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Author Topic: PC - Figureheads and guns on ships
Igor-
Kipnis
1st Mate
Posts: 186
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Post Re: PC - Figureheads and guns on ships
on: January 11, 2013, 11:25
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Igor, you don't have to have ANY assigned to navigation in battle. I always assign 100% to combat just before initiating a battle.

It doesn't look realistic then. There should still be some men navigating the ship when you turn around an enemy ship. Anyway I'm too lazy to change my crew so most of the time I use the same set up for navigation and battle.
But the harder the battle, the more I enjoy it. 🙂
The best part is watch the enemy flagship sink after the final blow. Now that I use a 27 inches HDTV (connected via HDMI) to play, it's even more fun to watch. 😀

Wu Di
Navigator
Posts: 57
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Post Re: PC - Figureheads and guns on ships
on: January 11, 2013, 12:04
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Hi Chaoyun2k, thanks for your enthusiasm. I am myself very interested in game mechanics probably as a result of my inner nerd...  

Anyway, one more piece of information I got from looking around is regarding the formula of how to determine if someone can be hired or not.  

There is a number for each vagabond sailor called the composite index which is the highest value among the vagabond sailor's stats (Leadership, intuition, knowledge, courage, swordsplay, charm, luck), multiplied by (navigation level + battle level).  

Main character's hiring ability is determined by (Navigation level + Battle level) * (1 + rank/10) where rank is 1 for Page, 2 for Knight etc and 9 for Duke.  

The hiring ability needs to be greater than the vagabond sailor's composite index for hiring to be possible. In addition, if hiring ability minus vagabond's composite index is between 0-30 there is a random chance of success, but if the difference is more than 30 then success rate is 100%  

I think this formula holds for almost all situations except in Joao's case when he tries to hire Catalina after the final battle in Seville - the formula breaks down then apparently though I have never tried it out myself.

Wu Di
Navigator
Posts: 57
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Post Re: PC - Figureheads and guns on ships
on: January 11, 2013, 12:06
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Regarding Igor's question I think there is some mention of the turning ability being affected but I need to look through again to find the details...

Igor-
Kipnis
1st Mate
Posts: 186
Permalink
Post Re: PC - Figureheads and guns on ships
on: January 11, 2013, 13:55
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Regarding Igor's question I think there is some mention of the turning ability being affected but I need to look through again to find the details...

There has to be because when I fought a hard battle and my crew on some ship is down to 10%, the ship loses it's maneuverability like making sharp turns to get behind an enemy ship, of course, you need to add the damage to the ship as well. Like the scenario I mentioned before when my flagship was down to almost nothing and Idin Leis boarded my ship but instead of finishing my crew he asked for a duel which saved my butt. 😀

chaoyun2k
Moderator
Posts: 492
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Post Re: PC - Figureheads and guns on ships
on: January 11, 2013, 14:21
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I think ship damage has much greater effect than crew number in that case.

Regarding the formula for hiring, something must be missing. I'll use Pilly Reis because I know that I needed Nav and Bat levels of 101 to hire him. Based on the formula, his stat of 100 multiplied by his (Nav and Bat levels of 60 and 50) 110 for levels gives 11,000 for an index.

Using the formula and my 101 for Nav plus Bat times basically 1 (or less than 1) would give me the 101 for a hiring ability. I know that I had to raise my stats, so I'm going to guess that if I multiply that by a best stat of 100 it will give me 10,100.

My guess is that you need to divide the hiring ability by their index to get the chance of hiring...although in my testing anything less than 101 for Pilly resulted in a resounding no thanks.

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.

Wu Di
Navigator
Posts: 57
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Post Re: PC - Figureheads and guns on ships
on: January 11, 2013, 16:05
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ah I accidentally left out leadership as a factor in hiring ability. It should read LD * (BL + NL) * (1 + Rank/10), which assuming you have 100 leadership, duke rank, thats 190 to start with. To get Pilly of 11000 composite index your main character's BL + NL needs to be greater than 11000/190 = 58. I must confess I haven't hired Pilly before but will give it a go this game to try out. But if you say it can only be done with 101/101 you must be right and formula wrong...

Wu Di
Navigator
Posts: 57
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Post Re: PC - Figureheads and guns on ships
on: January 11, 2013, 16:17
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Speaking of which I have to rectify 1 earlier mistake also - a more reliable source says cannons are as powerful as carronades *if fired at same diatance*. In fact the damage when firing any gun at 2, 3 and 4 units away need to be corrected by a factor of 0.9, 0.8 and 0.7 respectively.

the gun type index in the damage formula should be 6.25 for cannons and carronade, 4.375 for demicannons, 3.125 and 1.25 for the smaller guns saker culverin etc not sure in which order.

chaoyun2k
Moderator
Posts: 492
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Post Re: PC - Figureheads and guns on ships
on: January 12, 2013, 08:01
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Ah, that makes sense.

You know I think I may have been checking Pilly (and all the others) without any ranks in most cases although from experience the 101 still seems to be a magic number for most main characters. Otto would have had the page rank when I checked him...too bad I lost all that information in Sandy. My memory isn't what it use to be. 🙁

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.

Wu Di
Navigator
Posts: 57
Permalink
Post Re: PC - Figureheads and guns on ships
on: January 12, 2013, 08:08
Quote

Regarding hiring ability, I think this could be version specific for PC version. In addition, this formula may break down in extreme situations, due to the allocated maximum for certain values being exceeded (eg 65536 = 0 in some cases as FFFF in hex is often the maximum figure allowed). I will look into the Pilly Reis issue.  

With regards to the gunfire damage, there is a further layer of complexity (maybe also PC version specific).   This is regarding what the computer regards as the actual number of sailors assigned to cannon duty. It appears that the computer interpretes this percentage very differently when calculating damage.   For instance if we assign 8% to combat duty, computer actually interpretes this as 40% of crew being assigned to cannon duty.  

In more detail,    0-7% - computer perceived cannon duty = navigation + lookout 8% - computer perceived as 40% of total crew 9-39% -  computer perceived as navigation + lookout - 20% * total crew 40% - computer perceived as 27% of total crew 41-49% - computer perceived as navigation + lookout 50% computer perceived as 48% of total crew 51-63% - computer perceived as navigation + lookout 64% - computer perceived as 5% of total crew (!!!) 65-66% - computer perceived as navigation + lookout 67-79% - computer perceived as GREATER THAN TOTAL CREW (!!!) 80% - computer perceived as navigation + lookout 81-95% - computer perceived as GREATER THAN TOTAL CREW (!!!) 96% - computer perceived as navigation + lookout 97 - 100% - computer perceived as ALMOST TWICE TOTAL CREW (!!!)  

Very confusing I know, and I have yet to test this out myself, just found this from someone who obviously did lots of research into this area (thanks!), but reposted here just to get your opionions.   In other words, it seems that we should avoid assigning 40%, 50%-66%, 80% and 96%; and stick to 1% and perhaps close to 100% if navigation level allows if this is really true...

chaoyun2k
Moderator
Posts: 492
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Post Re: PC - Figureheads and guns on ships
on: January 12, 2013, 10:24
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I think that is the same reason as the loyalty going negative to become 100. There are a few things in the game that don't work like the in-game comments from villagers and the manual says they should. Those should be emphasized somewhere, although they don't affect gameplay that much really.

Besides Pilly, a few that require more than starting levels are Benito Gomez, Bernardo Sanchez, and Aloija Jovanni...if you want to check those against lower requirements. I think Bernardo and Aloija may have required 19 combined levels, but again that would probably have been without ranks. For some reason I want to say that Benito needs 12. There aren't really that many that require higher ranks.

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.

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