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1.2 Patch Requests
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TheDudeAbides Offline
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Post: #1
1.2 Patch Requests
From reading this forum a lot over the last few days, I think this is pretty much the list of improvements people want in the next patch. Feel free to add.

1. Ability to resize trading and convoy load windows (or better scaling by resolution). It SUCKS to have to scroll up and down every time. Can't see the whole picture. There's plenty of screen space.

2. Trading arrows in addition to sliding bar. It sounds like most people used the arrows in PR2. I know I did, mostly since the selling arrows in the left column were highlighted when you had those goods with you, and they were right next to the town stocks, so it was EXTREMELY easy to see what the town needed that you had. In a game where 95% of what you're doing is selling to towns, anything to make it easier is invaluable.

3. Steward Autobuy. A lot of people are saying that autobuy/empty warehouses makes the game too easy. But it's stupid to not be able to automate something that you can do manually to cover up flaws in the engine. Plus, to use that strategy to its most effective, you need to have warehouses in every town, and by that point you've pretty much won anyway. I know this can be done with convoys as well, so there's no reason not to go the extra step and let warehouses do it on their own.

4. Set warehouse buy/sell prices individually. In an economic game, it's unforgivable not to have this level of control.

5. Give ability to defend your towns. As it is, enemy convoys can just sail right past your defending fleets, even after a war.

6. (via Teleth) Messages like 'World' should be replaced with their actual content, unless they are 3 or more messages in size; it's just redundant having to click on the message to get to the chronicle when the message could be displayed on screen without forcing the player to check each and every one manually. At worst, each 'World' notification could have an icon representation for each message, or be color coded etc. Even better would probably just be a scrolling message log.

7. (via Method-es) Better options for taking over towns, or acquiring rep with a faction. Our last game I was at 70% rep with France pushing for the last stretch, and then they allied with Holland, which then they shared rep, and it dropped down to 30% .. that's a fk ton of quests essentially gone.

8. (via Method-es) More flag options, and the ability to move your spot in the multiplayer load screen so that the host can be something other then blue

If a dev could respond and let us know which/any of these are being considered, that would be much appreciated. I'd say 95% of this game is very well made, and it has enormous potential to have long replayability if we can get these issues addressed.
(This post was last modified: 07-05-2012 02:45 PM by TheDudeAbides.)
06-05-2012 06:23 PM
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TheWindupMan Offline
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Post: #2
RE: 1.2 Patch Requests
+1 to all of this. I would also like to mention the thread "Gamebreaking lack of options to defend towns," although I have not come across that problem myself as of yet.

Here's a link to the thread: http://forum.kalypsomedia.com/showthread.php?tid=14496
06-05-2012 08:17 PM
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Method-es Offline
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RE: 1.2 Patch Requests
The auto-buy option seems like a good idea but is actually a TERRIBLE idea. No one seems to want to get past the concept of (but I can auto-sell!) The choice of an auto buy combined with auto sell means that each of your stewards would be little micro-traders, essentially winning the game for you.

The GAME ITSELF is 2 things, naval combat, and trading. By allowing the trading to be completely automated, means that you could play the entire trading simulation without dealing with any trade at all. Possibly a viable option, but if you REALLY don't care about trade, and Don't want to play that game, then go pirate. (now.. complaints about being pirate.. those are a different issue)

The Auto-buy is a GAME BREAKING option. This is not bad game design, this is the principles of economics. You can setup a similar situation with your convoys, but there is introduced lagg time for travelling, meaning the best a ship could muster is possible back and forth between one or two ports in one or two days. The critical difference between this and the steward is that your ships are vulnerable while at sea, and therefore you have a risk associated with your money making. With a steward there is NO RISK, NO EFFORT, NO ANYTHING. It's a "buy this and win the game without doing anything".

The only way to fix this, would be to COMPLICATE the entire trading simulation, which may not be a bad thing, but I can assure you, will not go over well for any player not used to these types of games. The simplicity is required for the accessibility. I feel sorry for the devs having to listen to each of the requests for the "i-win" button.. just play the game! /rant

As for additions to your list:

- Better support for choosing the pirate route (being able to create/use pirate hideouts would solve pretty much.. all of the problems I see with the system)

- Multiplayer trade, should be able to trade with the other players in the game, not through the market (out of game trades) (ex. "I'll sell you 500 wood, 300 bricks for your war galleon")

- Better networking support.. We had to abandon to of our 6 hour online games cause we got to a point where all our save games were not loading, and my friend kept losing connections, causing me to save, and re-load, but we kept losing time cause many of our saves wouldn't load to him.

- Multiplayer Game settings don't load correctly from the save file ( I have to set the game setting sin game create, then back out to the load screen to get correct settings)

- Better options for taking over towns, or acquiring rep with a faction. Our last game I was at 70% rep with France pushing for the last stretch, and then they allied with Holland, which then they shared rep, and it dropped down to 30% .. that's a fk ton of quests essentially gone.

- More flag options, and the ability to move your spot in the multiplayer load screen so that the host can be something other then blue
06-05-2012 10:19 PM
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Falko Offline
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Post: #4
RE: 1.2 Patch Requests
attacking (and winning against) a pirate convoys should give +2% for the reputation in all nations (if the pirat works for a specific nation then for that nation i get -2%)
in each city where you build a hospital and a school you should get a ~0.1%/week bonus as a way to slow down the decrease in national reputation
(to avoid 20 hospitals/schools in one town only the first building count and only if you build both buildings)
even if you have 30 cities of one nation with those buildings it should be not enough to increase the reputation just slow the decrease
not sure about the exact decrease/week -> the 0.1 value should be changed accordingly
(This post was last modified: 06-05-2012 10:38 PM by Falko.)
06-05-2012 10:37 PM
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Darkhail Offline
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Post: #5
RE: 1.2 Patch Requests
In terms of steward auto buy I simply want the option to have the steward buy the products required for the industries I am using in the given city. While I have no problem using a convoy to purchase the sugar and timber required to make rum, it makes no sense that the steward cannot purchase any reasonably priced sugar and timber himself if is present instead of having to micro it myself.

There have been times when I have had convoys purchase sugar and deliver it to my warehouse for a higher overall expense than it would have cost for the steward to purchase it himself in the city. I realize that it is partly my responsibility to recognize and purchase this product myself but it becomes impossible to micro each city if you start several small industries on several cities without an absurd number of convoys.
07-05-2012 03:57 AM
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MarshMellow Offline
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Post: #6
RE: 1.2 Patch Requests
(06-05-2012 10:19 PM)Method-es Wrote:  The GAME ITSELF is 2 things, naval combat, and trading. By allowing the trading to be completely automated, means that you could play the entire trading simulation without dealing with any trade at all. Possibly a viable option, but if you REALLY don't care about trade, and Don't want to play that game, then go pirate. (now.. complaints about being pirate.. those are a different issue)

What's with this "the game is THIS not this" attitude? The game is many things, one of which is building things in a town which produce goods that you can then sell. If it "breaks the game" having an autobuy option then they need to fix the game so it doesn't.

As it is the default traders are so awful at balancing goods in a town that you do need to ship in the raw materials anyhow, unless you are only producing small amounts. There isn't enough price incentive for any trader to ship hundreds of a good to a certain town as the price quickly goes back to normal when they do, as if there is no actual "Demand" coming into the price for something. If a town consumes 200 wood daily and the town has 0 wood, then the price needs to refect the demand more accurately so traders can make enough money in delivering items.

Even when the town has 200 wood, the fact it's only a day away from having 0 should mean the price is still high. It should be a factor of daily demand for a good in a town.
07-05-2012 04:08 AM
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TheDudeAbides Offline
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Post: #7
RE: 1.2 Patch Requests
(07-05-2012 04:08 AM)MarshMellow Wrote:  Even when the town has 200 wood, the fact it's only a day away from having 0 should mean the price is still high. It should be a factor of daily demand for a good in a town.

Someone else correct me if I'm wrong, but I believe that's already how it works. They calculate price by comparing stock to 10-day consumption. For example, if a town produces cloth, a stock of 50 cotton will make the price much higher than a different town with 50 cotton.
07-05-2012 01:40 PM
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MarshMellow Offline
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Post: #8
RE: 1.2 Patch Requests
(07-05-2012 01:40 PM)TheDudeAbides Wrote:  Someone else correct me if I'm wrong, but I believe that's already how it works. They calculate price by comparing stock to 10-day consumption. For example, if a town produces cloth, a stock of 50 cotton will make the price much higher than a different town with 50 cotton.

That's not how I see it. My towns which consume hundreds of certain items daily can be put back to "normal" price just be putting 100-200 of that item there. The reality is if daily consumption is up near 400 then ships should be trying to deliver loads of ~1000 minimum as it means they can make a lot more profit. But I've never seen that in the game, the actual amounts delivered are nearly always exactly the same.

So there are two issues there. One the price and two the fact other traders do an awful job of delivering raw materials to you.
07-05-2012 02:33 PM
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TheDudeAbides Offline
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Post: #9
RE: 1.2 Patch Requests
(07-05-2012 02:33 PM)MarshMellow Wrote:  So there are two issues there. One the price and two the fact other traders do an awful job of delivering raw materials to you.

IMO it's almost always better to procure your own raw materials, for reliability and for lower price (especially if you produce them yourself elsewhere). I usually either do this with an automated convoy, or manually by dumping a huge load in my warehouse periodically and protecting most of it from sale.

However, if you need it then others do too, and you can make a lot of money by selling those raw materials in the town. I'll generally try to overproduce a raw material, dump it all in my warehouse where it's needed, protect about 20-days-worth supply, and then make the rest available for auto-sale at a substantially inflated price.

(06-05-2012 10:19 PM)Method-es Wrote:  The Auto-buy is a GAME BREAKING option. This is not bad game design, this is the principles of economics. You can setup a similar situation with your convoys, but there is introduced lagg time for travelling, meaning the best a ship could muster is possible back and forth between one or two ports in one or two days. The critical difference between this and the steward is that your ships are vulnerable while at sea, and therefore you have a risk associated with your money making. With a steward there is NO RISK, NO EFFORT, NO ANYTHING. It's a "buy this and win the game without doing anything".

I really don't see it that way. You still need to figure out what the best price is for profit margins, set up infrastructure to transport them to markets where they're in demand, and protect them on transit, and adapt to over/under supply. You need a LOT of money to simply have a ton of warehouses autobuying goods, so by that point you're pretty much winning anyway. The alternative is to scroll through warehouses manually buying goods from the dock to the price you'd want anyway. This functionality is ALREADY in the game, so it's ridiculous to say it's gamebreaking. It's just a hassle to do it manually.

There are other ways it could be balanced, like being forced to hire two stewards to autobuy and autosell (making the added cost a disincentive, meaning it would only be viable at towns where you'd be auto-buying a LOT), or making a steward level up over time, and not allowing autobuy until, say, he reaches level 3 (similar to how captains had to level up before they could run auto-trade routes in PR2). But I still say it's silly to just not allow it at all.
(This post was last modified: 07-05-2012 02:55 PM by TheDudeAbides.)
07-05-2012 02:43 PM
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vorius Offline
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Post: #10
RE: 1.2 Patch Requests
Not having auto-buy is a potential game-breaker for me. Right now I am trying hard to micromanage to keep buying products in Port Royale so that I can buy up the fresh products they produce per day at low price. There is a steward who can auto sell, so it makes no sense why he cant also auto buy. Its a lot easier to buy things than it is to sell them! Also Patrician IV had this feature and it was an excellent game I devoted countless hours to, so how can you possible say that incorporating auto buy here would somehow break the game ?!

If you really think it's too easy with auto-buy then why not have some counter balance such as:

1) steward can only auto buy certain volume of goods per day (maybe can upgrade stewards to different levels so can buy more at higher levels but you must spend a hefty cost to train them up and then they also require more maintenance)

2) steward buys/sells take a small cut of the price of the good being traded, like 5%?

3) steward has penalty to price they buy good at (maybe can upgrade stewards to different levels so can buy at better prices at higher levels but you must spend a hefty cost to train them up and then they also require more maintenance)

there are whole lot of other things one could try too.
07-05-2012 03:16 PM
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Falko Offline
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Post: #11
RE: 1.2 Patch Requests
(07-05-2012 03:16 PM)vorius Wrote:  2) steward buys/sells take a small cut of the price of the good being traded, like 5%?
*thumbs up*
4) autobuy only in towns with >50% reputation
- you first have to trade manually with the town
- you cant "kill" a town by automatically buying all food (in a MP game) because your reputation goes down with that action
(This post was last modified: 07-05-2012 04:17 PM by Falko.)
07-05-2012 04:16 PM
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TheDudeAbides Offline
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Post: #12
RE: 1.2 Patch Requests
(07-05-2012 04:16 PM)Falko Wrote:  4) autobuy only in towns with >50% reputation
- you first have to trade manually with the town
- you cant "kill" a town by automatically buying all food (in a MP game) because your reputation goes down with that action

The first point would be irrelevant, since you'd have to have a high reputation to be able to build a warehouse anyway.

The second is good for MP glitch prevention, but you could still easily manually buy all the food from dock to warehouse.
07-05-2012 04:47 PM
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TheLostPenguin Offline
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Post: #13
RE: 1.2 Patch Requests
The ui definitely needs 'fixing', both allowing resizing of trade and convoy cargo windows, and in general much of it is simply too small to see comfortably, frankly the entire thing looks like it was designed purely with the console market in mind assuming everyone would be using lower resolution TVs to play on, it doesn't look so great at at 1920*1080 when there's tiny blobs of ui stranded around the screen and huge amounts of empty real estate showing me a pretty backdrop. An option to scale the whole thing would be great, at a guess I could probaly increase the size of it by 15-20% and have a much clearer view w/o things getting super cluttered.

Regards an 'autobuy' option I personally don't see it as being a huge gamebreaker, but then again I can also live without it, in PR2 I generally only use it to buy imported goods to my governor town warehouses at best prices, everything else I produce myself with full vertical integration of my supply chain (at least once past the early start-up phase of a game), in order to maximise profits.

A few other things that need to be readded from PR2 are the 1/10/100 buttons (as already mentioned iit) and the currently selected convoys cargo utilisation on either/both the trade screen and the current cargo contents screen. Why the capacity is shown on a seperate tab to the contents is a complete mystery to me, even if you duplicate that infomation on both the convoy overview/cargo contents tabs it makes more sense than as-is right now.

Also please let us edit or at least just VIEW the kb shortcuts, whilst a few are carried over from PR2 not all are (why for the love of something holy does <h> no longer open the trade window??), frankly not letting us edit/create keybindings in a game with relatively few smacks of lazy console port, shouldn't be at all hard to implement.

Perhaps not something for next update (altho would be nice) would be to allow convoys to defend towns, this was in PR2 and makes no sense to remove, however it should also be combined with changing the way standings are handled. Basicly you shouldn't lose standings for defending yourself when attacked (and not in posession of a letter of marque), if another faction wants to aggress me because of poor standings thats fine, so long as they initiate combat I should be able to defend myself however I see fit without rapidly becoming pirate to everyone.
07-05-2012 06:30 PM
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Falko Offline
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Post: #14
RE: 1.2 Patch Requests
best solution for defending would be changing the patrol technique
atm i can not set a ship on patrol if it is in the town/harbour
chang:
if i set a ship on patrol in a town it will defend that town against all aggressors (pirates,other nations)
if i do that in a town owned by a nation i get a small fee so i dont loose money while helping the nation
if the town is attacked by another nation i get a big bonus for the nation because i helped defending the town and a small! malus for the attacking nation
if i do that in my own town i get a no fee and no reputation malus/bonus whatsoever
07-05-2012 06:52 PM
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Graufalke Offline
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Post: #15
RE: 1.2 Patch Requests
I would HAPPILY pay a penalty for the steward to have more options managing at least SOME trade functionality for bringing raw materials in to the warehouse.

Or come up with a building that represents automatically purchasing supplies.

I just feel like this trade empire I am building is full of financial morons.

Steward: "I do not care if we are short raw materials. I'm not buying anything from the town, it is not in my job description, you go pick it up."
Captain: "Okay 'General Useless' ignore the supply here for 60 each, I will go to pick up raw materials from that city days away for 100 each and be sure to NOT pick up enough. I'll show the boss how much initiative I have!!"
Boss: *facepalm*

Steward: "Hey boss. We are short of raw materials! (World Notice) We are short of raw materials! (World Notice) We are short of raw materials! (World Notice)..."
Boss: "Just buy some from the town."
Steward: "Hey boss. We are short of raw materials! (World Notice)."
Boss: "Seriously, just buy some from the town. The town produces all the raw materials we need for our industry. What the heck am I paying you for, just to send me annoying messages?"
Steward: "Hey boss. We are short of raw materials! (World Notice)."
Boss: *Facepalm*
07-05-2012 08:11 PM
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TheLostPenguin Offline
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Post: #16
RE: 1.2 Patch Requests
Another couple of annoyances I just thought of...

Using multiple ui windows at once. At present you seem to be only able to work with one window at a time, anything else onscreen is locked untill you close say the trade screen (the one that annoys me most like this when I want to swap tabs on convoy window to see remaining capacity), there doesn't seem to be any real reason behind this and just leads to extra clickyclickyclicky to close one screen, briefly do/select something else then reopen whatever I was doing before. The apparent lack of kb shortcuts for several windows just adds to this frustration.

Those kb shortcuts that do exist no longer toggle windows open/closed, just open them, fixing the toggle behaviour would be nice.

When any window opens, if the mouse is already in position over a button you have to move the cursor at least 1 pixel before you can click the button, otherwise the mouseover button isnt correctly detected.
07-05-2012 08:51 PM
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Falko Offline
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Post: #17
RE: 1.2 Patch Requests
(07-05-2012 08:51 PM)TheLostPenguin Wrote:  the one that annoys me most like this when I want to swap tabs on convoy window to see remaining capacity
100% *sign*
the convoy menu shopuld work with an open trade/organise/convoylist window
it was possible in P4
07-05-2012 08:56 PM
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vorius Offline
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RE: 1.2 Patch Requests
(07-05-2012 08:56 PM)Falko Wrote:  
(07-05-2012 08:51 PM)TheLostPenguin Wrote:  the one that annoys me most like this when I want to swap tabs on convoy window to see remaining capacity
100% *sign*
the convoy menu shopuld work with an open trade/organise/convoylist window
it was possible in P4

+2 on that.

Sucks to have to close the town window, flip the tab on the convoy window, then re-open the town window
07-05-2012 09:09 PM
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Garuk Offline
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Post: #19
RE: 1.2 Patch Requests
Request: Original Port Royale naval battle combat (Control of multiple ships with ease of control).
http://www.youtube.com/watch?v=NIAUE0rYa...ure=relmfu
-Rep decay overtime is quite painful.
-Pirates snowball if left alone, not to mention harass(are powerful regardless).
-Trade route menu is confusing
-Better visual effects on sails to indicate the amount of damage to them.
-There is no gambling at the tavern. Sad No hiring pirates either to my knowledge.
-Boarding is very glitchy. Either passing or being kited.(wouldn't the crew be using hooks and ropes to close the distance? With both ships coming to a halt.)
-More floating debris. Rarely come by that many or does it have to do with your rank?
-Also, if memory serves PR1 had combat with other ship captains and town guards prior to capture.

PR1 was better than the 2nd IMO
08-05-2012 03:49 AM
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Tromp Offline
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RE: 1.2 Patch Requests
I made an account just to post here, my requests are as follows:

My list of requests:
- Ships have too much cargo, in PR2 the biggest cargo hauler the Trading Fluyt had a maximum of 250 ton. Now the trading fluyt has a storage capacity of 800 tonnage which is just insane. You can do entire trading routes with 1 ship and make a fortune.
- Production of resources from player-made buildings is quite high. I build 2 cotton farms +1 extra field each and suddenly I received 120 cotton every 10 days. Which I had to sell at 120% or my warehouse would be full.
- Stewart need to have set-prices to sell. I started at the Grand Bahamas and had to sell my corn at 120% otherwise it would be full in a few days but when my trading ships enter port and drop their goods off in my warehouse they are also sold at 120% which just cuts in my profit.
- Stewart need a buy option, it worked in PR2 like a charm and just makes the game less chaotic.
- Prices of ships should increase, I believe the trading fluyt was like 60.000 which is a decent price in PR2 but in PR3 I make almost 10x as much profit. Buy 3 trading fluyts and set them on profits and you make 100K a ship each turn.
- Some towns have resources and production in the same town. Isabella for example has Hemp and Ropeyard which is simply your own production facility right there, no trade is needed. Not a challenge and quite the money maker (Free hint Tongue)
- More Flags, there are like 6 of them and all are blue :/
- Towns grow way too easily, but that is probably because of the super high production rate and large cargo holds.
- Manual trading mode can be confusing because you actually have to write down the settings of the previous town so you don't forget to unload it in the next.
- And like in PT4 I don't want to kill pirates but I have to or I get raped in the butt by them Sad
08-05-2012 09:12 AM
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hehekta Offline
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RE: 1.2 Patch Requests
Please, please, make pirates more agressively: give him a chance to sink trader ships, and not just take cargo.
08-05-2012 09:25 AM
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Peksu Offline
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Post: #22
RE: 1.2 Patch Requests
(08-05-2012 09:25 AM)hehekta Wrote:  Please, please, make pirates more agressively: give him a chance to sink trader ships, and not just take cargo.

I am not sure what you mean, I had all my trade+escort ships sunk for a total of 4 times in a row by pirates in the trader campaign, leaving me with 0 ships Smile Besides, you already have the option of choosing a higher level of pirate aggressiveness in the free play mode, from difficulty options.
(This post was last modified: 08-05-2012 10:37 AM by Peksu.)
08-05-2012 10:36 AM
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hehekta Offline
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RE: 1.2 Patch Requests
(08-05-2012 10:36 AM)Peksu Wrote:  I am not sure what you mean, I had all my trade+escort ships sunk for a total of 4 times in a row by pirates in the trader campaign, leaving me with 0 ships Smile Besides, you already have the option of choosing a higher level of pirate aggressiveness in the free play mode, from difficulty options.

If my ship has no military escort, pirates just take the cargo, and ship continue traderoute. Less to lose cargo, than to protect this.
08-05-2012 11:15 AM
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Capt Blacktoe Offline
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RE: 1.2 Patch Requests
(08-05-2012 10:36 AM)Peksu Wrote:  
(08-05-2012 09:25 AM)hehekta Wrote:  Please, please, make pirates more agressively: give him a chance to sink trader ships, and not just take cargo.

I am not sure what you mean, I had all my trade+escort ships sunk for a total of 4 times in a row by pirates in the trader campaign, leaving me with 0 ships Smile Besides, you already have the option of choosing a higher level of pirate aggressiveness in the free play mode, from difficulty options.

Without guns on your ship you don't have the option of the fight, also if you decide to surrender you will just lose the cargo not the ship, though I'm unsure if this is still the case once the fighting has begun.
08-05-2012 03:15 PM
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TheWindupMan Offline
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Post: #25
RE: 1.2 Patch Requests
(08-05-2012 03:15 PM)Capt Blacktoe Wrote:  
(08-05-2012 10:36 AM)Peksu Wrote:  
(08-05-2012 09:25 AM)hehekta Wrote:  Please, please, make pirates more agressively: give him a chance to sink trader ships, and not just take cargo.

I am not sure what you mean, I had all my trade+escort ships sunk for a total of 4 times in a row by pirates in the trader campaign, leaving me with 0 ships Smile Besides, you already have the option of choosing a higher level of pirate aggressiveness in the free play mode, from difficulty options.

Without guns on your ship you don't have the option of the fight, also if you decide to surrender you will just lose the cargo not the ship, though I'm unsure if this is still the case once the fighting has begun.

In my experience, surrendering after the battle has been going for a while results in losing a lot more cargo than you otherwise would. If you think there's a good chance you may not win a battle, I think its best to surrender right away.
08-05-2012 06:39 PM
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Fortunis Offline
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Posts: 98
Joined: May 2012
Post: #26
RE: 1.2 Patch Requests
Could you add to the list-

1) An ingame Encyclopedia. Either for information gathered by the player (i.e. ships owned, seen for sale or come across in battles) or a static encylopedia packed with the games info.

2) Improve the attacking town/hideout part of the game. At the moment it sucks real bad, and i mean REAL BAD. More info here at this post (half way down)
(This post was last modified: 09-05-2012 03:04 AM by Fortunis.)
08-05-2012 09:39 PM
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TheDudeAbides Offline
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Posts: 117
Joined: May 2012
Post: #27
RE: 1.2 Patch Requests
(08-05-2012 09:12 AM)Tromp Wrote:  - Stewart need to have set-prices to sell. I started at the Grand Bahamas and had to sell my corn at 120% otherwise it would be full in a few days but when my trading ships enter port and drop their goods off in my warehouse they are also sold at 120% which just cuts in my profit.

Yep, this is a great illustration of why we need individual pricing.
09-05-2012 01:02 PM
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TheDudeAbides Offline
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Posts: 117
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Post: #28
RE: 1.2 Patch Requests
(07-05-2012 08:11 PM)Graufalke Wrote:  Steward: "I do not care if we are short raw materials. I'm not buying anything from the town, it is not in my job description, you go pick it up."
Captain: "Okay 'General Useless' ignore the supply here for 60 each, I will go to pick up raw materials from that city days away for 100 each and be sure to NOT pick up enough. I'll show the boss how much initiative I have!!"
Boss: *facepalm*

Steward: "Hey boss. We are short of raw materials! (World Notice) We are short of raw materials! (World Notice) We are short of raw materials! (World Notice)..."
Boss: "Just buy some from the town."
Steward: "Hey boss. We are short of raw materials! (World Notice)."
Boss: "Seriously, just buy some from the town. The town produces all the raw materials we need for our industry. What the heck am I paying you for, just to send me annoying messages?"
Steward: "Hey boss. We are short of raw materials! (World Notice)."
Boss: *Facepalm*

Dear god so true. I lol'ed.
10-05-2012 01:56 PM
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Lucrix Offline
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Posts: 1
Joined: May 2012
Post: #29
RE: 1.2 Patch Requests
Hello,

I know that when you see how long is this post, you said "another freak guy had post what thinks about this game". However, there are some suggestions which aren't in game and nobody request them and I've explained them in this post.

1. It seems that auto-buy is a pretty tricky option. How I see this option:
a. Hiring Steward should enable me to set warehouse buy/sell prices individually (as TheDudeAbides sais).
b. The game shouldn't allowed me to auto-buy and auto-sell same product in the same time in the same town. If I set auto-buy for a product, I cannot set auto-sell for that product in the same town. If I set auto-sell for a product, I cannot set auto-buy for that product in the same town.

2. Why other nations can have SEVERAL convoys in harbor to protect their towns and I cannot have any convoy? So, please allow convoys to defend harbor and don't decrease reputation with any nation if some nation attack my town, because I just defend it.

3. When a convoy protect a harbor (for a long time), and the Condition of a convoy goes under X% (X is set by player, like 50%), the convoy should be auto-repaired in the harbor and pay the price for repairs.

4. Is OK that the repairs have a low price in harbor of my nation, but in harbor of other nations, the price should be influenced by reputation of town and nation. In this case, some repairs can have a very high price and it should allow me to choose how much the convoy will be repaired (minimum 10% from actual Condition).

5. +1 Falko for pirates and reputation

6. At free play, put an option to "destroy nations". With this option enabled, even last 2 towns can be conquered and if a nation will remain without towns, will disappear from map, or periodic (rarely) can send 1 convoy from Europe to try again to take a town in Caribbean. However, this option should be available to enable it in the middle of the game (because some players have tens of hours played and shouldn't start the game again).

7. As pirates can be found in Tavern, I should can create a contract with the pirate to... attack a specific nation. If that pirate will be destroyed before contract will finish, I will support some consequences (like -10% Reputation for all nations).

This last 2 suggestions hope to appear soon but however, probably will appear in PR4 Smile
8. A nation... is a nation, not a part of it. What I want to say:
If I take over a town, I create my own nation. This means that should happen:
- The top bar should have 5 nations instead 4 after I take over the first town
- Governor's town. (read point 9. to see what to be used)
- Low reputation with other nations means many chances that that nation to declare war to my nation
- Other nations can declare war to my nation. This means that I am at war with that nation and any attack shouldn't affect my reputation with other nations.
- I can declare war (in some circumstances) to any nation. As a suggestion... for every pirate hideout destroyed, I can declare one time war to one nation.
- I should ally with other nation in a war and gain reputation
- Nations should be eliminated (as in reality) if they don't have any town on the map.
- Rarely, other nations from entire world can arrive in Caribbean to take over a town and create it's nation on the map.

9. RESEARCH. Every nation have their own researches, but in Port Royale researches should be simple and for some things like:
- Harbors on levels. Each level can create larger ships
- Research parts of ships (like how many canons can be on a single ship, how many sailors can be... etc.).
- Research speed (easier materials... etc.)
- Research creating a specific ship (with researched parts), and YES, CREATE SHIPS IN MY HARBOR, at my request. The ships can be sold to merchants and other allied nations.
- Rent a Warehouse in Europe
- Researching above option will enable "creating treasure fleet for my nation".*
- Create a harbor in Europe. This option will enable Treasure fleet to be repaired at low prices when it's at European Warehouse.
- Steward in European Town, which will buy European goods to load them in Treasure fleet and sell goods arrived from Treasure fleet.
- Selling goods to more countries. **

* Treasure fleet for my nation:
- Creating a treasure fleet can be done by creating a convoy and set it as Treasure fleet.
- The treasure fleet will goes automatically to Viceroy's and Governor's towns, but will be automatically repaired in Viceroy's town and in European harbor (and pay the price for repairs).
- The Treasure fleet can be attacked by pirates and other nations but the fight will be automatically resolved.
- The Treasure fleet can be modified only in Viceroy's town, modifying means add/remove ships. In the same town should be allocated sailors which will goes automatically to Treasure fleet when will arrived next time in the harbor.

** If Treasure fleet will arrive with 100 coffee, it shouldn't be a problem to sell it at a good price, but if arrived with 100.000 coffee, than it should be sold to several countries. This means that should be done researches for every country in Europe in order to sell large quantities of goods.

Thanks for reading. You probably need a break right now Smile

Have a nice day!
(This post was last modified: 15-05-2012 11:30 PM by Lucrix.)
15-05-2012 01:43 AM
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