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unity100

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A member registered Aug 30, 2022

Recent community posts

There is a point in the code where the xp gained is multiplied by the ratio of skill divided by 10. It makes the xp gain 1x if the skill is 10. It makes it 1/2 x if the skill is 5 etc.

It happens randomly and forces me to go pass a day at the tavern up to 14 times on occasion while suffering all the loading screens. It feels really dumb without any gameplay benefit. The visit to the store already represents a point at which the character makes an appointment or whatever to be there to do business and there is absolutely no need to complicate it further.

But looking at the ERAS 2 mod code, it seems to be working differently than in the manual: How much insight or reaction etc the character has affects how fast the skills that are affected by those skills get experience points.

(1 edit)

Does having higher Reaction + Insight make the Light Weapons skill rise faster as it is used in the game? Or do they only affect the starting value of the Light Weapons skill?

Or is the skill increase for all skills tied to the Talent capability only? Ie, if you have Talent at 10, will all your skills increase at the fastest speed as you use them? 

If so, what's the point of the other capabilities because they would affect only the starting values of the skills and even if you max a capability out, the relevant skills can only start with a value of 10, a negligible amount...

(This is for ERAS 2 mod, but I guess it is relevant for all Maelstrom mods)

How do PIRATES capabilities work? Does having higher Reaction + Insight make the Light Weapons skill rise faster as it is used in the game? Or do they only affect the starting value of the Light Weapons skill?

Or is the skill increase for all skills tied to the Talent capability only? Ie, if you have Talent at 10, will all your skills increase at the fastest speed as you use them? If so, what's the point of the other capabilities as they would affect only the starting values of the skills and even if you max a capability out, the relevant skills can only start with a value of 10, a negligible amount...

It would be very good if this game had a support forum. Not having it makes finding out things difficult.

How about a mod that covers the era from the 1460s to 1620s, the era of discovery, exploration, and settlement?

This is an era that is largely neglected in all genres despite being a period of high adventure, survival, exploration, discovery, and expansion. Along with major historic events.

The game could start at a point where major European powers are sending out discovery missions to the oceans, like the missions that Henry the Navigator organized. This could be followed by discovery, trade, and expansion of these powers to the lands across the oceans.

The player can get involved in this grand scheme of events, serving any power while also making himself/herself prosper. Discovery, survival, warfare, privateering/piracy, and politics can be mixed together.