Patrician IV Bug Reports Thread (Version 1.3 only!)
(16-05-2011, 05:01 PM)Galileon Wrote: Is this a bug or is it my computer? I've noticed that the citizens in my towns walk like they are marching and walk through each other. Maybe my game settings are off?Sad
Any ideas for correcting this? I find it hard to believe that Kalypso would design the game this way.

A good rendering of how Kalypso game writers design units and the way they move about. This is no bug. I also noticed that some townspeople can even literally walk on water as they "cross" the harbour from one pier to another. They also can walk through the side of hills as if the hills were liquid.

On a related note, I was surprised to know that the apiaries in Hanseatic towns remain in full bloom throughout the winter (and where do they get honey, wheat, grapes, and hemp from in wintertime?). This is just a fairy tale.
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(16-05-2011, 05:06 PM)Dorimil Wrote: Does it stay the same if you reload the save?
it could happen by random, that a lot of the citizens got the same starting point and then "marching on". i reckognize this in my game, too, but after reloading ths "bug" dissapear...

I tried re-loading a saved game, as you suggested, and there was some improvement. But still, I had townies walking through each other. I'll try changing the settings, I don't recall if this happened when I had mid-level settings, but then I was not zooming in on my towns.
Thanks Smile
Living the butterflys' dream.
Zhuangzi
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(18-05-2011, 01:27 PM)Gute Sjoeman Wrote: I also noticed that some townspeople can even literally walk on water as they "cross"
the harbour from one pier to another. They also can walk through the side of hills as
if the hills were liquid.
This may happen, but we tried to avoid a behaviour like this and tried to find all critical areas and mark them as forbidden.
There have been small changes in the patches and in P IV: RoaD on this issue, so it's important to know what version you are referring to.
Do you have screenshots or anything that helps me to reproduce this behaviour?



(18-05-2011, 01:27 PM)Gute Sjoeman Wrote: On a related note, I was surprised to know that the apiaries in Hanseatic towns remain in full bloom throughout the winter (and where do they get honey, wheat, grapes, and hemp from in wintertime?). This is just a fairy tale.
Would be a pretty boring time until this mid-autum week when you get all the goods of one year of production Tongue
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(18-05-2011, 05:24 PM)Daan Hugo Wrote: This may happen, but we tried to avoid a behaviour like this and tried to find all critical areas and mark them as forbidden.
There have been small changes in the patches and in P IV: RoaD on this issue, so it's important to know what version you are referring to.
Do you have screenshots or anything that helps me to reproduce this behaviour?

Sure! I mean Version 1.3.0. Here's a screen grab showing townspeople walking on water:

[Image: https://lh6.googleusercontent.com/-5Zh6j...er%2B2.jpg]

(18-05-2011, 05:24 PM)Daan Hugo Wrote: Would be a pretty boring time until this mid-autum week when you get all the goods of one year of production Tongue

Well, I agree that trying to make a game closer to reality in any way possible could make it boring. But some details do matter. Wheat just doesn't grow in winter. Merchants could stock up enough stuff by mid-autumn to run their business all year round. Or they could send ships to the Mediterranean for additional supplies when they run out of their own. I think it would be best if the player could choose between an all-year-production mode and a summer-to-autumn production mode. BTW, I like the option for choosing between a traditional geography of industries and a random one. Why not do the same with the seasons?


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Well, the production of wheat, honey, etc is lower during the winter. Isn't that realistic enough? Wink

I agree with you, that it would bring more difficulty to the game. the player has to plan the production, the stock and so on...could be interesting! Wink But needs more man power to program and develop it.
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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(18-05-2011, 11:37 PM)Gute Sjoeman Wrote: Sure! I mean Version 1.3.0. Here's a screen grab showing townspeople walking on water:

[Image: https://lh6.googleusercontent.com/-5Zh6j...er%2B2.jpg]
I need to know in which town this screenshot was taken.
I checked every town, but wasn't able to reproduce this until the facepalm hit me :p
You are using version 1.3.0, but most probably an older savegame. Is this assumption right?
Try to find out by starting a new game.

Best regards,

Daan
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(19-05-2011, 10:46 AM)Daan Hugo Wrote: I need to know in which town this screenshot was taken.

Visby. But I saw this happen in Scarborough and Edinburgh as well.

(19-05-2011, 10:46 AM)Daan Hugo Wrote: I checked every town, but wasn't able to reproduce this until the facepalm hit me :p
You are using version 1.3.0, but most probably an older savegame. Is this assumption right?

I think you're right there. I'll check the version number of the original game.

(19-05-2011, 10:46 AM)Daan Hugo Wrote: Try to find out by starting a new game.
OK.

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So it's just a negligible problem (because this issue doesn't affect the intended gameflow) which can be avoided by starting a new game after updating it. Wink
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(19-05-2011, 03:18 PM)Daan Hugo Wrote: So it's just a negligible problem (because this issue doesn't affect the intended gameflow) which can be avoided by starting a new game after updating it. Wink

No. It's a nuisance to have to start a new game every time you discover some funny bugs after an update. Tongue


Here are more screen grabs showing impossible things happen. The pics show a 1.3.0. game that was started before the latest update. So, please, check if those bugs have been fixed in the current version.

The screen grabs are pretty self-explanatory, but I'll comment on them. The two top pics show a university building and a hospital respectively, with mansions built in the very same place. Looks like two buildings can be built on the very same spot in the central part of the city (Visby).

[Image: https://lh3.googleusercontent.com/-0ZqsI...rsity2.jpg]

[Image: https://lh4.googleusercontent.com/_1k6ra...pital2.jpg]

This screen grab shows a flooded city (Visby). Sea water appears to be where you'd expect to see lawns, the hills, and the woods. The streets and buildings appear to be unaffected.

[Image: https://lh5.googleusercontent.com/_1k6ra...Flood2.jpg]

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Quote:The pics show a 1.3.0. game that was started before the latest update.
We already fixed bugs like these, so please only report a bug if you are sure that you started your game with the latest version (without the add on: 1.3.0). Like the name of the thread said: 'Version 1.3 only!'
An older savegame brings your townstate back to an former version and this will cause problems.
@Gute: ...but in your case that means, that I can't reproduce these bugs. ...and if I can't reproduce them, we won't be able to fix them... Try to start an new game and tell me if you find anything like this.

Best regards, Daan
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I had taken a loan from Malmo for 100,000 and was due to repay 130,000.

I became flush with cash and since I didn't want the loan hanging over my head, I just went ahead and repaid it early.

When the loan due date came up, it charged me the 130k again.

Has anyone encountered this?
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I'm not quite sure where you spend your money, because there is no way to repay it early Wink
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(20-05-2011, 04:57 PM)Daan Hugo Wrote: I'm not quite sure where you spend your money, because there is no way to repay it early Wink

In this screenie you can see the loan, the date and my current funds.

[Image: http://cloud.steampowered.com/ugc/542894...F314051E1/]

In this one you can see the pop-up for repaying the loan early.

[Image: http://cloud.steampowered.com/ugc/542894...017A7450B/]

Here you can see the amount has been deducted from my bank.

[Image: http://cloud.steampowered.com/ugc/542894...D320FB63B/]

The problem is that when 30-11-1370 rolls around, I get hit for another 130k.


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I cannot find this mentioned anywhere after an extensive search, and am surprised it hasn't come up before.

In the build menu it has the requirement of bricks at 100 to upgrade the church to a minster, but when I actually go to upgrade the church it shows the brick requirement at 1000. I am assuming the requirement to be 1000 as that makes more sense with the Wood and Metal Goods at 500 each. Had I known this ahead of time I would have buillt more Clay Pits, and would not now have to waste my time hunting the bricks elsewhere (I have plenty, but they are spread all over the map). This is another example of an extremely simple fix which should have been caught before the game was ever released (it also says that a cathedral is needed to expand the population TO 10000, but I believe it should be BEYOND 10000. Haven't got that far myself yet).

I have read enough on the subject before of a decent guide to this game and do not wish to start the debate anew, but for a occasional gamer this would greatly inhance the appeal. I simply do not want to waste the little time I have for this pursuit searching for answers to questions which should be covered in the user's manual (not to mention the pitiful search engine which is built into this forum, which seldom allows me to search for phrases but requires me to search one word at a time and then search up to 100 threads for the actual information I am seeking).

I enjoy this game and find the fact that the strategy changes as the population increases one of the main reasons for it's long-term appeal. It would be nice (if the company itself refuses to answer the call) for some of these people who have so much time to reply (with hasty responses at times) to all of the forum entries to use that time to put together a guide which mentions all of these little kernals of wisdom which we casual gamers simply do not wish to take the time to research. For such a guide to be efficiently useful, debate and superfluous information should be kept to a minimum. If it was put in the upper level of the forum it would be useful to both newbies and casual gamers. I would be happy to contribute if someone would like to spend the time to set something up.

Hopefully, this does not start the debate again.
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I'm not sure if these have been mentioned before (and I'm too lazy to read 5 pages of thread), but I've become annoyingly aware of these two oddities:

1) Once I've taken a mission from the League, such as developing a village into a Hanseatic Trading Post, thereafter when I go to a Guildhall, the description of that mission is the ONLY Notice item shown at the Guildhall. Periodically a "Mission Available" icon pops up over the Guildhall, but whatever that new task(s) may be, I can't see it, much less accept it. Once the current task is completed, _then_ I see that there are several missions available, but as soon as I select one, once again the description of _that_ mission is all I can see.

2) While I was developing the village, Gothenburg sent out a pirate, which I promptly chased down and put out of business. Once I finished the current Guild assignment (see above), I discovered a mission for "Destroy the pirate sent out by Gothenburg." I figure "Easy money!" and accept the mission, as I've already dealt with that pirate. However, after accepting the mission, instead of being rewarded immediately and then be allowed to accept another Guild mission (see above), the mission stays active, like the pirate is _still_ out there. I'm keeping my eyes open, looking to see if one of my convoys trips over a pirate anywhere on the map that may be **another** pirate dispatched by Gothenburg, but if another exists, it's invisible. If the reward is paid at the deadline, it's worth not Canceling the mission and choosing something else. But I'd hate to keep it active for several game-weeks, only to be told "Mission failed" because I didn't/couldn't destroy that particular pirate **after** I accepted the mission (as I had already done that beforehand). If the usual sequence for this particular bug is that at the deadline the mission WILL be declared a failure, I would like to know that _now_, so I can just Cancel the mission and start something else.
"Until you know what is worth dying for, Life isn't worth living."

"Choose wisely."
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1) You can only have got one guild mission running. that is the game design. therefor you don't have to know what missions are available until you finish the acutal one (successful or not).
After becoming elderman, it's up to you to create the new missions. Then you will know which missions are offered.

2) i have never had that situation, but that sounds like a bug. the mission should disappear if the pirate is already beaten. In my games the towns only send one (!) pirate at the same time.
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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For the record, if you accept a mission that you have already completed before accepting the mission, when the deadline arrives you get a "Mission failed" announcement. So, if the situation comes up, don't bother to accept it.
"Until you know what is worth dying for, Life isn't worth living."

"Choose wisely."
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BUMP ! - since Kalypso Media seems not to take notice to this issue I "BUMP!" this post.
I expect the local "Dutch , jury and executioner" & "her gang" will award this post by adding negative "reputation" to my person.......

(26-12-2010, 06:31 PM)cybernike Wrote: The "low" setting for the pirate activity has no obvious change or is still too active. I still have to spend a lot of my time killing pirates and it is too repetitive.

Would it be possible to have an option to make roaming pirates disappear once and for all?

I concur and I will second that suggestion , firmly and strongly !!!!

For me then the frequent and far too difficult pirate activity is simply "killing the game".....
Let those that wants things as is have a game setting where they, after a fix, can set pirate activity and difficulty relatively higher - meaning that they can afterwards then have the choice to set the level up to that of version 1.30, which is at present (version 1.30) is considered "normal"/"low"(which it is not) or "v.130 easy" (which is not easy either)....

------------------------------

I would like to add that rather than saying "nay" then "Kalypso Media" ought to realize that the higher the configurability of the game is the broader an audience it might appeal to.
I enjoyed the trading and building strategy elements of the "Patrician IV" most and can't see the fun in using all ones time fighting a seemingly uphill battle against pirates all the time or using most of my time trying to figure how to deal with all the pirates in the V. 1.30 of the game (on easy/low setting).
All the pirate aggression in the "Patrician IV" game spoils the game for me as do peoples aggressive behaviour in this forum, because of my criticism of the "pirate activity issue" in the "Patrician IV" game, spoil my participation in this forum....

I ofcourse understand that making changes to the game will take "ressources" for "Kalypso Media" - however a lot of people won't enjoy the game very much as is now which in the end only ought to make "Kalypso Media" loose potential customers...
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Hi!
Thank you for your detailed feedback! No negative rep. for this, you're just telling what's on your mind - you're honest and that's positiv! Wink

An option to change the difficulty at any time of the game is not intended and probably would cause problems (e.g. co-op mode)...

Furthermore, there will not be an option to turn the pirate activity off. We already gave you the option to set the activity to low (changeable at any time of the game).
As explianed many times before, the pitrates are a part of Patrician IV and they can not be disabled, because many other features are depending on pirates (e.g. most missons). There are lots of methods to handle them. If you don't want to fight manually, you shoud check out the 'auto' fight: You'll save same time, but it will cost a little more...
Fact is: There has been piracy in Patrician II (Patrician III) and there has been piracy in the RL-Hanseatic League. ....and a great merchant has to protect his business, if necessary by the power of arms Wink

I hope you can understand the stated reasons. If you need some help with defeating pirates, you should get lots of tactics in this board Wink

Best regards, Daan
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(28-06-2011, 04:14 PM)Daan Hugo Wrote: Fact is: There has been piracy in Patrician II (Patrician III) and there has been piracy in the RL-Hanseatic League. ....and a great merchant has to protect his business, if necessary by the power of arms Wink

I hope you can understand the stated reasons. If you need some help with defeating pirates, you should get lots of tactics in this board Wink

Best regards, Daan

Thank you for your kind reply

Fact is: I have been playing both Patrician II & Patrician III more times and never ever have had any difficulty what so ever handling pirates in those games. When it comes to Patrician II & Patrician III then I might also well be amongst the better customers as I have the games in more versions, different physical and download (digital) also I think.

Patrician IV simply got too high a pirate difficulty for some peoples taste.
I thank you for advice ( I were already aware that one could "get lots of tactics in this board") , but the point here is that for some of us it still gives us no pleasure and we simply do not want to be bothered to that degree.
Though I can support "cybernike" 's view then I personally do not mean that the pirates have to vanish , just that the generel difficulty ought not be harder than that of Patrician II & Patrician III . But discussing that would be endlessly because of differing view points.
Also it would be to no avail as "Kalypso Media" obviously will not be making any alterations anyway.

I'll just have to drop Patrician IV and similar products.....

But as said : Thank you for your kind reply !
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I rather agree with P_P. If there wasn't such a GREAT disparity between Auto and Manual results, it wouldn't matter. That is, if I invest 30+ minutes in Manual combat, I can use ONE ship with a half-strength crew to defeat _three_ pirate vessels, and capture one of them as well. If I allow an auto convoy to use Auto combat with just one armed escort, that's a guaranteed loss of a ship, as well as cargo. I feel like I'm being blackmailed into using Manual combat! It's either that or spend shiploads of money to arm, crew, and train EVERY convoy just so they stand a chance in Auto combat.
"Until you know what is worth dying for, Life isn't worth living."

"Choose wisely."
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(28-06-2011, 08:21 PM)CaptainPatch Wrote: It's either that or spend shiploads of money to arm, crew, and train EVERY convoy just so they stand a chance in Auto combat.
and with that you turned the problem "i dont want to play an action game" into "more stuff i have to solve by trading" Big Grin
how do i get early captains with 5 experience
where can i get enough ships buying/building
is an automatic pirate figter convoy selfsustaining ?(conquers more ships than the pirates sinks)
is there an influence of the crew
do i really need to arm all convoys or is it cheaper to just use 1-3 fight convoys (with parking as patrolships)

and you will not get the same result in manual and automatic combat
if that would be the case NOBODY would use manual combat
but i think we had this discussion some weeks ago

you can play just fine without ever doing a manual fight
you have to invest more money/ships with automatic fight
that creates a economic challenge and in my opinion thats great if you want to play an econonomic/trade simulation
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(28-06-2011, 08:21 PM)CaptainPatch Wrote: I rather agree with P_P. If there wasn't such a GREAT disparity between Auto and Manual results, it wouldn't matter. That is, if I invest 30+ minutes in Manual combat, I can use ONE ship with a half-strength crew to defeat _three_ pirate vessels, and capture one of them as well. If I allow an auto convoy to use Auto combat with just one armed escort, that's a guaranteed loss of a ship, as well as cargo. I feel like I'm being blackmailed into using Manual combat! It's either that or spend shiploads of money to arm, crew, and train EVERY convoy just so they stand a chance in Auto combat.

Thank you very much , that was very kind of you to admit that publicly...

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(28-06-2011, 08:41 PM)Falko Wrote: and you will not get the same result in manual and automatic combat
if that would be the case NOBODY would use manual combat

Which would confirm that "nobody" wants to do Manual combat! Whatever happened to giving customers what they want rather than forcing them to do something they would prefer to avoid if at all possible?

"Until you know what is worth dying for, Life isn't worth living."

"Choose wisely."
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(28-06-2011, 11:16 PM)CaptainPatch Wrote: Which would confirm that "nobody" wants to do Manual combat! Whatever happened to giving customers what they want rather than forcing them to do something they would prefer to avoid if at all possible?

Not so sure – I was concerned about naval combat but it is just different to P3, and once the penny drops it is reasonably straight forward.

I use fully expanded crayers with full crews and as soon as you can, research “Fighting Sail” it gives you a good advantage.

Manual Combat – the AI is unsophisticated – it runs the same “plays” each battle. One of the ships is passive – no manoeuvring, it just steers a straight line and accepts incoming. Identify it and use the over the shoulder method to sink it, run just in front of it and up wind at 45 degrees to the wind. (I will try to get some screenshots edited in to this post from the next battle I run.) This course allows you to turn away if another of the attackers gets involved. If you sink one of the “Active” ships first then the passive ship becomes active – so it is easier to sink the "passive" one first.
Then the other two, the active, ships can be attacked by using a “figure of 8” course, sailing with the wind, this allows you two broadsides each of the “figure of 8” courses you complete. (Screenshots when available). The attacking AI ships always want to turn downwind so they will turn into your field of fire rather than you turning into theirs.
I still think there is an issue with AI manoeuvrability that we discussed in this thread -->
http://forum.kalypsomedia.com/showthread.php?tid=9049
which is why I run downwind - faster AI ships when they are damaged gives them wider turns, which is an advantage to you.

After a bit of practice I’ve got it down to running at x3 speed and capture the last ship & cargo without a hit on my ship. This normally takes around 15 minutes per battle.

Automatic Combat – I use 3 fully expanded crayers with full crews and a Captain with at least 3 battle experience points. This will win without losing a ship but your ships sustain around, 30% to 40% damage per ship, but you lose the opportunity to capture the last ship and cargo. I've not had an automatic battle come back with a captured pirate ship as yet.

Also after sinking/capturing a number of the Pirate ships the AI will not attack your convoys, so you can get to choose your battles or not.



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(29-06-2011, 01:19 AM)billyplod Wrote: Manual Combat – the AI is unsophisticated – it runs the same “plays” each battle....

This, to me, is what makes Manual combat soooooo lame. Once you've figured out the AI's basic tactics -- that it uses over and over and over.... -- then EVERY Manual combat becomes a foregone conclusion. The only variance seems to be whether your ONE ship took little or _no_ damage. The actual effect is that, essentially, you've just wasted 30+ minutes of your life that you will never get back. The first several battles are entertaining, but after 10, 20, or 30 of them, they become a repetitious bore. So eventually, just to escape that boredom, you start to seriously think it may be worth it to spend a million or two building up several attack convoys commanded by captains with Battle 5 that specialize in chasing down pirates. [This, I believe, is the real underlying objective of the designers: to drain more of player's available cash so he doesn't become too rich, too fast.]

"Until you know what is worth dying for, Life isn't worth living."

"Choose wisely."
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Yes - the AI is there to hinder you - the basic design feature of all strategy games. In Patrician money equals power equals success, so the AI is after your money.

Yes - I agree with the tactic - build a couple of Captain's battle points up, with manual combat or buy them, and build them "Battle Groups", that is the most time effective way of operating.

The AI - in any game or computer simulation - for any situation - follows a set of rules defined by the programming. ( Designers would love to find the code that doesn't follow these rules "I-Robot by I. Asimov") Working out those rules or the outcome of those rules will allow you to plan for or at least know how to react to them. The more detailed the code the more sophisticated the AI seems, the more powerful, faster machine you need to run them on. It life's normal trade off.


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(28-06-2011, 08:21 PM)CaptainPatch Wrote: I rather agree with P_P. If there wasn't such a GREAT disparity between Auto and Manual results, it wouldn't matter.
That is, if I invest 30+ minutes in Manual combat, I can use ONE ship with a half-strength crew to defeat _three_ pirate vessels, and capture one of them as well.
If I allow an auto convoy to use Auto combat with just one armed escort, that's a guaranteed loss of a ship, as well as cargo.
I feel like I'm being blackmailed into using Manual combat! It's either that or spend shiploads of money to arm, crew,
and train EVERY convoy just so they stand a chance in Auto combat.


I can understand you state of view, but I can not share it.
That's nearly exploiting, using the 1-ship-vs.-3-pirates-strategy Tongue
But you're kinda right, but the disparity isn't that great. It is intended like this, so you've to decide: make big profits or save some time.
Try to use 3 Hulks (full armed and so on) for an auto battle and you'll win most of your battles and even capture a ship once in a while.
(In my games I've got a convoy called 'Hunter' started with 9 (fully armed and complement of men and a good captain) Hulks, rotating when damaged.
It's only for auto fights and by hijacking other ships the number of ships increased by more then 200...)


CaptainPatch Wrote:This, I believe, is the real underlying objective of the designers: to drain more of player's available cash so he doesn't become too rich, too fast.

Not exactly...
We want the user to make his own choice (auto fight, manual fight, 'scare tactics', ect.) and I think this is still possible.

billyplod Wrote:The AI - in any game or computer simulation - for any situation - follows a set of rules defined by the programming. ( Designers would love to find the code that doesn't follow these rules "I-Robot by I. Asimov")
Indeed! Tongue
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(29-06-2011, 11:46 AM)Daan Hugo Wrote:
(28-06-2011, 08:21 PM)CaptainPatch Wrote: I rather agree with P_P. If there wasn't such a GREAT disparity between Auto and Manual results, it wouldn't matter.
That is, if I invest 30+ minutes in Manual combat, I can use ONE ship with a half-strength crew to defeat _three_ pirate vessels, and capture one of them as well.
If I allow an auto convoy to use Auto combat with just one armed escort, that's a guaranteed loss of a ship, as well as cargo.
I feel like I'm being blackmailed into using Manual combat! It's either that or spend shiploads of money to arm, crew,
and train EVERY convoy just so they stand a chance in Auto combat.


I can understand you state of view, but I can not share it.
That's nearly exploiting, using the 1-ship-vs.-3-pirates-strategy Tongue
But you're kinda right, but the disparity isn't that great. It is intended like this, so you've to decide: make big profits or save some time.
Try to use 3 Hulks (full armed and so on) for an auto battle and you'll win most of your battles and even capture a ship once in a while.
(In my games I've got a convoy called 'Hunter' started with 9 (fully armed and complement of men and a good captain) Hulks, rotating when damaged.
It's only for auto fights and by hijacking other ships the number of ships increased by more then 200...)


CaptainPatch Wrote:This, I believe, is the real underlying objective of the designers: to drain more of player's available cash so he doesn't become too rich, too fast.

Not exactly...
We want the user to make his own choice (auto fight, manual fight, 'scare tactics', ect.) and I think this is still possible.

billyplod Wrote:The AI - in any game or computer simulation - for any situation - follows a set of rules defined by the programming. ( Designers would love to find the code that doesn't follow these rules "I-Robot by I. Asimov")
Indeed! Tongue

First of all : Then please do not let anything that I have written or am writing make the discussions here too heated......

Mr. 'Daan Hugo' , with all due respect , then I think that all the discussing here , proves my point exactly.
You have all your explanations as 'mindset' but apparantly keep overlooking the main issue here which is that some of us simply do not wish to use so much energy, strategy planning and time on the whole pirate thing. The name of the game is , after all , not "Pirates of 'whatever' " but "Patrician IV" and to expect people to invest so much energy, strategy planning and time on the whole pirate thing is simply downright wrong.
"CaptainPatch" were kind enough to admit to at least some kind of "frustration" (?). Other forum participants seems consumed of telling about how to handle things (the pirates).
Whatever happened to the attitude from games like Patrician II & III where ordinary people could sit down and enjoy a nice game of "Patrician" without having to go to a forum for advice about how to handle pirates and without needing the elaborate advice of the participants here....

I think that you keeps being locked in your 'mindset' , rather than concede that the game could have worked better with respect to the pirate thing, all this because you have a game that you do not wish to use more time on making having a higher configurability with respect to the pirates difficulty in the game.
Anyone who understands "PC gaming" will understand that opinions, attitudes and abilities differs from one person to another, thus configurability with respect to how the game behaves and how difficult it is always ought to be really high! (wanna see configurability then look at the old , low graphics, "Stars! " , and try a custom game with custom made race) .

Game configurability is a very important thing when designing a game, so that you can meet the needs of those that prefers the game to be "a stroll in the park" along side with those that really wished to be punished , stressed and beaten (or meeting the needs of those that simply want to spend all their time thinking out strategies how to beat pirates (and using a lot of time beating them if they wish a "satisfactory result") as well as those that don't have that need)

So : game configurability !, game configurability !, game configurability ! .
It really ought to be a no-brainer as far as the game maker ought to understand that....... And as I already have written once then : I would like to add that rather than saying "nay" then "Kalypso Media" ought to realize that the higher the configurability of the game is the broader an audience it might appeal to.

Kind regards , and thanks for a sober discussion about things.
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(29-06-2011, 09:12 AM)billyplod Wrote: The AI - in any game or computer simulation - for any situation - follows a set of rules defined by the programming. ( Designers would love to find the code that doesn't follow these rules "I-Robot by I. Asimov")

While that perhaps is true then the socalled AI behaviour in any game is, to much further extend than people might imagine, only limited by the skill , knowledge, imagination, and so on..................... , of the programmer(s). (I will refuse to discuss that matter any further and can not be goated into doing so either)
I have never made the transition to programming on modern computer systems - I utterly hate the whole "caught up in square boxes" (the modern Windows RAD programming enviroment).
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