Caribbean Legend

Caribbean Legend

View Stats:
What bothers me about this game
There are things that I would like to see in a game like this that I know won't ever happen because a fix would be too involved and expensive to implement, so I'm not going to complain about them at length.

What I want from a game like this is the ability to sail manually in a credible way from one port to another, but I'll have to find another game because that's never going to happen here.

Do I want map expansions? Of course, and especially the coast of Mexico from at least Yucatan to Veracruz. But that's not going to happen, so I'll move on.

What drives me crazy about this game (and always has) is that it doesn't have anything approaching real geography which is something all the incarnations of Sid Meier's Pirates had. There's a lot wrong with those games, but I want to cry when I think of what the map was like.

Having said all of that, there's something fundamental the developers actually could do something about, and that's the economics of the game.

Right now I''m about five levels into the game. I think I'm on my third ship (a sloop), I have a full complement of officers, and I have moderate-sized deposits in the banks of about three quarters of all the ports. And in general I have lots of money, given what I'm trying to do.

So what's the problem ? The way I'm coming up with to make all that money is absurd. A couple of thousand pieces pesos for rolling cartridges ? What planet are you from ? Someone hires me to haul a cargo to another port, but is willing to pay me almost as much as the cargo is worth for doing it ? Early in the game harbor masters were willing to pay thousands just to deliver a few documents -- try explaining that fee schedule to someone who uses FedEx and UPS.

The bid/ask spread on the cost of goods needs a lot of work. From the get-go there should be always be a few profitable trades between the different ports, and by the time you've picked up a few trading bonuses profitable trades should become common and eventually frequent. And what a store merchant is willing to pay you for hauling something somewhere should be proportionate (i.e. a small fraction) to what he's likely to make from the actual trade.

This doesn't require the developers going broke to pay for some enhancement to the game they can't afford. But it does require them to look at the economics of what's going on and thinking about what would or would not make basic economic sense.
< >
Showing 1-11 of 11 comments
StormRangerX Mar 24, 2024 @ 12:30pm 
Actually direct sail between islands was something that was implemented late into TEHO but for some reason didn't make it into the launch of CL, I'm expecting it to be included in 1.1.

Yeah the map is pretty goofy, I think it adds a little charm that the game has a pseudo-Caribbean with some islands out of place and some islands just completely made up. It's not meant to be an accurate simulation of the Caribbean like a game like sid meiers pirates.

Money in this game is certainly odd. When you don't know what you're doing you'll easily bankrupt yourself, yet as soon as you do you'll be making millions of pesos per year. Quest rewards and trade values are very disproportionate and the economy has never really made much sense. A single sword sells to a vendor for more than a pack of 10 ship weapons, huh? I would love to see an economy overhaul but it might be something too big for this game, which is held back in many ways by limitations of the preexisting engine and work done on it.
Last edited by StormRangerX; Mar 24, 2024 @ 12:30pm
XŦĦ§¥ Mar 24, 2024 @ 12:49pm 
The economy at that point would require a complete overhaul.
Wages & many other articles would have to be lowered, if you can't make as much money trading/selling/questing.

Originally posted by StormRangerX:
Actually direct sail between islands was something that was implemented late into TEHO but for some reason
I left way before that time so i'm curious.
How did it work out ? Was there a notification of some sort when switching Seas ? What if a pirate ambush was waiting, it would simply trigger out of the blue ? Since you, as a player, don't exactly know how close you are the border.
Death Mar 24, 2024 @ 1:44pm 
Originally posted by StormRangerX:
Actually direct sail between islands was something that was implemented late into TEHO but for some reason didn't make it into the launch of CL, I'm expecting it to be included in 1.1.

Yeah the map is pretty goofy, I think it adds a little charm that the game has a pseudo-Caribbean with some islands out of place and some islands just completely made up. It's not meant to be an accurate simulation of the Caribbean like a game like sid meiers pirates.

Money in this game is certainly odd. When you don't know what you're doing you'll easily bankrupt yourself, yet as soon as you do you'll be making millions of pesos per year. Quest rewards and trade values are very disproportionate and the economy has never really made much sense. A single sword sells to a vendor for more than a pack of 10 ship weapons, huh? I would love to see an economy overhaul but it might be something too big for this game, which is held back in many ways by limitations of the preexisting engine and work done on it.
No, direct sail is there, but it still has the issue that you still need to pop out to the world map every now and again or else when you get to where you're going it doesn't recognize anything as being there and sometimes when you go to the world map, it teleports you back to the edge of the sea section you started in. This was an issue with it in TEHO too. I'm not sure if it's even possible to fix it properly, but if it is, I would like to see it fixed.
StormRangerX Mar 24, 2024 @ 1:51pm 
Originally posted by Death:
Originally posted by StormRangerX:
Actually direct sail between islands was something that was implemented late into TEHO but for some reason didn't make it into the launch of CL, I'm expecting it to be included in 1.1.

Yeah the map is pretty goofy, I think it adds a little charm that the game has a pseudo-Caribbean with some islands out of place and some islands just completely made up. It's not meant to be an accurate simulation of the Caribbean like a game like sid meiers pirates.

Money in this game is certainly odd. When you don't know what you're doing you'll easily bankrupt yourself, yet as soon as you do you'll be making millions of pesos per year. Quest rewards and trade values are very disproportionate and the economy has never really made much sense. A single sword sells to a vendor for more than a pack of 10 ship weapons, huh? I would love to see an economy overhaul but it might be something too big for this game, which is held back in many ways by limitations of the preexisting engine and work done on it.
No, direct sail is there, but it still has the issue that you still need to pop out to the world map every now and again or else when you get to where you're going it doesn't recognize anything as being there and sometimes when you go to the world map, it teleports you back to the edge of the sea section you started in. This was an issue with it in TEHO too. I'm not sure if it's even possible to fix it properly, but if it is, I would like to see it fixed.
What I'm saying is that at one point late in TEHO's life, there was an update that allowed you to sail between two islands without ever having to go to the world map. A feature that for some reason did not make it into the launch of CL, and I'm hoping will be re-implemented in the upcoming update.

Originally posted by La Hire:
I left way before that time so i'm curious.
How did it work out ? Was there a notification of some sort when switching Seas ? What if a pirate ambush was waiting, it would simply trigger out of the blue ? Since you, as a player, don't exactly know how close you are the border.
It was seamless. You could depart from Martinique, sail north, perhaps encounter some random vessels along the way, and approach Guadeloupe, head towards the Basse-Terre port, and dock. All without ever having to leave to the world map.
StormRangerX Mar 24, 2024 @ 1:54pm 
https://steamcommunity.com/games/223330/announcements/detail/4311626072693541977?snr=2___

This was in the final update for TEHO, 1.7.3: "Direct Sail mode - an experimental feature that allows you to roam around the world without using the global map at all, disabled by default;
(To enable the feature, open PROGRAM\_settings_.h file with notepad and change the DIRECTSAIL define value from 0 to 1)"
It was beautiful, and I hope to see it again soon.
Last edited by StormRangerX; Mar 24, 2024 @ 1:56pm
QuarkTASCHENjoe Mar 24, 2024 @ 5:28pm 
If you have no problem with the engine or gameplaystyle, then you can try the New Horizon Mod with Malestrom Engine. There was recently a mapupdate wich is more accurate to the caribbean i think, otherwise the CSP Mod (corsaire ship Pack) was released in english a couple days ago.. the fanboys say its the biggest and advanced mod in the Seadogs universe i didnt test any of these mods yet, but there is a huge fanbase on the russian and english side and they updating and develop these mods since 20 years. Blackmark studio is in good contact to the english and russian modding community too. There is also a complete port of Seadogs in Unreal engine 5 in development from the mod community.

i think these mods are better when you interested in freeplay. Caribean Legend is more Story focused and thats the reason why i play it. For me its one of the best written storys in this setting in a Video Game. I only do the minimum in freeplay and then start the next quest.
Chrissy Mar 25, 2024 @ 1:01am 
Originally posted by QuarkTASCHENjoe:
If you have no problem with the engine or gameplaystyle, then you can try the New Horizon Mod with Malestrom Engine. There was recently a mapupdate wich is more accurate to the caribbean i think, otherwise the CSP Mod (corsaire ship Pack) was released in english a couple days ago.. the fanboys say its the biggest and advanced mod in the Seadogs universe i didnt test any of these mods yet, but there is a huge fanbase on the russian and english side and they updating and develop these mods since 20 years. Blackmark studio is in good contact to the english and russian modding community too. There is also a complete port of Seadogs in Unreal engine 5 in development from the mod community.

i think these mods are better when you interested in freeplay. Caribean Legend is more Story focused and thats the reason why i play it. For me its one of the best written storys in this setting in a Video Game. I only do the minimum in freeplay and then start the next quest.
this is awesome and ive been waiting for this can you please give a link on the English ver of the mod and ty so much
Philippe_at_bay Mar 25, 2024 @ 6:32am 
I wonder if installing an overhaul mod just before a major patch comes out is such a great idea.
Scrogdog Mar 25, 2024 @ 7:54am 
Interestingly, they actually had things right in terms of map encounters and travel in the original Sea Dogs game. You never saw other ships on the strategic map. You would simply be told that your lookout had sighted something. If anything, it was too easy to avoid encounters back then.

The way it is now could only happen with radar and satellites from space. Instead things would be far more realistic doing things like they were in Sea Dogs or even Silent Hunter 3.

I agree that the economy could use an overhaul as well. Things are easily exploited because the economy is static and unchanging. In a game that strives to be challenging, this is actually hard to explain. A living, breathing economy would make trading A LOT more difficult to make a big score (but only moderately difficult to simply 'make a living' as it were).
Last edited by Scrogdog; Mar 25, 2024 @ 7:56am
QuarkTASCHENjoe Mar 25, 2024 @ 8:34am 
Originally posted by Chrissy:
Originally posted by QuarkTASCHENjoe:
If you have no problem with the engine or gameplaystyle, then you can try the New Horizon Mod with Malestrom Engine. There was recently a mapupdate wich is more accurate to the caribbean i think, otherwise the CSP Mod (corsaire ship Pack) was released in english a couple days ago.. the fanboys say its the biggest and advanced mod in the Seadogs universe i didnt test any of these mods yet, but there is a huge fanbase on the russian and english side and they updating and develop these mods since 20 years. Blackmark studio is in good contact to the english and russian modding community too. There is also a complete port of Seadogs in Unreal engine 5 in development from the mod community.

i think these mods are better when you interested in freeplay. Caribean Legend is more Story focused and thats the reason why i play it. For me its one of the best written storys in this setting in a Video Game. I only do the minimum in freeplay and then start the next quest.
this is awesome and ive been waiting for this can you please give a link on the English ver of the mod and ty so much

Visit the website. There you find all the informations. https://www.piratehorizons.com/new-horizons/

That are standalone mods and have nothing to do with Caribbean legend. New horizon is based on sea dogs 2 in terms of story content but engine is the open source storm engine x or the Malstrom engine which is self developed by modding community and cost 12 $. You can also visit the discord for help and informations about the projects. The CSP mod you will find also on this website. CSP is based on another Seadogs game there you have different story than in new horizons, but it is standalone, too
Chrissy Mar 25, 2024 @ 9:15am 
Originally posted by QuarkTASCHENjoe:
Originally posted by Chrissy:
this is awesome and ive been waiting for this can you please give a link on the English ver of the mod and ty so much

Visit the website. There you find all the informations. https://www.piratehorizons.com/new-horizons/

That are standalone mods and have nothing to do with Caribbean legend. New horizon is based on sea dogs 2 in terms of story content but engine is the open source storm engine x or the Malstrom engine which is self developed by modding community and cost 12 $. You can also visit the discord for help and informations about the projects. The CSP mod you will find also on this website. CSP is based on another Seadogs game there you have different story than in new horizons, but it is standalone, too
LOL yes I knew this already I just knew it was yet to be in the English translation or where to get it . I was lost when they where talking about Legends because as far as I know the only mods for that are already on Steam Workshop because the source code is still locked I thank I do now have Horizon as well thank you
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Mar 24, 2024 @ 12:23pm
Posts: 11