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If the harbor changes hands and you moored a ship with the harbor master, I think even the unique ships are lost. However I have not tested this theory.
The side room from, selected not all but ones like Port Royal, the shipyard sells you a warehouse to store goods aka ship goods.
HARBOR MASTER:
The harbor master allows you to moore, anchor, dock w/e it's called in game. Store your ships, three ships per harbor aka port, for a nominal monthly storage free.
As StormRangerX said, all ports are subject to being taken over by another faction. However I feel these main harbors like Port Royal for the British might have a lesser chance. Even more so it's a low chance to begin with alas if they do you lose all investments at said port.
However, immediately after thinking this (before putting any ships there), the British sacked it lol.
I guess a relevant question would be if there's some sort of port cooldown. Like will the British now go after every other port before attacking Williamsted again? Or is Williamsted just as likely as every other port to be attacked, even though it was just sacked 5 minutes ago.
There's way more than 3 unique ships in the game, and I kind of want to play collect-them-all lol.
Alternatively, is there a mod somewhere that removes ship loss from raids? The mechanic honestly seems more punitive and a PITA than something engaging, or that adds to the game.
I've not found any scripts that mention anything about deleting/removing moored ships after a siege, and did not see anything related to it in the siege script.
However, Colonies_init.c, has FortValue lines (which are definitely calculated in the siege script to determine an outcome of a siege. Altering these values could make it impossible for a fort to be defeated in the background calculation. I'm unsure if this would impact the player in any way during player sieges).
Additionally, there is a special line (written in russian, but translated roughly), that says Panama has no line for fortvalue, and has no HasNoFort=True line. It says that removing both of these lines prevents any sieges from trying to occur at Panama. Potentially that could be used to alter other ports to create a safe haven for ships.
Unfortunately, both of these methods would impact sieges for any specific "safe" town. And that's assuming they work. Honestly someone more familiar with the nuances of this game should be the one to create a mod if they can, as it's been a very long time since I've created any mods or altered scripts myself.
I'll keep poking around and see if I can find something as obvious as a script line that says "RemoveMooredShips=True" or something haha. But right now these two ideas are the best solutions I can come up with to protecting moored ships anywhere.
One final note, since I've only found this info in Colonies_init, both of these methods would likely require a new save to take effect, and this data is probably stored typically in a save file. - At least based on the file name.
Quick edit: Isla Mona has the "hasnofort=true" line, but it also has a "HeroOwn=true" line, that may be what prevents raids. Unclear. Its worth mentioning that the siege script did not list out specific attack locations, it is obviously pulling from a pool, and that pool appears to be no more specific than the nation/owner flag on the port. So when a French siege is generated, its no more specific than "spanish ports" as far as picking which port to siege. And Isla Mona **does*** have a PIRATE nation flag,
One more bit of info, Portobello and Williamsted both have a "DoNotCapture" flag, but obviously this doesn't prevent raids/sieges.
HeroOwn flag specifically prevents sieges.
Unclear if that HeroOwn flag modifies anything else, or causes any problems if its applied to say, Port Royal.
These three lines were buried in the siege script, and I just missed them last time.
https://steamcommunity.com/sharedfiles/filedetails/?id=3460270338
There's also a version that should protect both moored ships and bank investments during sieges, instead of only moored ships.