deepstrasz
Map Reviewer
- Joined
- Jun 4, 2009
- Messages
- 20,182
Please add missing credits: Resources in use by The Caribbeans 1.0
(4 ratings)
Thanks I really like the ancient pirates of the sea map but it was never updated. I wanted to offer something better.Nice, a more modern version of the old pirates maps.
1.03 is out:All, in all a nice multiplayer map. Not sure how balanced it is yet.
- Smoke Tobacco says it increases armour by 0.
- Lol man xD, a crucified zombie in the church?
- Ability hotkeys could be near each other; it's kind of weird, random and unintuitive to have them w, x, v.
- Some map terrain parts are really nice while others bare (minimum); also seeing the map edges is not nice.
- Not sure if possible, but if you can only have one estate, could you sell one to get another you'd want? I know that would be a hassle to save furniture and whatnot.
really fun, hoping to play a lobby with dedicated players!
Thanks. I'm glad people enjoy the map. If you have ideas about how to make the map better, I'm happy to hear it.Fun map !!
Hello there. Actually, once you have captured the 4 fortresses, you need to defeat the black pearl in the center of the map. This ship will spawn after all the four fortresses are captured. Then, you become the Pirate King in New Providence.Hey, I really really like ur maps, but sorry I have a little problems when I play ur maps, I've conquered all four fortresses, but why haven't I become the pirate king yet? New Providence is still controlled by pirates, even though I already have a large ship that I bought from France and as many as 30 sailors, did I make a mistake? or is there a bug there?
Hi! thank u for reply my comment, but there's few problem, I already capatured 4 fortesses like u said, and I go to center of the map, that name is new providence, but why the black pearl is doesn't spawn? please answer it because I really love ur maps. Thank you!Hello there. Actually, once you have captured the 4 fortresses, you need to defeat the black pearl in the center of the map. This ship will spawn after all the four fortresses are captured. Then, you become the Pirate King in New Providence.
I will make the instructions clearer in the next version.
Hello, there is a fix for the black pearl spawning. Now it also pans the camera on it once you capture all four fortresses. You also have a tutorial option with the last version. As for the link, it is still joinable : Rejoins le serveur Discord Maps of purparisien !I just have a quick question technically two. First, Like it was mentioned in a post or two ago I played a previous version of the map and captured the bases but the Black Pearl never appeared for me. I was wondering if that is still an issue. Second, I saw in the map load screen you have a Discord I think but the map loads to quick for me to jot it down. Can I get the link so I can join it if there is one (and I hope and pray this isn't some rule of this website's I'm unknowingly breaking). Other than that I actually like the map very much.
Thanks for the feedbacks. I really appreciate when people give their returns on the map.Eyy thank you for the map! Pc without internet got me exploring stuff and its fun!
Few bugs i found: fights and ship survival modes in new providence bugged out.
Fights, after 5-10 I started next fight and was instantly teleported outside so now it said there’s a fight going on but it never ends.
Ship survival, again after 5 or so ship is uncontrollable and stays put i used anchor teleported out back to port and had to commit suicide. Then i could loot my ships gold without losing my existing gold, bit of an exploit
Fortresses, i only tried Mayans so far. They are stupid hard, is extreme right after hard? Cause hard assassination mission i can do in under a minute with hero only while extreme mayan boss cant do with all the units in the world
Edit: ok mayan necklace +30 all stats works from mayan mini boss
Armor and hp dont transfer to new ships like sail speed and acceleration speed do. Neither does ship weapon but at least it does not scale to infinity to buy again.
Dungeon don’t reset, i think i read they should every 10 minutes?
There’s 4 more epic/legendary full maps dropped next to hero in ship after killing that special ship but they seem to be useless
Bunch of ships get stuck in spawn points, found one in the left middle might be why the lag later in game?
I saved/ loaded one run a few times might be an issue?
I think thats it from the bugster tyou!
That is an issue. If you spot any French left, tell me. Sometimes, I just made some mistakes.
- Some French left in (that's not on the French island hurr hurr): ennemi, Hôtel de Ville, etc. and a lot of literal translations (throw/rise anchor instead of drop/raise anchor, etc.).
Good Point. I'll add a special merchant that will sell spyglass for ships.
- There should be a crow's nest upgrade to increase the ship's LoS.
That would be the best option. However, I didn't find any trigger system that supports this kind of movement.
- Maybe (have the option to) make the ship move with WASD / ZQSD instead of the arrow keys.
There should be one. I'll fix the issue.
- No housing with the Maroon path?
Simple fix. I'll move the entrances area further away.
- Dungeon entrances should be further back/out of the way, it's not uncommon for units to go in and out of caves while in combat because they walk over the entrance. It would also be good if they worked like normal waygates so units outside a dungeon will go inside if given an order there.
You have an option to keep your crew inside the Ship in the menu option of your Hero inventory. It's tricky to find I guess. I'll make it clearer.
- When on the central island (possible on others as well), units will often attack enemy ships sailing nearby, and quickly get killed if you don't babysit them. Maybe have a "get the crew back on/off the ship" button on the uncrewed ship?
They do. Ships are on attack move order and continue to follow once the captain is away.
- Units will sometimes randomly try to follow the captain (not sure about this one, might be the attack-ships-on-land thing)
I could add that but not many people use them. I feel it's more of a gadget feature.
- Skybox compass should have more directions (SW, SSW, WSW, etc.).
They shouldn't. I'll look into it.
- Wreckages sometimes spawn twice for some reason.
When the Ship sank without being captured, you only get half of the gold. I'll add a tooltip for that.
- The amount of gold on ships isn't what you get for the wreck (or is that the intention?).
I'll make the platform wider.
- Some missing invisible platforms in the boarding area so units will pop under the plank and back over.
It's a tricky one. The cooldown works per player. I cannot put a specific icon for a single player.
- If the cooldown for the arena fights is global (I beat the first wolf, tried to go for the second wolf and the NPC told me to wait), the icons should all go on cooldown.
-Ship will turn invulnerable once you are in the arena.New bug for the enemy ships attacking troops on the island: I was in the pirate arena when a ship attacked my docked ship and sank it, causing me to respawn on a rowboat next to the wreck of the ship. Maybe have the ship defend itself when the captain's not aboard/not defend itself but become neutral.
-That is tricky indeed. I can make the ship invulnerable once you are plundering it.Some wrecks stay even at 0 gold, and this can cause crashes (especially annoying if you're trying to get to a wreck that still has gold).
-It makes sense. I can see to have some support ships for yourself.Maybe have a "miner"/diver unit that can salvage wrecks for you (even if it's just those in shallow water)? As is it's frustrating to constantly interrupt salvaging because you're under attack, which creates a new wreck to salvage, which...
-Easy fix.Many ship tooltips are still in French.
-Easy fix.Maroon Healer often can't get off ships, like he's secretly too wide for the entrance.
-Yeah I can make it build a palissade or something.Upgraded Maroon builders still have a build menu, but it's empty.
-All these islands go by the main city name, not the island name.Tutorial island is called New Providence, should probably be Nassau.
-Ok sure, why not.Maybe rename skins to "costume" or something? Yes I know it's the correct usage but it breaks immersion.
-Very good point. I've found a solution. Each new cannon will decrease the firepower of the other cannons by 5%. It prevents snowballing.Less of a bug and more a balance issue: Cannon skill upgrades so fast that you can't board most ships, they get disintegrated too fast (and it causes noticeable lag spikes, I'm afraid to upgrade it more in case it crashes the game).
-You need to put a slave in the plantation.Do plantations on national islands need slaves to work? I set them to domestic and bought no slaves, it still seemed to produce more than enough money.
-I guess the repair spell overlaps in the port.When dropping anchor, the "captain goes ashore" button sometimes gets replaced with the "captain's log" button. Raising and dropping anchor usually fixes it.
-You have it with the Admiral reward section.Suggestion: have each island sell a unique item, and a better version that's only available with enough reputation/control.
My bad. I did a mistake. I didn't change the name there. I'ill fix it.-All these islands go by the main city name, not the island name.
Does it do it all the time ? Does changing name fix it ?Player names are bugged, I went as player 2 and the messages put "2. 2." in front of the player name.
Well spotted. I'll fix it.If you switch skins with the tutorial maps equipped, they disappear from the inventory and can't be re-obtained.
Well done. I didn't trigger these boots properly.The Resistant boots give an ability that stays even if unequipped, and if clicked unequips the boots.
Ok I'll see into it.Name: It seems to keep putting a 2 in front. Not a huge problem, mind you.
Ok I'll check this one out. It can be very damaging for the game. Which ammo you run out ?A new one: In shallow water and "drop anchor" was replaced with firing one of the cannons, even though I had no ammo for it (the disabled icon for that cannon was still visible). As far as I can tell killing myself was the only way out since I couldn't leave the ship. Maybe have the ship's wheel able to cast both spells as a backup?
Now the big boss in the lighthouse will drop the map for sure.If Nassau loot is randomized, the tomb map should always drop at least once, I've only found it twice in 4 games.
Funny but not really a problem.Speaking of randomizing, a bucaneer managed to wander his way to the top of the lighthouse.
I'll add a waygate between these areas. It will prevent these pathfinding issues.Pathfinding for tombs is weird, telling them to go in the Nassau tomb only makes them go into the lighthouse dungeon (which is technically closer).
Which ammo
Ok I'll see to it.Nassau boss dropped the map, but a few seconds after dying, unlike the gear he dropped normally.
I'll add it.Tutorial pings the wreck but not the pirate ship.
Little oversight. Easy fixed.Famous Smuggler is undead. Or maybe he goes by Jacques Moineau..
It will be done.Maybe include a button that shows the distance corresponding to 100, 200, 300 etc. "inches".
It's a way to prevent the construction on the main islands. It could be op.Maroon builders can't enter ships either.
True. I'll add a specific spell instead.Maroon Voodoo has the tobacco buff that's redundant with Barbers.
I'll add a waygate for them to prevent any more complication.Dungeon and Tomb entrances: Slightly better, but you still get units headed in the wrong direction. By contrast, cave entrances work correctly.
Maybe instead of randomizing the dungeon entrance on the island, you randomize which island it's on?
Or leave the entry where it is but have the actual exit be at the top of the stairs or anywhere further away from the coffin, that way you can actually set up units for battle without one triggering the battle before you're ready.
I don't get it. What is the problem ?Bandit lord letter tooltip: spy's -> bandit's
Not really. Artifacts are just unique items.Are artifacts supposed to give a set bonus when gathered? Because the Book of Faith counts as a shield so you can't use it with the Ancient Shield or Pavise.
Bishop reward will be changed.The dungeon fights are great (especially those with zombies) but the loot is often disappointing, the bishop gave me boots that're even worse than what you find in the shops.
I'll extent the tooltip. It's per manufacture.For the reparations decree, is the 500 reparation global, per nation or per manufacture?
-A secondary hero is tricky. I can turn the inventory as a back up inventory store.
- Secondary hero(es)/units to act as pirate chests to hold items and booty/the ability to teleport items to a central location.
- Instigating slave rebellions in islands that you can put down/ally with.
- Grappling hook upgrade that lets you board ships from further away, right now you have to grind to a halt, slowly turn towards the enemy ship and ram it, while under constant attack from it.
- Enemy ships that attempt to board yours.
- Have dungeon bosses talk, not just the secret barman.
What is the problem ?
I've found a go around idea. Each time you take the wheel, the shooting options will be reimplemented.Got the anchor drop hiding the snap-to captain bug again. Can you give the corresponding spells to the ship's wheel as a workaround?
* And another time, the snap to captain was there but the anchor drop wasn't (hidden by a chain shot button). Expending all ammunition seems to have worked.
The acquition range is 5000. I'll make it 3000.Units seem to have a disturbingly huge target acquisition radius. Case in point, I hired units at the Kingston tavern and they immediately tried to go kill enemies in the southwest corner of the port. Even when near the church they still turned around and tried to go attack something I couldn't even see.
Easy fix.Action buttons (attack stop etc.) have no disbtn and revert to the standard ones.
Barber disbtn is the Flibustier.
Yes. But for your boat only.Oh yeah, during the Kingston battle(s) (using a Flagship), got a message from a Petty Officer. He appears to play the same role as the butler?
Oversight. I'll fix it too.Stuff built by the petty officer gets teleported into boarding actions.
I'll move him to a more central part of the ship.Boarding actions should teleport the player character closer to the bridge, he's often stuck behind units when everything is teleported to the mast.
Fortresses are buffed up every time 1 has fallen. It is to prevent snowball effect.Fort appears to be reinforced every time it's taken back by the computer, it first had 20 armor, then 10 after I took it over, the latest one had 30 armor and went back to 10 after I (finally) killed it.
I forgot to change their tooltip. I'll do that.Fish sidequest: ... OK, that was hilariously gross.
- Map tooltip is the same as the "find the assistant clerk" one.
- Maybe hint that the captain needs to exit the ship to claim the reward.
I was thinking on adding a small questline for tavernes to get more troops.Can you make national soldiers (when available) recruitable at their respective taverns?
True. I'll fix it.Ship races: The ship often starts the race pointing in the wrong direction.
It does. Lansquenet are better on a standing still position.Lansquenet tooltip says it gets increased attack speed on using Defend.
Which ones ? I think it's their original Ref that is buggy. I'll need to edit them.Some national units have selection circles floating above their heads.
Nah they can't. It is a bit odd.Player ships can't seem to target ground units? I spent some time targeting Zheng He troops and all it got me was a damaged ship.
Oversight. I'll change it.Zheng He maps/key have the same tooltip about the missing clerk.
You do.Do you get refunded for ships if you buy a cheaper one?
Well New Providence is not really a faction. You can't boost it.New Providence doesn't say anything when you have 75% control (like at 25 and 50)?
It's more the influence at play there. The other players still rely on the influence system to get reward.Governor's desks should update when they're owned by someone (I had three islands and they all said I had 25% control).
* Even after capturing all forts, desks stay at 25%.
The Ogre model ?Ehhh... Captain of the Black Pearl could use a more impressive model. Maybe make them all undead?
The hat allows you to tax other players and to make them ennemy of the island.What exactly are the new options given by the pirate hat? It doesn't look any different (and it too can get bugged by sometimes not showing the extra options menu, only the level of influence).
That's odd. Where is your anchor ?Black Pearl drops off units at New Providence's harbor so I either have to sell the Black Pearl or attack the Mayas with the hero and no one else.
* Edit: Curse of the Black Pearl: Now any ship I take drops units off at New Providence no matter where the ship is.
You can. Even the Blackpearl can be bought again now.You can't rebuy flagships from governors?
That's an odd one. Do you have screenshots ? I don't really know what it would do that.Might be a loading bug, but several New Providence buildings and the fire are now flying above the ground.
They do after 360s.Are bandits supposed to respawn? It says so in the quests and I see the flag go up again, but there's none in the caves.
240s.How long is an ingame month?
That's true I should add two of them.A starting maroon skin for player characters.
Well New Providence is not really a faction. You can't boost it.
The Ogre model ?
The hat allows you to tax other players and to make them ennemy of the island.
I was thinking on adding a small questline for tavernes to get more troops.
selection circle
Fortresses are buffed up every time 1 has fallen.
flagship
pirate caves
Where is your anchor ?
floating buildings
I was wondering if the beginning was not a bit too easy. If I should conceal the switch a bit more.Journalist sidequest works, as far as I can tell.
Easy fix.Fish quest tooltip (on the NPC) fist -> fish (although I do like the idea of a single titanic oceangoing fist punching ships to death, bet Captain Nemo wishes he'd had that idea).
True. I fix this excessive drop.For some reason there's a lot of national treasure maps littering the ground (well, seafloor) now, both out at sea (where they can't be grabbed) and in ports (where the captain can pick them up). I think they're dropped from NPC ships.
Fair enough.When a tomb/entrance/secret dungeon is found, the corresponding maps should be removed from the map- er, from the game.
I can make selectable once you start the quest, so you would notice him.Escort quest: Took me a while to figure it out since the scientist spawned in the table and I didn't see him.
It starts every day.What happened to the timer for the manufacture's domestic production?
It is invul when it spawns. I should add a little invul box at the beginning to make it clear.Slaver escort: Didn't manage to do it properly, but apparently it starts out surrounded by hostile starter ships?
I notice. I'll find a fix.Pirate leader taunts tend to trigger repeatedly and overlap. Will there be an explanation/plot/speaking parts for the tomb bosses?
This one is odd. It's more a model issue. I didnt find why yet.Musketeer selection circle is still above their heads.
I redo the model slightly larger.Still some gaps in the boarding bridge, mostly near the player ship.
Bug. I forgot to code it. Thanks.Noble necklace can't be equipped.
I'll make it a bit weaker and slower. I'll reduce the mob size too.Snake fight (still haven't beaten it yet):
- Snake segments should have 0 movement, otherwise they tend to run away.
- Summons should be a lot smaller/use actual animal models.
I'll separate the different units type in groups. Arty units will spawn in the back. Then riflemen and footman.Suggestions:
Units should board a ship near the mast and only the captain near the wheel, with large armies it's possible for the captain to be stuck behind units too far from the wheel/the wheel is hidden behind units.
Good idea. I shall do that.There should be a message when you hit milestones like new tiers of national rewards, killing all the tomb bosses, when cave pirates respawn, etc.
That is an oversight. They shouldnt respawn after buying the island.Since island pirates respawn as well, island bases should have an attack/let workers travel between islands so they can set up defenses.
Ok easy fix.Boarding a Kraken/Megalodon/Mososaur stuns it (like with the tutorial pirate ship).
I was planning to expand the journalist quest for that purpose.Slavery angle: I think there's a lot that can be done here, like if you go with the Liberty path, you can't buy slaves from manufactures, or taking a slaver ship to a maroon refuge instead of the docks fails the quest but gives you a minor reward, or you can organize slave rebellions to help storm forts (and they turn against you if you don't end slavery after taking the fort).