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Boarding

Wow, yeah, there's a thought. But might be tough to implement... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Of course you know that pyramid thing was just a joke... You could have the entire archipelago of ships sailing behind you in not too much time at all.

...Imagine that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Yeah, but allow enemy ships to be able to get that too <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
ALexusB:
<!--QuoteBegin-ALexusB+Jun 24 2005, 08:32 AM--><div class='quotetop'>QUOTE(ALexusB @ Jun 24 2005, 08:32 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+Jun 23 2005, 05:48 PM--><div class='quotetop'>QUOTE(NathanKell @ Jun 23 2005, 05:48 PM)</div><div class='quotemain'><!--QuoteEBegin-->ALexusB: Hey, great!
How are you handling relation switch after boarding? I couldn't get a ship to detach and enter a neutral group successfully--if it was not the commander, nothing would happen, and if commander, entire group would switch.
Do you have to force a reload to sea?

{ There's a ship_change_group message, but it's never used, and it crashed the engine every time I tried it }
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Thanks for good idea <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I just killed (sank) one of them (my companion or enemy)
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Ah, OK. Well, that works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<more below>

<!--QuoteBegin-ALexusB+Jun 24 2005, 08:32 AM--><div class='quotetop'>QUOTE(ALexusB @ Jun 24 2005, 08:32 AM)</div><div class='quotemain'><!--QuoteEBegin-->@Do you have to force a reload to sea?@
No <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> I tried many time then created mode "survive in sea" on tartane... but it rechange ship only in 5% case... so I finished try
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Hmm. It outright crashed the others, you mean?
That's weird--CCC added a feature just like that to the build a ways back, and it's seemed to work fine.
Or do you mean not changing a ship into a tartane and reloading, but _adding a new ship_?

That I tried, and found that simply calling addship2sea doesn't seem to really do much of anything during sea.
I thought about forcing a reload on add, but then there's the problem of setting all non-permanent (i.e. encounter-fantom, "delete_at_end") groups to _temporary_ permament so they don't disappear on mid-sea-reload, and then set them back again...yeesh.
Maybe you need to just freeze the Sea layers and then unfreeze? Or do some magic refreshing to the task list, or something?
(Oh, right, I was adding that tartane as part of a new group. Can you add a new ship to an existing group and get it to show immediately on add2sea?)

<!--QuoteBegin-ALexusB+Jun 24 2005, 08:32 AM--><div class='quotetop'>QUOTE(ALexusB @ Jun 24 2005, 08:32 AM)</div><div class='quotemain'><!--QuoteEBegin-->so, my aboard mod create battle companion vs enemy and one of them will have killed
And aboard can be between any 2 computers (france vs spaine) They just have to be close to each other

I want to make auto rob of cargo goods and change ships... but didn't think to stay them on water...

Thanks!
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<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" />

When I was going through Sea.c when I was doing Fleet, I noticed some stuff about TaskList. What I'm thinking is maybe a newly created group has to be added to the tasklist before it 'counts' as active?

Hmm, maybe that's only on newly-created groups--maybe swapping a ship from one existing group to another would work.
The problem would be the whole commander thing--can you successfully detach a commander from a group? If not, maybe only allow commander-ships to be sunk (aka 'they fight to the death') as a cheap solution.

I bring this up because I had these problems in the Surrender-on-sea mod--I couldn't get a ship to leave its old group and be part of a new one--if it was not the commander of the old group it simply wouldn't switch; but if it was the commander, the _entire group_ would switch to the new group with it.
(I was changing the commander of the old group in the latter case, but that too didnt take effect).

So my solution was to use the setofficer2shipafterabordage thing to make it stop fighting the player's group--AI ships would then fire on it, but at least I could, with a hook in updatesituation, prevent AI from choosing it as vessel to attack, and in hulldamage I could make the hits not do any damage.

Good luck with getting this stuff working, and if I figure anything out I'll let you know (and I hope you'll do the same. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ). <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" />
 
Cat, Sir Chris, HKD: It's certainly possible to make AI ships act as friends of the player's group (the SetOfficer2ShipAfterAbordage function), and we could also set default orders to defend whoever captured them.
And we could also, on said capture, add them to a list of ships that will follow you around, and provide for that in the load-pchar-group section of Sea.c

We'll need someone (Oh Kieron, wherefore art thou Kieron...) to do up an interface for getting rid of them, though, and adding them to the transfer list.
 
<!--QuoteBegin-SirChristopherMings+Jun 24 2005, 01:16 PM--><div class='quotetop'>QUOTE(SirChristopherMings @ Jun 24 2005, 01:16 PM)</div><div class='quotemain'><!--QuoteEBegin-->I would be just as happy if I could trade a ship that I had just captured for one of the ones that my officers was sailing rather than my own. Transfer the commander from one ship to another, as it were. <div align="right">[snapback]117232[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
The whole darn ransack interface needs some work.
Features I'd like to see:
1. Discard cargo from your or enemy ship (also for when transferring!)
2. (What you mentioned), take officer from an existing prize and place on this ship
3. Related to that, transfer goods from an existing prize to either your or the enemy ship.
4. Who was it who proposed this? Alan? Sending a prize back to port--on a x% chance it makes it and gives you money like you sold it, but does /not/ require an officer nor take a comp slot.

2 and 3 could be done via allowing the opening of the Select Transfer Ships screen that Kieron added, from the ransack screen, and making the new enemy ship one of the selectable ships.
1 could be done by adding a fifth option on the discard screen, current prize, and allowing the discard screen to be called from ransack (or transfer, as the case may be).
 
Oooh all this Code talk is beyond my comprehension <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> but i'm happy to to just have stimulated ooh er a bit of a discussion <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I just realised something I would like to see...

Mind you, if it is already there I will of course hide for a week! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

The ability to, when looting a ship, toss some of the cargo overboard to make room for something else.

It is possible (or already done <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />)?
 
I asked about that a long time ago, and it was eventually added - so you CAN jettison cargo - but NOT after you've boarded and are plundering the ship you've just taken. That is the ONLY time I would think you'd need something like that - oh heck, I've got WAAAAY too much grapeshot, let me dump it so I can take that SANDALWOOD... But unfortunately whoever added the feature didn't make it for the "apres-boarding" part of taking a ship. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Yes, I knew you can dump cargo when sailing, but I would like to do so after having boarded someone, as you say. That is when it is mostly useful, after all!

Should it not be "as simple as" adding that to the screen when you can transfer cargo and that? Merely tweak the code and put in some button to dump it? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Either you need to add the discard interface elements (inc, dec, dump) under each ship in the transfer_goods interface, or you need a way to call the entire shiphold interface from ransack/transfer_main, and add a fifth ship icon (prize) to the ship_hold interface.
 
Uh... All right...

Which one is less work? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> NONE of them! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

IMO, it belongs in the ransack menu. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <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" />
 
"NONE of them"
Cat, you hit the nail on the head. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I think adding a fifth option to discard might be easier, but we'll need a handler to say 'allow clicking that fifth option and here's what it points to', like how Kieron made a frontend for launching the transfer interface.
I really don't know much about interfaces--I built my UIs into dialog, rather than write interfaces, until GreatZen and then Kieron started building new interfaces.

That is to say, well, maybe adding that special handler won't be easier in the short term than simply adding buttons to transfer_goods, but--hey, wait a minute.

I have an idea!
Why not allow a last, special option for ransack_main: leave as surrendered. When chosen, the interface ends and you're back on sea, but the ship doesn't sink, it sits around as a surrendered ship.
Then we also add all surrendered ships on sea to the transfer section of the F2 menu.

We'd still need to add the discard buttons to transfer_goods though, but that in and of itself won't be too bad--all I'm worried about is whether there's space to put the buttons...
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> What will happen to the ships when we're finished with them - we have "the pick of the litter", and then not assign captains to the rest and watch them sink? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Would the surrendered ships not get fired upon by the enemy? If they are enemy then our AI ships will fire upon them, and if friend, then the enemy AI ships will fire on them... And since enemies are randomly generated, especially with CCC's new Stormy Start - there's no set hard and fast rule about who is your enemy - or THEIR enemies... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Now <i>that</i> makes my head hurt... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
What we need is a true neutral. But how or if at all possible, I have no clue... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

How is this "strikes their colours" thing done in the PotCMods? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Could that be used? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />


Have an aspirin, Cat, and something to wash it down with! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
Maybe the captured ship would sail away after being captured, eventually disappearing.
 
Thats a good idea, that would save a lot of time and effort trying to make it look as if the ship was captured and under that captain's command
 
I am indeed talking about using the 'strike their colors' feature, yes.
Per the above stuff to ALexusB--it's not true neutral, because I couldn't get the ship to detach from its old group and have its AI status updated. So the best I could do is force a change to your side via setofficer2shipafterabordage (which doesn't actually set an officer to the ship, just makes it friendly), and then hack around the AI still firing at it by forcing it to not have it as a target-task, and making any AI fire do no damage to it.

There is indeed a neutral relation-state, yes (try loading to sea near Portuguese ships in a non-stormy new game).

Re: "What will happen to the ships when we're finished with them - we have "the pick of the litter", and then not assign captains to the rest and watch them sink?"
I would say, give the player a choice, sink them or let them go. In fact, it'd be great to be able to let a ship go after plundering it, in general.
 
But what would happen at the end of the battle when you want to ransack them??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Would they happily sail back to you?
 
Once a ship strikes her colors, the task is automatically set and kept at 'hove to'--bare poles. You'd have to sail to them, but since the battle's over you can use sailto.
 
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