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Fordítási probléma jelentése
After the main plot when "thinking aloud" you have an option to sail to Europe... is is as simple as changing ammo for firearms :P
There's a major problem on modern computers, and it's even documented at the PiratesAhoy forum: new graphics cards run the game at such a high frame rate that everything slows down, the computations can't keep up with the graphics, so you're moving in slow motion, especially inside a building. They said it can be solved with an external frame rate limiter. Setting VSync didn't help unless the game was in full screen mode. It got bad enough that I had real problems getting my character to turn, and running everywhere in slow motion is a real pain especially in the enormous towns and ports. Setting full screen may help this a bit, and may help more if refresh rate is set lower, but has other problems. There's no option for "always run".
There is no option for wide screen, so the screen is stretched. It's ok, but gets annoying after a while.
Without mods, the direction indicators on the compass are almost impossible to read.
No clock and no calendar makes the game feel odd. Within a town there are several areas that need to load if you move around; at least they load fast.
Dialog text wasn't scaled, so it was always very large, to the point of being annoying.
If you want to talk to someone, you have to press the Enter key and select the dialog option from the icon menu at the bottom left, and most things in the game were like that. Sea Dogs TEHO has streamlined this a lot by allowing the mouse to do most of the work. To go through a door, you have to press the space bar. Everything that involves inventory requires scrolling through a horizontal list of icons.
There were a few things I liked. The tutorial was very good. The sailing model was reasonable and more fun, although using arcade mode doubled your speed or more. At least you generally sailed faster with the wind than against it, and wind direction didn't matter as much as it does in Sea Dogs, which was good because the direction didn't change much and going back to the dock didn't give you a new direction, only the speed of the wind would change. The modders made this a lot better. Land combat was limited to one block (ctrl key) and one attack (space bar), which some people might prefer. Movement during combat was more limited.
I'll try some of the build mod options when I get the new computer, as I couldn't get a download that wasn't corrupt, although some attempts were playable. Hardware issues on a dying computer. The little bit I played, while it had lots of features for starting a new game, was just boring, and I never got to the point where I could test sailing much.
Verdict: stick with Sea Dogs. The nostalgia you feel for PotC isn't really deserved. I suspect AoP will be similar, although I don't intend to steal the game to find out. Videos look better than PotC, I'll give it that, but the Captain Blood storyline leaves us no better off than the Sea Dogs tutorials.
Hook
I still really want to be able to mod this game though....
The stock game wasn't any better than I reported above.
I installed the New Horizons, Community Build Mod 14 and have been playing that. They improved the interface controls, which were apparently designed for a console in the stock game but that project was abandoned. The controls are now much more streamlined and not awkward... just different from the Sea Dogs controls.
I played the original story line a bit with the mod, but it wasn't any better that I could tell. I started a new game in Free Play mode, chose 1770 as the year and started off as an American merchant. Easiest difficulty and set the mod options to allow stuff like all classes of ships would be available at the shipyard and high level items would be available at the merchants.
I set the starting ship as a gaff rigged schooner flying an American flag. Just gotta watch out for British, as they're hostile at this time.
You can totally avoid the world map if you wish, but sailing anywhere takes a very long time. Sailing realism is much better, but you lose the ability to sail-to a port where you've never been, although you can sail to nearby ships. You don't have fast travel for a location until you've either visited it or asked a townsperson about it.
Sailing is very different. Wind direction isn't as important as in Sea Dogs, as you can sail at a decent speed in any direction except upwind. If you try to sail too close to the wind, you get a flapping noise from your sails (that was my very first mod for that game) and your speed will decrease. Turning the ship takes forever, much longer than even tactical mode in Sea Dogs.
The islands are much more interesting, and somewhat larger than the ones in Sea Dogs. Land locations are huge compared to Sea Dogs. Unfortunately, you can't see islands in the distance, and there are no trees when you're looking from your ship.
The sun does not move continuously across the sky, but updates at the top of the hour. The sun graphic is not very pretty.
You can improve skills by buying items or books... so far I haven't seen any "magic" items.
Time scale is very different, with one game minute taking 12 seconds, or 12 minutes per game hour. The game advances by one day at the top of the hour, and the hours and half hours are marked by bells. You will gain a few percentage points of sailing skill by sailing, awarded at the hour and half hour.
Sail-to takes considerable time (I did a sail-to to a nearby ship and it took about an hour and a half of game time). Buying or selling cargo takes several hours to load or unload.
Sea Dogs still has a lot going for it... it's prettier, has a good story line (I haven't tried the story lines in PotC yet), and is obviously a much more modern game. PotC seems to have more features, as you'd expect in a game that's been modded as much as this one has. You have a lot of starting options. The tutorial is simple, and you start off with a ship.
I haven't been tempted to mute the music or dialog. It's quite good, and hasn't gotten annoying.
As a side note, in order to get everything else working right, I had to run at my native monitor resolution. This made the HUD (mini map in the upper right) too small. But I quickly found the code that displayed it and enlarged the HUD. I also found out that the code has my fingerprints all over it... look for my initials "LDH" in comments. Having the source code makes a world of difference.
Verdict: Sea Dogs is much better than the stock PotC, but the New Horizons mod improves that game to where it's as good or better than Sea Dogs.
Hook
For the technically inclined, it was a variable allocated on the stack in a function, but on a fast machine, when the function ended it might have de-allocated the variable before it could be used. Seems I remember that I had to some of those 7 years ago. Amateur programming.
Hook
At one point I was sailing at 1.9 knots, and I didn't care. Game time passes slowly enough while sailing that time is no longer critical, and you'll spend a day or more loading and unloading cargo anyway.
Something good I realized about the Sea Dogs tutorial is that it gets you used to going through the jungle. People don't realize this until they've encountered a few bad guys in the earlier game, and they'll respawn if you leave an area and return, so you may not be able to just run away. I'm still a bit hesitant about exploring the PotC jungles.
The storekeeper sells personal items such as weapons and books as well as cargo, and pays a slightly higher price than the street merchants do. Everyone sells maps, but they're pretty bad. The maps suck compared to Sea Dogs, but you can buy maps of various dungeons. People will approach you on the street with items to sell, and sometimes they aren't ripping you off.
There's a guy walking the port in Barbados who sells very high level stuff, but he'll insult you several times before offering anything for sale. He's in the stock game as well.
Trading is simplified, with 4 to 8 items on each island that are imports or exports, but I've only made money on a couple of trades. Each island has a few items as contraband as well, probably has more to do with taxes than what the item can be used for.
The mod adds random encounters while sailing, and it can be ships, cargo floating in the water, or dangerous things like mines or floating debris, neither of which you want to hit. You might encounter a lifeboat full of shipwrecked crew.
There are a LOT of ships around islands in the game (I think the game has a limit of 30 ships at the same time), and you can see battles in progress and join in if you wish. The last random convoy I encountered was nine large British military ships. I'm American but flying a Portugese flag, so everyone but the pirates are friendly, otherwise the British would have attacked me as America and Britain are at war during this period. So far I haven't had my false flag detected, so it's not an automatic thing at lower levels like it is in Sea Dogs.
When walking through the ports, there might be random people sword fighting. I remember that if you help one of these guys, he offers a quest. You can even equip "your trusty fists" and get into a fist fight.
There are pickpockets in town, and you can pick other people's pockets if you wish. "You have been enlightened by this encounter." :)
Since sailing is my thing in the game, and the modded PotC is a much better sailing simulator, I'll be playing that for a while. I'll go back to Sea Dogs at some point to compare the two games some more.
It is unfair to compare any heavily modded game to any stock one, as if the stock games are sub-standard somehow. The stock Sea Dogs TEHO is still a very good game, and there's no reason to bash it just because other games exist. If we ever get the ability to mod Sea Dogs (beyond some graphics changes which can be done now), this is going to be one amazing game.
Hook