Sea Dogs: To Each His Own

Sea Dogs: To Each His Own

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Stolen Ship Recognized
So if u capture either the Golden Fleet Man O War or the San Felipe in the Defense of St. Pierre, you won't be able to go to spanish cities with them cuz they will recognize the ship as it was captured from them. Same goes for Victory in Cromwell's Dispatch... english will recognize it and attack u immediately. I remember findig a post about making them forget their ships... don't know if it was here on Steam Community Discussions or on Pirates Ahoy. Anyone remembers that or how to make them forget... if i remember right then it was a line of code u had to modify.
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Wyświetlanie 1-15 z 17 komentarzy
Vote Quimby 12 września 2024 o 11:06 
Probably in PROGRAM\Ships\ships_init.c
Scroll down for manowars.
ßσиεCяusнЯツ 12 września 2024 o 14:06 
Początkowo opublikowane przez Vote Quimby:
Probably in PROGRAM\Ships\ships_init.c
Scroll down for manowars.
Nothing in there. U can only change ship stats in there like Hull HP, Speed, Maneuverability etc
GqM 12 września 2024 o 18:11 
Make sure that there are no ships sitting in port, make sure you're far away from the fort but still able to get recognised, enter map mode and exit to sea mode right away. You should be able to dock in port without any hindrance.
Ostatnio edytowany przez: GqM; 12 września 2024 o 18:11
Turbolovers 12 września 2024 o 18:15 
For 10 years, developers have been reading comments and regularly closing loopholes discovered by players ))
Turbolovers 12 września 2024 o 18:22 
Początkowo opublikowane przez GqM:
Make sure that there are no ships sitting in port, make sure you're far away from the fort but still able to get recognised, enter map mode and exit to sea mode right away. You should be able to dock in port without any hindrance.
Entry - no problem, but exit - very large losses in the crew
ßσиεCяusнЯツ 12 września 2024 o 18:26 
For colonies ye... tried... for entry it works... nothing u can do when exiting. But I would need them not to recognize the Man O Wars for other things for example I'm looking for captains for spanish noblemans... i find him, even have trading license but ofc if I try to go close to send longboat over to speak with the captain... the Man O War is always recognized so they attack instantly.
GqM 12 września 2024 o 19:26 
Początkowo opublikowane przez Turbolovers:
Początkowo opublikowane przez GqM:
Make sure that there are no ships sitting in port, make sure you're far away from the fort but still able to get recognised, enter map mode and exit to sea mode right away. You should be able to dock in port without any hindrance.
Entry - no problem, but exit - very large losses in the crew
No. You can exit and they won't even recognise you lmao. It's a daily thing I guess.
GqM 12 września 2024 o 19:30 
Anyways 2 options:

1.) Exit to sea mode far away from the fort, alarm them, enter map mode and go back to sea mode. If there are no ships in the harbour, you can dock and leave peacefully.

2.) Destroy the fort, then raise a friendly flag and dock :rofl_pirate:
Vote Quimby 13 września 2024 o 3:08 
Początkowo opublikowane przez GqM:
Początkowo opublikowane przez Turbolovers:
Entry - no problem, but exit - very large losses in the crew
No. You can exit and they won't even recognise you lmao. It's a daily thing I guess.
I believe you do not understand it. You can not leave spanish colony on spanish mao'o'war. With english man'o'war no problem.

I believe there is way to edit a script. Just find a proper file.

for example: \program\colonies\colonies.c
// Warship -->
Ostatnio edytowany przez: Vote Quimby; 13 września 2024 o 3:19
Początkowo opublikowane przez Vote Quimby:
Początkowo opublikowane przez GqM:
No. You can exit and they won't even recognise you lmao. It's a daily thing I guess.
I believe you do not understand it. You can not leave spanish colony on spanish mao'o'war. With english man'o'war no problem.

I believe there is way to edit a script. Just find a proper file.

for example: \program\colonies\colonies.c
// Warship -->
Nothing useful there, there are only strings that calculate ur distance from colonies, lighthouses etc there I believe. Any other suggestion.
GqM 13 września 2024 o 5:28 
Początkowo opublikowane przez Vote Quimby:
Początkowo opublikowane przez GqM:
No. You can exit and they won't even recognise you lmao. It's a daily thing I guess.
I believe you do not understand it. You can not leave spanish colony on spanish mao'o'war. With english man'o'war no problem.

I believe there is way to edit a script. Just find a proper file.

for example: \program\colonies\colonies.c
// Warship -->

No, I believe you don't understand what I've been trying to say. I just tried it and it works. There CANNOT be any ships in the harbour - they will detect you no matter what. The fort has a one-time detection thing. That's why you position yourself far away from the fort but not too far from detection range. Once the fort is alarmed, immediately enter map mode and go back to sea mode.
Początkowo opublikowane przez GqM:
Początkowo opublikowane przez Vote Quimby:
I believe you do not understand it. You can not leave spanish colony on spanish mao'o'war. With english man'o'war no problem.

I believe there is way to edit a script. Just find a proper file.

for example: \program\colonies\colonies.c
// Warship -->

No, I believe you don't understand what I've been trying to say. I just tried it and it works. There CANNOT be any ships in the harbour - they will detect you no matter what. The fort has a one-time detection thing. That's why you position yourself far away from the fort but not too far from detection range. Once the fort is alarmed, immediately enter map mode and go back to sea mode.
OOOOOOOOOOhhhhhhh... I see now. So that works for the towns yeah... but still don't have anything for the generated quest ships.
GqM 13 września 2024 o 5:56 
Początkowo opublikowane przez ßσиεCяusнЯツ:
Początkowo opublikowane przez GqM:

No, I believe you don't understand what I've been trying to say. I just tried it and it works. There CANNOT be any ships in the harbour - they will detect you no matter what. The fort has a one-time detection thing. That's why you position yourself far away from the fort but not too far from detection range. Once the fort is alarmed, immediately enter map mode and go back to sea mode.
OOOOOOOOOOhhhhhhh... I see now. So that works for the towns yeah... but still don't have anything for the generated quest ships.

Your fingers have to be super fast to launch a boat before they detect you, I guess. I've done it before but it was a regular stealth check, not a Man-o-war check.
Vote Quimby 13 września 2024 o 10:23 
Screw those 1st tier Man'O'Wars. I think I have 2 docked permanently in some colony. Spanish one with over 1k sailors... salary is huge. And too slow.
GqM 13 września 2024 o 19:11 
Początkowo opublikowane przez Vote Quimby:
Screw those 1st tier Man'O'Wars. I think I have 2 docked permanently in some colony. Spanish one with over 1k sailors... salary is huge. And too slow.

Lmao they are meant for sieging towns. The Flying Heart and Fortune exist for attacking ships.
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