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Author Topic: Bermuda Triangle
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1st Mate
Posts: 1203
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Post Bermuda Triangle
on: November 5, 2006, 01:47
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I haven't seen anyone else post this, so here is just another interesting little thing that the game makers added in. If you head due west and a touch north from Santa Cruz, Africa you'll find the tiny Island of Bermuda at 27 N, 66 W. And if you sail between Bermuda and the Bahamas you run the risk of victimizing your fleet to the Bermuda Triangle. After a little bit of sailing your first mate will tell you that a ship is missing, and will slowly continue to tell you of more disappearances until you sail out of there. Every time I've done it, the mate has messed up the names of the ships though. For instance, when my Battleship the Belochka disappeared he said that the Seneca had disappeared, which was my Sloop moored in Amsterdam. Sometimes he says the name that it was before you renamed it as well. But anyway, you won't disappear or die, but after a while your entire fleet and captains will. That can be extremely handy, however, for eliminating unwanted mates if you're willing to moor your good ships and sail that far. Just sail across the Atlantic with your flagship and however many cheap ships you desire with unwanted mates at the helm until you hit the Triangle and you've got the most sure fire way to rid yourself of mates. Just be sure to take a few balms and plenty of provisions for when you sail into the stormy weather around there.

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1st Mate
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Post Re:Bermuda Triangle
on: November 9, 2006, 18:29
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I have noticed that actually, although i also think i've lose some ships between madigascar and australia

unless that was the doldrums, it was so long ago...

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1st Mate
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Post Re:Bermuda Triangle
on: November 13, 2006, 08:26
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To get rid off useless mates put them on cogs and sail to the westcoast of Africa. After the storm you can turn your galleons sprite to Europe again. 😉

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1st Mate
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Post Re:Bermuda Triangle
on: December 1, 2006, 14:26
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Another way to get rid of mates involves what most would consider a cheat. Keep in mind I know this works with the emulated snes version. I assume it would work with the others also. I learned this by reading the faqs on http://www.gamefaqs.com/console/snes/game/588823.html . Specifically, the awesome FAQ by Eastpolar hinted that setting a mates loyalty to zero will cause him to quit, but it does not explain how to do this. However, The Sailor List by Dirtyferret does. It takes some time to read and comprehend, but I highly recommend reading it for those interested in tweaking any part of the game. I found that mates will typically quit if you set their loyalty to 10 or below. The hardest part is determining the memory location of the mates loyalty, but Dirty ferrets awesome quide tells you how. After changing the mates loyalty go to the supply depot and save the game right before you go in. Then enter and talk to the counter person. There must be some random factor because the mate does not always quit. If that is the case, just reload the game and try again. Usually within 5 to 10 tries the mate will quit. There are also other really cool things to tweak, such as a nations attitude towards you, or you can add any skill to any sailor in the game. Yes. it is cheating, but does not ruin the game for me because I don't over do it. I don't give my character 9000 ignots and every skill, but I will start a game with enough money to not have to spend 2 hours trading art and carpet just to upgrade my ships. There are enough options in DirtyFerrets and the other guides that you can significantly change the entire game, making it an entirely different experience, whether harder or easier. Make the pirates super hard or super easy. Make every country hate you, love you , or be nuetral to you. The options are truly endless.

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Post Re:Bermuda Triangle
on: December 2, 2006, 20:06
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Thanks for the tips marcshimer. I was looking for a text dump of the SNES rom and i found it at the link you provided. 😉

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