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    Maelstrom New Horizons


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beat to quarters?

Well, I got the idea from playing Pirates! gold once again, there, if you don´t have the men to crew all guns, you´ll go to battle with less guns active, even if you´ve got the maximum amount available. Of course, it´s using a pretty rough estimation (four men per gun, disregarding that the guns are split up on the broadsides), but it´s a good concept. Also, it might cause enemy ships to flee, if they´ve lost most of their crew instead of staying around and firing even with a crew of one.
 
<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->Also, it might cause enemy ships to flee, if they´ve lost most of their crew instead of staying around and firing even with a crew of one.[/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> That's what I mean, it SHOULD affect the AI ships that way. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
I added this the only way I could think of, reducing gun damage when a ship has few crew (since we can't actually stop the game from using some guns...), but that's admittedly a poor solution...
 
Actually, it is a good idea, what is NOT a good idea, however, is the sinking morale level when firing guns. In the normal version, the guns fire quite quickly, so morale drops rather fast as well, considering the Combatlevel_guns lasts for 120 seconds and reloading the guns takes less time than that. Maybe the crew loss ratio is a bit small (big?) as well (2% of the crew die and morale drops by one? That seems a bit exaggerated, I think 10% would be appropriate).

Something else, I tuned down the Minimum crew considerably ( I can´t imagine you really need a hundred men to simply SAIL a frigate, say), now the ships created have rather low crew levels, which isn´t so bad for merchants or pirates, as you would hardly expect them to have full crews, but with military ships, that´s a bit different. Now I wonder where the crew level for generated ships is defined.
 
Good point on Guns combat level. It shouldn't decrease morale, just prevent morale from going back _up_. Same with ENEMYHERE.

That's how I now remember writing it, but--on just checking--I guess I remember wrong. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Wonder why I wrote it that way?
So, back to the ol' keyboard. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> and thanks bringing it up!

For now, just change COMBATLEVEL_ENEMYHERE and _GUNS to 0.0001 and 0.0002 and that should basically do that.

The crew percent you can change to taste; open AIShip.c and find
#define CREW_PCT_FOR_MORALE 0.02 //morale decreases by 1 for each time crew decreases by this pct.

And change 0.02 to 0.1 if you prefer 10%.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Something else, I tuned down the Minimum crew considerably ( I can´t imagine you really need a hundred men to simply SAIL a frigate, say), now the ships created have rather low crew levels, which isn´t so bad for merchants or pirates, as you would hardly expect them to have full crews, but with military ships, that´s a bit different. Now I wonder where the crew level for generated ships is defined.<!--QuoteEnd--></div><!--QuoteEEnd-->

Quoting myself, usually only professors get to do that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
But I just realised I´ve made a mistake here regarding the term "minimum crew". It means the number of crewmen necessary to regulary sail the ship - which means (and that´s the mistake I´ve made) the minimum crew is actually FOUR times the crew needed for operating the ship: they have to work in watches. Meaning, even a ship on minimum crew might be able to fight and fire it´s cannon, because just one quarter is needed for the ship´s operation.
 
And I thank you for doing so Grimm, because you reminded me that I never answered your question (I /thought/ I had, but...)
Crew is assigned in:
First, set to max in SetBaseShipData.
Then, _actually_ assigned, in
void Ship_SetFantomData(ref rFantom)
which is in AIShip.c
Note that since I added the big block below, `Stone-D`'s original code for setting crew is no longer used (even though it's still there). His code assigns 0.8 to 1.0 of max crew; my code discriminates based on type, and has much greater variation.
 
Re: gun crews: I was thinking what if you had to be even more active in the organization of your crew, like assigning some of your officers to be gun crew captains... I guess this is what the game pretends happens when you have officers on a ship, but there's no personal involvement that way.

---

Oh yeah, and: I never notice any discernable difference between cannons and whatever those other types of things are called... if they're what I'm thinking of, they could fire quicker and needed fewer men to man them, at the cost of accuracy. Does the game currently reflect this?
 
Um...sorry to be so blunt but wasnt this post started because the person wanted to have the drum roll and such when at battle? If Im mistaken, I am sorry.
:bbb

P.S Alan, since youre from Montreal, have you ever heard of a desert called Nun's Farts? lol its something my folks got from some friends...
 
A dessert? Sounds perfectly appetizing, but nope, never heard of it. My knowledge of Quebecois cuisine extends only to smoked meat, which I haven't tried yet, and poutine, which j'adore.
 
qu'`est-ce` que c'est, poutine?

Cap'n Archibald, now you've yourself hijacked the thread. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Oops lol, sorry about that. I added that after I saw Alan's info... Back to the thread on hand! Ahar!


<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Poutine is one of those foods that sounds like a heart attack mixed with a violent vomiting fit, but it turns out to be the most beautiful thing ever, beautiful like a monkey knife fight.

Ingredients: french fries, gravy (the `brown-coloured` kind, I dunno what's in it), and large rubbery cheese curds. Though there are variations, as Italian Poutine, which may substitute pizza sauce and chicken.
 
If you want a sound clip to play when you go from normal mode to battle mode:
In Sea_AIAIShip.c, find:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    case SHIP_WAR:

       Sound_OnSeaAlarm(true);

   break;<!--c2--></div><!--ec2-->
replace:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    case SHIP_WAR:

       Sound_OnSeaAlarm(true);

       PlayStereoSound("directory_under_sound_foldersound_name.wav");

   break;<!--c2--></div><!--ec2-->
And replace that directory and sound name with whatever you want.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Thought we'd answered that long ago. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
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