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Author Topic: Favorite crew
chaoyun2k
Moderator
Posts: 492
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Post Re: Favorite crew
on: October 3, 2012, 14:21
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Pilly was the only character that I tested that required a certain stat. Based on the main characters that I tested, you need a total of 101 levels when adding sailing levels to battle levels. You also need most of your stats to be high (at 100, which shouldn't be a problem at those levels). I didn't get to Ali, but I'm pretty sure his level can be lower (I'm guessing by 10 levels total).

I tested by bringing each vagabond to my location and trying different values for the levels. That means that the only variable was their levels and did not include ranks, fame, or fortune. The only reason that I realized stats might count is that Pilly would not join even with 99 sailing level and 99 battle level. I tested various combinations for totals including sailing level of 2 and battle level of 99 (a highly unlikely combination) but the magic number was always 101 when your characters sailing stats were at 100. There were too many possible combinations for me to try to rule out every stat so I ran my tests with 100 stats in the four sailing categories.

Any information that I provide is based on the SNES version unless otherwise specified. I have thousands of hours into New Horizons and I have played it since it was released in the US on the SNES.

OldBob
Vagabond
Posts: 18
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Post Re: Favorite crew
on: October 3, 2012, 18:35
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Thanks, I guess that means in the normal course of a game, it is unlikely that Pilly or Uglu will join Joao. Does it hold true for the SNES version or just the PC version? What were the SNES stats on Pilly: Navigation, Battle, and the other 7? Can you get the stats on Uglu and Mohommed Syarook as well? I have the stat on Raccum, Davis, ad-Din, and Lugulan.

chaoyun2k
Moderator
Posts: 492
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Post Re: Favorite crew
on: October 3, 2012, 19:53
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That was from the SNES.

Pilly has 80 leadership, 100 seamanship, knowledge and intuition with a sailing level of 60. His battle level is 50 with stats of 68 courage and 52 swordsmanship.

Ulgu has 52 leadership, 79 seamanship, 62 knowledge, and 88 intuition with a sailing level of 21. His battle level is 28 with stats of 60 courage and 74 swordsmanship.

Mohommed has 87 leadership, 78 seamanship, 78 knowledge, and 66 intuition with a sailing level of 20. His battle level is 31 with courage of 85 and swordsmanship of 92.

Any information that I provide is based on the SNES version unless otherwise specified. I have thousands of hours into New Horizons and I have played it since it was released in the US on the SNES.

OldBob
Vagabond
Posts: 18
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Post Re: Favorite crew
on: October 3, 2012, 22:12
Quote

You are using the emulator on your PC and manipulate the data using a hex editor. ( I do that for Master of Orion III ) I still use the old SNES machine. What is the "Charm" rating for these guys and what special skills do they have? I am adding to the fact sheet that you have posted and Pilly is the only vagabond navigator I have left. I did not go for the Battle fleets or the Traders.

chaoyun2k
Moderator
Posts: 492
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Post Re: Favorite crew
on: October 4, 2012, 04:56
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Yeah, I'm manipulating the data using the emulator. I don't know enough about hex editors to use those for the PC version (or any other version for that matter). I still play using the cart and my original SNES unit.

Pilly's charm is 74 and he has all five skills. One of the reasons that I play Ali is because he is the only other character that can have all five skills without using a hex editor or manipulating the data on an emulator.

Ulgu's charm is 59 and Mohommad's charm is 76. They both have gunnery, cartography, and celestial navigation.

It wasn't until last year that I found out enough to use the emulator for testing. Before then everything I did was from playing the game (save, reload).

I still prefer the low level crew because their stats will be much higher by the time they reach the levels of the high-level vagabonds...and they will be MUCH cheaper. Pilly is normally the only exception to that and it is because he has all the skills AND his luck is 100.

Joao actually has two characters with 100 luck, but you can't get them in anyone else's game.

Any information that I provide is based on the SNES version unless otherwise specified. I have thousands of hours into New Horizons and I have played it since it was released in the US on the SNES.

OldBob
Vagabond
Posts: 18
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Post Re: Favorite crew
on: October 4, 2012, 06:39
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I agree with the low level Navigators to begin with. When playing Joao, I usually go in this order: George Eggel, Anthony Morgan, Antoine Fitch, Cizzaro Fedeliti, Dante Peleira, Luka Ullman, Antonio Pintado ( for use as a first mate with his high intuition ), Henry Mancine, Al Fasi ( for his accounting when Enrio leaves - Zagonos Bei is good as well but Cairo is farther away), Gus Johnson, Cisco Alvarez, Ivan Soledad, Richard Huxley, Miguel Solis, and Lawrence Edwards. When the Navigators with Gunnery get to a high enough Seamanship, they get a Full Riggged ship, until then they can easily sail the Xebecs. I do not use Domingo as a captain if I can avoid it, the skill levels gained by a captain are better used by a navigator with Gunnery for later in the game.

chaoyun2k
Moderator
Posts: 492
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Post Re: Favorite crew
on: October 4, 2012, 08:09
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I usually try to get 3 with gunnery because I don't take everyone into battle. I usually go in with the flagship and 3 or 4 other ships. Since the First Mate almost always has gunnery, I add Gus Johnson, George Eggel, and Cizzaro Fedeliti.

I stay away from a number of those that you list because their stats are terrible and/or their luck is atrocious. Characters with luck below 50 are: Manuel Melgoza, Louis Fareiro, Omar Kashani, Carmine Ragussa, Henry Mancine, Ivan Soledad, Fernan Pinto, Sabino Balboa, and Anthony Morgan. The last three are at least close to 50, so they are better than the others.

I try to make sure all my mates have above 70 in swordsmanship. That actually helps when firing cannons, just not near as much as the gunnery skill. At the same time someone with the gunnery skill and below 60 in swordsmanship is pretty useless for firing cannons (especially if their levels are already close to 20). Ok, that may be a bit overstated, but if their swordsmanship is low then the enemy can attack their ship and cut down on the damage anyway by wiping out your crew.

I've had 40 crew assigned to navigation (I wasn't planning on them fighting) that wiped out the crew of a Galleon.

Based on some tests run by someone else, courage didn't seem to affect damage caused by a crew firing cannons. Their test involved lowering courage by 20 points per test to see if the damage changed. That takes some set-up and I haven't had the patience to do that kind of test. 😀

Any information that I provide is based on the SNES version unless otherwise specified. I have thousands of hours into New Horizons and I have played it since it was released in the US on the SNES.

chaoyun2k
Moderator
Posts: 492
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Post Re: Favorite crew
on: October 4, 2012, 08:26
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I didn't mean to sound like it was a bad idea to use those others.

I watch luck because it usually seems to be the mate with the lowest luck that disappears in those spots where you loose a ship. Also, if you get caught in a storm it is usually the mates with the lowest luck that take the most damage. Storms can be avoided by figureheads and by having a good chief navigator or first mate and carrying 5 or 6 balms. Those with high intuition seem to warn you early enough to avoid most of the storms. I usually like Gus Johnson or Luka Ullman in those positions early.

Any information that I provide is based on the SNES version unless otherwise specified. I have thousands of hours into New Horizons and I have played it since it was released in the US on the SNES.

Igor-
Kipnis
1st Mate
Posts: 186
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Post Re: Favorite crew
on: October 4, 2012, 12:12
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It looks like we turned this game into a science. 😀

OldBob
Vagabond
Posts: 18
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Post Re: Favorite crew
on: October 4, 2012, 15:02
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Antonio Pintado is good for intuition as well and it frees Rocco up to be a captain early on. I usually avoid those trouble spots early on until I have Goddesses on all ships. Save and re-start is usually good for storms and having a few balms is essential. I have never had a problem with luck with these guys. By the time I get into battles, I do not care about making money so I go with a full fleet and everyone of the captains has gunnery so they usually make short work of the other fleet. The stat I look for to start with is seamanship. The more captains to sail ships, means more cargo early on and that means more gold faster. After the first year, I give up trading and get to the plot.

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