Corsairs: To each his own (2012). Headache for nerds. "Corsairs: To each his own!" Almost "Debriefing" Corsairs to each his own trade guide

Plants, flowers, lawns 30.09.2020
Plants, flowers, lawns

Where to find big ships?

In the game "Corsairs: To Each His Own", the developers have reduced the probability of encountering huge ships of the first rank. If you want to find them, you will have to use thematic forums.

After what will the countdown for the quest "Pirate Saga" begin?

After the entry appears in the journal that Helen entered the service of you as an officer.

How to make Helen stay on the team forever?

For this to happen, you must fulfill the prophecy that the gypsy spoke of. And for this you will have to:

  • Do not take a hundred doubloons from Gladys MacArthur as a reward.
  • Give the found Hangman's chest to that same Gladys.
  • Don't take the gun that Gladys gives you.
  • Address Helen by her mother's last name - Sharpe.

How to give Mary Kasper a Narwhal blade?

In order to do this, you must ensure that two conditions are met:

  1. When you meet Shark Dodson, ask about his clinic, Narwhal. After that, talk to the weapons master, Jurgen, to make the appropriate blade.
  2. Retrieve three meteorite ore and bring them to Jurgen. You can bring these pieces with you by purchasing from some vendor or by finding buried treasure inside. You can also find a meteorite at the bottom of the OS.

Where to rent warehouse space?

To rent a warehouse, head to Isla Tesoro in Sharptown. In addition, you can visit the capitals of each state. As for Isla Tesoro, here the warehouse is run by a merchant inside the store. Chat with him and you will see a dialogue phrase corresponding to the lease.

To rent storage space in other cities, you need to look into their shipyards and go to the back room to talk with the boss. If you contacted him for the first time, then you will need to start the dialogue again, after which the desired phrase will appear.

Why are there no useful things in the treasure?

If you bought the card from a tavern, then keep in mind that you can only get the treasure of the first level, which includes conventional weapons and amulets, as well as all sorts of jewelry. In addition, half of a card can be found in such a treasure. If you find the other half, you can create a second level map and get the corresponding treasure. In such a treasure, you can often find unique weapons that are not related to quests. And in general, much more expensive and valuable production comes across, but there is still a chance that there will still be rubbish inside.

Where can I find guns larger than 32 caliber?

To find such weapons, you must capture enemy ships that have them, then remove and transfer them to your own ship.

Is it possible to stand in the service of a certain nation?

In this modification, this is not possible. All quest chains for nations have been removed from the game, but you can enter the service of France, which happens in the storyline. In this case, you will be given an officer, a whole ship and equipment. If you agree, you will have to give 10% of the production, and also avoid shooting at friendly ships. In addition, you can not get new quests.

Hello everyone, you are on a blog about fantasy and science fiction! Sometimes there are issues that are not related to science fiction, but this is not the case. In these "Corsairs" there is enough devilry. In all senses.

The game turned out to be made on the engine of the past corsairs, that is, the same bearded year. Even then, everything that his senile relics are capable of was squeezed out of him, so the picture cannot boast of anything new. Unless some screensavers, character models and icons were redrawn. Added a couple more videos.

However, I'm comfortable enough to play like that.

So, game. We don't have a choice of character, we can only play one - a Frenchman named Charles de Maur. Next, we select parameters, focusing on fencing, handling heavy weapons, pistols and muskets, or trade and oratory. In my opinion, it is better to choose something from the first two options. I settled on rapiers and swords.

Attention! In no case do not set the difficulty above the Second level! All but the most avid nerds, play on the lowest difficulty. Masochists confident in their God-chosenness can choose the second difficulty. In different versions of the game, this is either the Boatswain or the Brave Privateer.

The game is insanely difficult, and if you feel confident on the "Captain" difficulty in the "City of the Lost Ships", then set the minimum difficulty here and set all possible concessions in the menu next to it.

If you played the Admiral, and you were more or less tolerant, then you can risk setting the second difficulty.

If you choose a higher difficulty level, you will quit the game after a few hours, cursing the developers and the whole wide world. I'm serious.

No, you will swear and yell in any case, even on the minimum difficulty, but then at least there will be a chance that you will not quit the game, but will go online for tips and manuals.

Important! This game must be completed exclusively with a detailed manual! This is due not only to the extreme complexity of the game, but also to bugs - without knowing at what point the catch is, you will not have a chance to avoid a fatal bug. I will give a link to one of these at the end of the article.

Okay, the difficulty is selected, everything is set, let's go!

I did this: Z - shot, Q - active action key, C - power strike and parry (instead of the wheel). So it's pretty easy to play.

First Impressions

They are excellent. We are introduced to the game in detail, we are led a little by the hand, talking about the buildings and gaming opportunities. It seems that the game is designed for new players who are unfamiliar with the previous parts of the franchise. Don't be fooled by this!

The first difficulty is that over the past time I have quite forgotten the controls in battle, but here no one is in a hurry to explain which keys to press. Therefore, to understand the types of strikes, feints and parries, go either to YouTube or to thematic sites. For those who are familiar with the early parts, I will briefly explain the innovations:

1) A new parameter for melee weapons is balance. It is very important, and closely related to two factors: the type of weapon (rapiers, sabers or broadswords), weight, type of blow.

For a rapier, the ideal balance is 0.0. In this case, lunges (default, right mouse button) deal maximum damage. Chopping and power strikes are not for light weapons.

Sabers perform well with a balance closer to 1.0. They can cut, and stab, and carry out power strikes. The problem is that none of this saber does very well. In Corsairs: City of the Lost Ships, the saber was the most convenient weapon for me. Here they are kind of useless. I do not advise.

Broadswords and axes. The balance is closer to 2.0. Chopping and power attacks. It hits hard, but consumes a huge amount of stamina.

It was not possible to find out how weight affects damage. Most likely, the same as the balance - the greater the weight, the greater the damage of slashing weapons. In this case, it is better to choose rapiers as light as possible.

2) Pistols can now explode when fired. This happened to me with Stroyev and Dueling pistols. Repeating shots, muskets and shotguns did not explode.

3) New types of charges: in addition to bullets, there are shot, harpoons and nails. There is also a manual mortar with grenades.

New is good, but there is a big but here. The shot hits only one target, thereby completely devaluing itself. I have a Combat Cartridge shot at the crowd (although if you believe the thematic forums, this should not be), but the damage there is ridiculous.

Removed the "berserk" skill, which was white in the previous part. On the one hand, right - the thing was absolutely cheating, turning any duel into nonsense, but I somehow got used to it. And with her, the local quest duels would not tear one place like that.

First quests

The first serious problems you will have in Guadeloupe - when you need to go to Fadey.

Important! Yes, these problems will be the first only if you play by the manual. Otherwise, you will be stuck in Martinique. Play only according to the manual!

I still don't understand how Fadey's quests work. If you take them in the wrong order, you will easily break some scripts, and he will not give you the assignment that your brother spoke about.

If you have the patience to cope with all this, then you have to choose a side - the Dutch Gambit quest.

I played as the Dutch - there are tricky restrictions on the level, reputation and skills. The Dutch are unpretentious about this.

To play as England, you must be: positive reputation, level below a certain value (it seems to be different in different versions, I was less than 12).

Secret organization: negative reputation, all weapons have been upgraded to a certain level (somewhere around 30+).

Difficulties await you here. Time-limited missions, mind-bending duels and more. But if you played the previous parts, you can master all this.

And I'll be the cherry on the cake.

Quests that break the player

This joy is called "Pirate Saga". This is a global, obligatory and interesting plot quest. Made by complete sadists.

The first difficulty is that you will need to save one girl - Rumba, she is Helen - in 16 calendar days. This will be at the very beginning of the quest line. And if you fail this rescue, then fill up the entire line.

The first difficulty is that there is not a word about the deadlines in the task log.

The second difficulty is that even with a fair wind, you will not have time to sail to Antigua on time. No way.

What to do? Go to the combat map and sail along it, periodically going to the global map to check the direction.

How do you like this game design?

There are still many complexities in The Pirate Saga, but I will move on to another extravaganza of absurdity:

Two naval battles in a row. First you have to deal with a corvette and a frigate on half acre (3rd class ship). And then board a heavy frigate on the same half acre. And it's just tin, even on the second difficulty.

Then you can still break the scripts in many places if you complete the quests in the wrong order, and a lot of other exciting things.

Impression

Because of the really interesting storyline company, I can't bring myself to call the game bad. I got a lot of pleasure from her. Yes, it was a somewhat perverse pleasure, especially until I thought of digging into the manual, but still.

Big, varied and interesting plot. It's cool, and for this developers a lot of respect.

A good partner is Mary Kasper. But if you don’t play according to the manual in life, you won’t guess what to do so that she joins your team. Yes, you may not even meet her. Despite the fact that the location of the Island of Justice is not so big. But confusing...

Reworked characteristics of ships. Now corvettes are useless troughs. Otherwise, the balance is good.

Outcome

If you are well versed in the game series, then you should arm yourself with a manual and a detailed walkthrough, and play Corsairs: To Each His Own.

If you are more or less fumbling in the Corsairs, then you can try your luck on the minimum difficulty. Again with the manual and walkthrough. But be prepared to suffer.

If you haven’t played Corsairs before, then starting with To Each His Own is a worse idea. "City lost ships"At one time they called it the most difficult game in the series, and only" To each his own "- once in 5 it is more difficult ...

It’s always like this: a good story doesn’t want to get along with good game design. Almost always you have to choose one thing, especially in more or less independent projects like this one.

Play at your own risk. I'll get through the game to the end. Now I brought 3 church relics to the inquisitor, and took a long pause - to calm my nerves.

The walkthrough I used: The Beginning of the Walkthrough. on the same site there are detailed manuals for later quests.

See you soon!

By the way, The Witcher: Blood and Wine announced the best RPG 2016 🙂 Yeah, addon. I have on the site who has not played or not seen all the endings - I recommend that you read it. There are also links to 2 other articles on the world of The Witcher.

Ship's log

In this form, the player can get acquainted with the ship's log, which is kept by the hero and automatically filled in by the system.

The event log

The journal is a list of the current tasks of the hero. Each item in the list by double-clicking or Enter is expanded into the event log. Each entry is marked with the time it was logged. The log goes from bottom to top, that is, the very first entries are at the bottom, and the latest are at the top.

Events archive

This tab contains a list of quests completed by the hero.

Cash book

On this tab, the bookkeeping of our hero is kept. All deposits and loans from moneylenders are fixed for the convenience of calculating terms and interest.


Statistics

Any action of the hero is displayed on the form of statistics. There is a record of the killed inhabitants by type, accounting for the capture and sinking of ships, looting of cities, and so on.


Relations of nations

Nation Relations Matrix

Relations between powers are of three types:

friendly

Neutral

Hostile

To the left and above are the flags of the nations, their intersection indicates the relationship between them.

The hero belongs to his base nation - this is the nation of the start of the game or the current letter of marque, if any. For the hero, the column of his base nation is applied, taking into account the reward for the head.

Head award or appreciation for merit

The attitude towards the hero of the power, its citizens and soldiers can be different. Good deeds for the good of the country increase the reputation of the nation, while bad deeds can lead to a reward on the head of the hero. And this is an eternal pursuit on land and sea, as there will always be hunters for wild heads. The reward for the head can not only be received, but also reduced by one's own deeds or direct bribery, thus returning the friendly disposition of the state.


Flag on the ship

The hero's nation is the nation chosen at the start of the game, or the nation the hero currently serves (whose patent is in the hero's pocket). It can be seen on the "F2/Character" form. On the "F2/Nation" form, the current flag on the hero's ship is visible, which can only be changed at sea in order to hide its true essence. But the enemy of the power can be recognized both by ships at sea and by guards in the port. The stealth of the hero affects the success of the deception. If the hero has a bounty from his main nation, then he is considered an enemy even to her.

Recognition of the enemy takes place taking into account the relations of the countries themselves and rewards for the head on their behalf.

Fast travel in the cities of a hostile nation does not work for the hero.

Trade

The list of goods for trade is quite large. This gives a lot of freedom in trading for the hero.

Something on the islands and the mainland is an exported product and its prices are low, something is imported, and the demand is great, as well as the price is high. And something is completely prohibited for official sale, and is controlled personally by the governor.

You can make money on price differences by buying low and selling high. It is more profitable to sell more expensive, but this slippery slope lies through smuggling. And transactions become completely profitable only when the goods are not bought at all, but are taken “for this”, “free of charge” from merchants at sea by the method of direct robbery and piracy.


Products and prices

The "F2/Trade" form shows the price lists collected by the hero while shopping or obtained from merchants at sea. This is the state of the store's inventory on a specific date. The list is maintained by city in a table: quantity of goods, sale price, purchase price, type (import, export or smuggling). Over time, the information becomes obsolete, as the turnover in the game lives its own life. But the main conclusions for successful trading can be drawn.

At the beginning of the game, the list is empty, as information is received (shop visits), it will be filled.

Tip: Don't miss the opportunity to find out the prices of goods from merchants at sea or in a rumored tavern.

Pricing in stores works on supply and demand: if the quantity of exported goods is constantly small (everything is bought up in large quantities), then prices for it will rise. Conversely, an imported product that is constantly on sale and creates a “package” in the store leads to a drop in prices. The situation eventually returns to its original state.

Important: The looting of the city leads to a sharp decrease in stocks in the store, which means a gradual increase in prices.


Sale of contraband

A number of goods in cities are prohibited from free circulation, this is due to the current political situation and increased tax collections. Such goods cannot be officially sold in the store. You can buy, but the price will be exorbitant.

Therefore, merchants suffering from quick profit do not shun smuggling deals. The prices there are favorable, but the patrol can also turn up. You need to negotiate a deal with a smuggler in a tavern, and then unload the entire batch in a deserted bay.

The patrol can swoop down both on the shore and wait in the sea at the exit from the bay.

Equipment and items

In this interface, the player can view the items carried by the hero and his passengers, choose a new saber or put a cuirass on the character, study the treasure map or the map of the island.

Items that are in the chests of the hero's ship's cabin can only be viewed in the cabin itself through the chest search interface. The "F2/Items" form shows the things that the hero carries with him at all times.

Hero equipment

The hero can wear four items: a saber, a pistol, a spyglass, and a cuirass. To equip an item, you need to select it in the list and click the "Take" button. Officers choose their equipment automatically when exchanging items or buying in the store.


Items with an effect on skills, such as +10 Prestige, work if they are in the pocket of a hero or officer. The exception is clothing items that need to be equipped as a cuirass, then the effect in the skills from them will work. There is also a unique collectible artifact "three skulls", the effect will appear only when all three skulls are collected together, that is, all three of them are in objects at the same time.

View maps

To view a map-scheme, you need to select it in the list and click the "Get" button. An additional window with a map will open. Cards are sold by item merchants in town.

Treasure cards

Treasure cards are viewed in the same way as ordinary cards, but instead of a diagram, there will be a description that the hero made on the map indicating exactly where the treasures are hidden. A treasure map can be purchased at the tavern if there is a seller there. The card may also be fake. Also, the treasure from time to time can turn into junk.

Treasure maps can consist of several parts. To get information on exactly where to look, you need to have two parts of the map. Parts of the map can be found in treasure chests. The map will automatically stick together from parts if you click the "Take" button on any of the parts of the map.

If the treasure is in a dungeon, then opening the chest can lead to the appearance of the skeletons of pirates who were killed by the villain hiding their treasures.

Introduction

I must say right away: the leadership is very small. However, it is extremely useful for the player at any difficulty level. The game "Corsairs: To Each His Own" provides the player with a huge scope for earning and increasing funds, whether it be doubloons or ordinary pesos. Among them are robbery, ransoms, work, as well as enhanced loot. However, all this is extremely troublesome, and often unprofitable methods. For example, in order to make a good profit on the robbery of merchant ships, you either need to get information about it, look for it, and only then capture it. Or engage in battle with well-equipped and powerful fleets. For some reason, the most obvious and surest way to make money in the game is constantly ignored by the audience. And not only in this game of the series. It's about trade.

Trading Basics

In order to conduct competent trading, very little is needed.
Namely:
- At least 30 - 50k free money to start a trading business (i.e. minus ship and crew costs)
- More or less pumped trading skill (although you can start with any, as a result of trading it will be pumped anyway)

- A ship with a large deadweight (hold capacity)
- It is desirable to have a treasurer on the ship (this will speed up earnings)

So, each colony in the game has its own pricing policy. There are many different prices for each commodity in numerous colonies. Our job is to buy low and sell high. Not so difficult!

The classification of goods is as follows:

Colonial - supplied by this colony (having a low price here)

Imported - purchased by it (not very expensively purchased)

Smuggled - prohibited for trade. In some cases, they can be purchased in stores. But you can only sell them to smugglers. And this case is unreliable, this should be resorted to extremely rarely.

Products of aggressive demand - purchased (and already very expensive)

The essence of the process and comments

We are interested in the scheme according to which a colonial (or at least ordinary) product is purchased, and it is sold at the price of aggressive demand. There are very few cities with goods of aggressive demand in the game. However, in order to make a decent fortune, it is worth working with only two of them. Both cities are major centers of trade in the Caribbean - the English Port Royal, in Jamaica, and the Dutch Willemstad, in Curacao. The latter is perhaps even better. Firstly, the prices there are tastier, and secondly, there are almost twice as many goods of aggressive demand than in Port Royal.

It is worth considering that:
1) Every month prices change in different directions. However, the general pricing policy does not change; the same product is always a stable source of income.
2) The buy and sell price summary doesn't take into account your trading skill, as well as the influence of the officer - treasurer with his corresponding skill and perks like "basic trade".
3) Trade is better, if only because the looted goods are bought up by shops at half the price. And even less. And although some craftsmen claim that there is a way to "launder" goods, such manipulations are easy to avoid, just honestly earning money through trade. It's even more profitable.
4) Reputation with the powers you trade with and with specific shop owners affects the benefits of your trade in general.

Action algorithm

1) We collect the most complete list of prices for colonial stores. To do this, you need to stop at the store of each colony you visit, look at the list of local prices, and also ask merchants for news. In response to such questions, merchants usually share other lists.
2) We look at the price lists of Port Royal and Willemstad and stop at the graphs with goods of aggressive demand.
3) We select one of these goods and start searching through the lists of other colonies where a particular product is colonial (i.e. cheap). However, do not forget that in this case, the purchase - sale can turn out to be negative for you, so subtract the cost of the purchase from the profit from the sale and see what happens.
4) We go to the chosen city.
5) We buy the selected product.
6) We head to the city where it can be profitably sold (i.e. where it is a product of aggressive demand).
7) We sell
8) Enjoy profit


9) Repeat

Tips for new traders

1) You need to trade whenever possible. That is, you need to trade not only ship goods, but also trinkets from the inventory. In any case, the trading skill will be pumped over, and the wallet will get fat. Therefore, at first, you need to grab and sell everything that does not hold well, eventually become more selective, but still loot and loot.

2) You need to select a ship with a good ratio of speed and deadweight. Firepower and strength are not so important. A good choice for such a case is polakr, xebek and privatir ketch. In a word - heavy galleons and flutes are not needed. You need to stay fast and agile to get away from annoying pirates and quickly cruise from colony to colony. It turns out much more profitable.

3) The treasurer will not only give you additional benefits in transactions and pluses in the trading skill, but also can be engaged in ship management - calculate the cost of provisions and control damage to goods (at least a little).

4) Do not fill the holds with ammunition to the eyeballs. The best option is two hundred pieces of all ammunition except buckshot (a hundred more), five hundred pieces. gunpowder for firing and setting mines to break away from the robbers. There will be more space in the hold for really valuable goods.
5) Taking slaves is not an option. They do not cost as much as they cost in the GPC, and the consumption of provisions that they add by themselves is an unpleasant thing. And yes, they are hard to sell.
6) It is highly recommended to get hold of an amulet that enhances the trading skill.

7) Collecting your flotilla is not an option. This is a troublesome and expensive matter, besides, a computer companion will behave extremely inadequately in battle. You wouldn't trust this fool with a huge amount of valuable goods, would you?

8) There should be a lot of provisions on the ship. You never know where and at what price you will need to buy it in case of an acute shortage.
9) Avoid sea battles, being loaded with goods, at all costs. There will be almost no gain from this (unless you practice fencing and pick up trinkets), but there will be decent expenses: repairing the ship, recruiting new sailors, and all that.

10) Learn not only to defeat enemy ships in battle, but also to get away from them. This is an extremely useful skill.

11) Trading gold and silver is not a good option. The transportation of such goods is very troublesome. And besides, only one colony puts up a really good price for sale - the pirate Sharptown.
12) Trading licenses are not an option. The best income can be obtained from the English and Dutch colonies. In addition, licenses are very unreliable. And roads.

13) Keep your savings with moneylenders. And preferably in those cities in which you most often visit. Carrying huge funds with you does not make sense, 300k of active capital will be enough for the purchase of goods and ship needs. The rest of the fortune will be very quickly recruited from usurers.

Best routes

Martinique: Coffee from St. Pierre to Willemstad, Coffee from Le Francois to Willemstad

Guadeloupe: Cocoa from Bas - Thera to Willemstad, Cotton from Bas-Terre to Port-Royal

Maine: Cotton from Belize to Port Royal, Mahogany from Blueveld to Capsterville, Havana and Willemstad, Ebony from Blueveld to Capsterville, Havana and Willemstad, Leather from Cartagena to Port Royal and Willemstad, Vanilla from Cartagena to Capsterville, Port Royal and Willemstad,Copra from Cartagena to Willemstad

Barbados: Cocoa from Bridgetown to Willemstad, Paprika from Bridgetown to Willemstad

Sint - Maarten: Cotton from Phillipsburg to Port Royal

Cuba: Leather from Puerto Principe to Port Royal and Willemstad, Leather from Santiago to Port Royal and Willemstad

Hispaniola: Leather from Santo Domingo to Port Royal and Willemstad,Leather from Port au Prince to Willemstad

Providencia: Leather from San Andreas to Willemstad, Cotton and San Andreas in Port Royal

These routes are the safest and most profitable for beginner traders. Starting with them, you can earn good money. And then move on to bigger and riskier trades.

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