight a Pirate nest than a town. Until now, I've always been fighting cities that had less fighters than I had on my convoy, but, I've often seen Pirates harbors why 900/1000 fighters. With the current gameplay, if this is the case, you have to first send in a "suicide convoy", even with 3 Ship of line (750 crew). All your crew will die, but reducing a bit the number of Pirates fighters.
- Pirates harbor should have some gun emplacements.
- It would be nice that you have a kind of relationship with the pirates, being able to hire them to fight a specific nation.

B : Player gameplay.
- A fun and nice thing would be that the player could create a Pirate harbor (only one), allocating to it up to 5% of it's entire fleet.
Thoses ship would not have your flag, allowing you to attacks nations without puting your trading routes in trouble. But nation would hunt them as soon as they see them. Also, to make it a bit more spicy, if a national ship see one of your regular ship entering your pirate harbor, you lose a large amount of reputation (up to like 50%), the same if one of the pirate ship is seen entering one of your own towns.
They could also have another great use : They could have the hability to show the flag of one of the nation (to AI), allowing the player to be able to trigger a war between two nations by hunting the ships of one nation with the flag of the other.

7 Miscellaneous :

- Teachers should be really less expensive, and sometimes could be teaching you as a reward from a mission instead of being paid.
- Ships should be more expensive to buy, less to build. I would put a ship of line at 1 million, not 200k. (but they would keep the same price as now when you sell them). But at the moment, it's much more expensive to build a ship than to buy it, wich is quite weird.
- Map Editor : It would be really nice to have the opportunity to create "maps" where you can choose what is produced in cities.
- Custom flags/ sail color : I think it would be nice to allow players to use it's own flag as you could do in PR 2. I mean you spend a lot of time in the game, so having a flag that you really love is quite important, instead of having one of the stock ones. As well, choosing the sails color independently from the flag would be nice. (personally, i'd like to have regular white sails and my own custom flag)

That's it for now, i'll come back if i have more ideas. Keep the good work, the game is already great, already bought the first two DLC and will buy any other I think, especially if one of them contains some of my suggestions ! Wink Best regards.
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In order to improve the detection of ships, which are not associated with any convoy, it would be nice, from my point of view, lumping them all together and dividing them by type show on them a number which quantifies how many we have.
To be more exhaustive go with an example:
You have to disposione 8 galleons, instead of all display and 8 in the port if he sees only one above and c 'is the number 8; virtually the exact same system of the present PR2
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(21-11-2012, 10:23 PM)Nessunowin32 Wrote: In order to improve the detection of ships, which are not associated with any convoy, it would be nice, from my point of view, lumping them all together and dividing them by type show on them a number which quantifies how many we have.
To be more exhaustive go with an example:
You have to disposione 8 galleons, instead of all display and 8 in the port if he sees only one above and c 'is the number 8; virtually the exact same system of the present PR2

I agree with this post.
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The ability to view the ships also controlled by the computer on the minimap.
This feature can be useful if you want to attack the city and want to immediately see if there are trains to defend it.
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I'd like to retract most of my previous suggestions as they were made in my infancy of playing this game. Having played it for quite a while now, I have a handle on all my previous issues.

I DO think they're worth considering for the future to make the game more user friendly to the uninitiated, I could see a lot of players who like the idea of the game being put off because everything is very confusing to begin with.

The only suggestion I made which I think should be done now is to add the list of which commodities each city produces to the map, it saves having to click on each individual town to find out, or using an outside source as I do at the moment.

I do have a couple of new changes I would like to see though, please.

First, in the warehouse controls, when you can choose to block certain commodities, could you speed up how fast the numbers roll up and down? Perhaps use the method you use for buying/selling-the longer you add/remove numbers the faster it goes.

Second, also, again in the warehouse controls for blocking commodities, adding the ability to pick 'Maximum' would be tremendously helpful as sometimes I want to block all of a particular resource from being sold or traded to ships because they're used in manufacture of other commodities, and right now I have to spend a couple of minutes moving the numbers up to about 10,000 or so just to be sure.

Thirdly, anywhere you can set commodity limits, could you add the ability to specify percentages please? Example, setting up my own trade route, I wanted to set each warehouse on the route to provide a specific percentage of my convoys total capacity for each commodity. Along similar lines, it would be helpful if I could tell a convoy to only pick up a certain percentage of each commodity along the route so he isn't stuck carrying too much or too little of something. I know I can get the same results in micromanaging specific amounts of each commodity, but its too much micromanagement to be constantly watching all your convoys when you have a dozen or so on the go at once.

Thanks.
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thanks for taking suggestions

I think ship repairs are an awesome part of other games PR2 P3 but here they are silly
i understand convoys repair ships at 80% without affecting speed
i guess that's fine for trading but it sounds that if i have an escort for a automated convoy then easily i can get into combat starting with an 81% escort Sad

i think the speed of a ship should equal the percentage of it's health times it's max speed HOWEVER there would need to be the ability to schedule repairs at citys, at say 95%
otherwise there are weird things such as the battle i fought where my ship was 2% of enemy yet i did circles around other healthy ship which had less sail
currently there is little incentive to repair trading ships. in fact repairs become moot for trading ships,except there's the problem of the escort
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Great game and the newest patch has made it even better so my suggestions are only tweaks to existing things:

• A more detailed or interactive balance sheet would be nice. For example, when I look at my balance sheet I see that I am incurring warehouse costs somewhere but the only way to find out which one is to visit each and every city, and that's alot of loading time.

• My patrol captains are pretty smart guys, so why can't they repair themselves when in a port like my traders do? Maybe make it so if I direct them to a port, they'll start repairing if needed or under a certain health percentage or also

• Why do my patrols have to stand still? Allow us to set a patrol route for them, optimally between locations like coastlines but at least between cities like the trade routes.

Thanks!
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(04-12-2012, 11:05 AM)illuminati Wrote: • A more detailed or interactive balance sheet would be nice. For example, when I look at my balance sheet I see that I am incurring warehouse costs somewhere but the only way to find out which one is to visit each and every city, and that's alot of loading time.
if you use the PC version you can switch between your warhouses via the TAB key without quitting and entering a town/mousemenu
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seitdem ich das update mir gekauft und installiert habe, stürzt mein Spiel immer wieder ab (sonst is es nie abgestürzt)

egal ob kampanie oder freies spiel, Port Royale 3 stüzt immer wieder ab (läd sich tot) wenn ich in eine Stadt rein oder raus will bzw in ein Seekampf einsteigen will

das ist sau ärgerlich, wenn ich Im Ironmen-Modus (Freibeuter) spiele

biite um hilfe!!!
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(04-12-2012, 12:11 PM)Falko Wrote:
(04-12-2012, 11:05 AM)illuminati Wrote: • A more detailed or interactive balance sheet would be nice. For example, when I look at my balance sheet I see that I am incurring warehouse costs somewhere but the only way to find out which one is to visit each and every city, and that's alot of loading time.
if you use the PC version you can switch between your warhouses via the TAB key without quitting and entering a town/mousemenu

I've been clicking the mini-map to jump between cities without leaving them first but Tab sounds way more efficient, thank you!
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Hello

I know this section is for port royal 3, but someone knows cheats codes for Patrician 4 please
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No one knows because I don't think there are any - which is why I like the game - your on your own.
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The ability to lob a few cannonballs into the shanties before my soldiers cut down all the pirates would be catharticly awesome.
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currently pressing the 'ships at sea' button shows ships at sea even if they are en route. this is not nearly as useful as it would be if it only showed ships at sea without any mission. for example, i often send a ship across the map to monitor an area or to bring it near an area. it shows that ship as at sea the entire time and there is no indicator when it reaches it's destination. i don;t need to count or view ships i sent to a destination, however i would like to know when they arrive (and there should be a bell sound as well when they arrive)

currently if a trading ship is in a harbor there is no anchor icon to indicate it is in harbor. this makes it difficult to locate ships, also at times i need to locate a ship in a particular area (for castaways or something) and won't know about any trading ships that are in harbor in the area. i think any ships in harbor should show an anchor
this would also very much help finding missions by checking cities whenever a city has a ship in port

I would like a city list display. This would be a spreasdsheet with city names on left and across the top would be counts of stores (and maybe even daily needs!) and settlers and other stuff.
this way when i need a bunch of stores i can see who's hogging them all, or in general see which trade route is overfilling a city with a particular good

tabbing through the cities is okay but a hassle because i have to scroll. this method would be much faster and not require the lag of entering a city

allow trading of settlers via trade routes
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There are more on my wishlist, but these are some major ones:
1) Need option to automate convoys to auto pick up settlers along the route (as well as trade at same time to increase rep and hence settler numbers), then bring them back to the home port. This will greatly make meeting the "biggest employer" requirement to take over viceroy towns more practical given it's a constant race to dominate against new competitors that continuously set up businesses there. It will also free up the player to fulfil other quests and hunt pirates without sacrificing ability to build prosperity and businesses. The current ability to only control one convoy at a time is inadequate with too much micromanagement because of this.
2) Allow ships to be directly selected on the battle screen instead of having to find the correct unit card on the top right to switch controls between ships.
3) Display icons of goods produced locally next to every city on the map so you don't need to click on every individual city just to find where the goods are or rely on memory.
4) There seems to be a horrible time lag between the time you deliver the raw materials and when construction of buildings actually start, even when there are more than enough materials. The steward should also be given the ability to prioritise using raw materials for building when commissioning starts instead of selling them to reduce the time lag (even with current set minimum quantity to be kept in warehouse option).
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Ships in harbor patrol should not come up in rotation of idle ships at port (or at sea at that matter).

To reiterate, "ships at port" is not accurate because it is only shows ships at port not assigned to trade route. Much more useful would be "idle ships at port" which does not include patrols.

Also, when on a city pressing the anchor button should not bring up ships being repaired.
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My suggestions:

1 -
Make the daily revenues go straight to your account (if i have a steward in the city managing its economy why can't he take a trip to the palace to collect the revenues?).

or

A way to cycle between palaces(of my owned city) or . Perhaps the same way as we can do with warehouses using TAB. When i get to ~5 cities it starts to be hard to collect revenues from the cities treasury of all the cities and usually it ends up filling up (the city treasury holds 100 times the the daily revenues).

2 - A way to cycle between city info (the tabs that are visible when you click the magnifying glass in the sea map. This makes checking which city produce/need what a lot easier.

3 - In the statistics tab under chronicles it is possibly to see which cities produce the most/least of a good. Please make it so we can see which cities need goods the most/least.

For example the current list under "Production per day" shows :
City Name / Inhabitants / Businesses / Production

Just change the name to "Production/Consumption per day" and add:
City Name / Inhabitants / Businesses / Production / Consumption

4 - Also, make those trading windows larger. In the city trading screen i can see 10 out of 20 goods but at the warehouse i can only see 9 Sad
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Two more:

• The ability to access the Dock menu from the World map would be most helpful, sometimes my patrol convoys just need a quick repair and it would be great to do it without having to enter a town.

• Port Royale 3 seems like it's graphically on par with Tropico 4 but in PR3 you can't zoom in to buildings nearly as close and the hard deck for the camera is alot higher, is there a technical reason for this? The towns are beautiful and I want to see all that's going on!
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1) Instead of many click-clickety-clicking, i wish the ship display window showed ALL the info of the ship instead of multiple panes (wares, health, captain, troops-weapons, trade route toggle, fighting ships) this would save a LOT of clicking)

2) when create fleet, always make at least one ship a fighter by default (although i guess the ability to make no fighting ships though i'm not aware of when you would want this) i move my ships around alot between fleets and always more clicking just to tell ship to defend itself

3) to save on more silly clicking, in my warehouse also display the town requirements for stock so i don't have to go between warehouse and town to figure out how much to hold for the city

4) i very much disagree with the fact that time proceeds during battles, especially during land battles since they take SO fricking long that all else goes to hell during land battle. often i have an awesome unconquerable armada at sea that gets attacked multiple times while i am attacking city and my awesome fleets gets destroyed because i can't tell it to reorganize or go to port? seems nonsensical and is lame. why not just stop time. or if someone thinks it makes more sense for time to proceed, then allow some way to freeze the land battle and go tend to the rest of the map then return to the battle

5) ability to repair without entering city
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4) if your business is going to hell, if you are absend for a few ingame days, there is something wrong with your organization! Wink sorry but i never got problems while attacking a city...

5) it is called emergency repair! Wink
Lebe jeden Tag, als wäre es Dein Letzter! / Live each day as it would be your last!
[Image: http://imghost4you.com/images/46.png]
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5) you can reach the shipyard with the town menu on the worldmap threfore repairing convoys without entering a town is possible
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(19-12-2012, 01:15 PM)Falko Wrote: 5) you can reach the shipyard with the town menu on the worldmap threfore repairing convoys without entering a town is possible

How? When i have a convoy in the city all i can do(from the sea map) is select convoys in the city, go shopping for goods, see town info and equip convoys.
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if i click with the middle mouse button (= scroll wheel in many mouse types) i got an menu that can open the shipyard
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