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Fixing the ship battles.

actually, they look smaller on the worldmap than they actually are to me. in comparison with the ship, i mean.

one thing that comes to mind when cylon mentioned the maximum camera distance is that i find it a bit silly that i can't even see the other side of hispaniola. heck, i can't even see the back of the main bay when i'm at the entrance! in other games, this is solved by minor fog. here the fog isn't there. the island just appears.
 
Well, they're like 3 days sailing on the world map, and 20 minutes sailing on the combat map. How far off is that?

But we'll save that bug for whoever is doing the new islands.
 
that bug has nothing to do with the size of the islands. it's a time issue, and very likely unfixeable. the only way i see this being fixed is turning the mapspeed setting down by a LOT. but i think this causes stability issues.
 
<!--quoteo(post=232135:date=Jan 5 2008, 10:55 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Jan 5 2008, 10:55 PM) [snapback]232135[/snapback]</div><div class='quotemain'><!--quotec-->that bug has nothing to do with the size of the islands. it's a time issue, and very likely unfixeable. the only way i see this being fixed is turning the mapspeed setting down by a LOT. but i think this causes stability issues.<!--QuoteEnd--></div><!--QuoteEEnd-->


Well, the whole map needs to be rescaled and/or matched to the appropriate time scale. But that's another project.
 
that anyone would need to have an idea of how to do it first. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> and there are very few who have coding knowledge in the first place. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Who could do it?
Active coders: Maximus, Pirate_KK and me - all busy with other stuff
Old coders - all pretty much gone
New coders - don't have 'em yet
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->as for the battle distances, they shouldn't be increased THAT much. maybe 1000 yards<!--QuoteEnd--></div><!--QuoteEEnd-->

I haven't had any issues at all at 1000 yards. <img src="style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->fog isn't as effective as it's supposed to be at the moment<!--QuoteEnd--></div><!--QuoteEEnd-->

I tried to turn it off (still too dense I guess) as I don't like being shot at while not being able to reply. You can see a vague outline when they're reasonable close but they know exactly where you are.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What i mean by that is making all islands load at once somehow and making those encounters ALOT more realistic so you'll be able to see a ship at 5000?<!--QuoteEnd--></div><!--QuoteEEnd-->

I think you can edit the distance at which "Sail Ho" spots ships. I'm pretty sure I pumped it up and ships never seem to be closer than 3000 yards.
 
There are three things that have to be reset to make the encounter distance work: one is the opening distance for the "sail-ho" message encounters. The other is the "sail-to" function ... it has to be disabled within that range, and when used, must deactivate when within that distance of a hostile ship. (Also, ability to go to the world map needs to match.) Third is that the random weather every hour needs to be reworked somewhat... wind speed or direction might change by a bit, but it shouldn't be a completely random change unless a major storm is blowing in. Otherwise, prevailing winds should generally hold. This is important, since you could spend an hour of game time (likely much of it at accelerated time) setting up your enemy, and then "splick" and the wind was from the completely opposite direction and the whole tactical situation was changed.

The weather question can be bypassed for now, by turning off "random weather changes" in the settings. We will have to come back to it eventually.
 
Don't disable sail-to at close range! I don't use it much, but I <i>know</i> that some people use it a lot in battles (not accusing any of you).
 
It's a stupid ability to be able to move to an enemy ship instantly when you're already there. I use it all the time, but really I shouldn't because it's as unrealistic and dull as you can get. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=233873:date=Jan 12 2008, 04:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 12 2008, 04:32 PM) [snapback]233873[/snapback]</div><div class='quotemain'><!--quotec-->It's a stupid ability to be able to move to an enemy ship instantly when you're already there. I use it all the time, but really I shouldn't because it's as unrealistic and dull as you can get. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
But Pieter,you still "<b><i>can't</i></b>" do it if your ship is slower than your opponent, you have the right settings in "InternalSettings.c", and you use realistic sailing.

I don't believe any of this needs to be changed.
If a player wants to use arcade sailing and "sail-to", why do we get to say he can't!
 
Very true. Let's just leave it as is. Anybody wanting realism should enable the realistic sailing mod anyway.
 
Again, just reset the default distances. That way, "sail-to" will still work except that you can't get closer than 2000 yards or so of an enemy ship. If someone really wants to mess with it, they can set it back ... maybe put an entry in buildsettings to cover that (a single number to cover world map ranges, sail-to function, and anything related to it), so people won't have to hunt for it.

But make the default to avoid the rather arbitrary beaming into the scene at pistol shot.
 
You mean to increase the SAILTO_DISTANCE1 and SAILTO_DISTANCE2 by default in InternalSettings.h? Would anybody have any good alternate values? These values have already been increased over the stock game values. They were 40.0 and 100.0, now they are 100.0 and 200.0.
 
<!--quoteo(post=233919:date=Jan 12 2008, 08:52 PM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Jan 12 2008, 08:52 PM) [snapback]233919[/snapback]</div><div class='quotemain'><!--quotec-->Again, just reset the default distances. That way, "sail-to" will still work except that you can't get closer than 2000 yards or so of an enemy ship. If someone really wants to mess with it, they can set it back ...<!--QuoteEnd--></div><!--QuoteEEnd-->

Or do it this way ... leave it the way it is ... and
"If someone really wants to mess with it, they can set it ..." to 2000 yards on their own game!
That way it is them who won't be able to use "sail-to" to get to various parts of an island, not everyone else.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->But make the default to avoid the rather arbitrary beaming into the scene at pistol shot.<!--QuoteEnd--></div><!--QuoteEEnd-->

Here you are talking about entering the sea from map mode, not sail-to.
Let's stop confusing them!

<!--quoteo(post=234012:date=Jan 13 2008, 01:41 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 13 2008, 01:41 PM) [snapback]234012[/snapback]</div><div class='quotemain'><!--quotec-->You mean to increase the SAILTO_DISTANCE1 and SAILTO_DISTANCE2 by default in InternalSettings.h? Would anybody have any good alternate values? These values have already been increased over the stock game values. They were 40.0 and 100.0, now they are 100.0 and 200.0.<!--QuoteEnd--></div><!--QuoteEEnd-->
The values are fine as is!

What should be changed, for those who have such a hard time coming out of map mode at greater distance, is the code that sets sea encounter distances.

Have we even identified the code that controls this?

This is not the "Sail-to" code, which should be left as is.
Let's stop confusing map encounter distances with "sail-to" distances.
 
How are they "fine"?

I mean, either the sail-to command or entering combat from map mode, the ships start out WELL within firing range . There is absolutely no room for tactics, or using speed or maneuverability. Just "splick", they appear and start shooting.

The result is a highly unbalanced combat sequence. There is no way that a lighter ship can out-maneuver a heavier one, or a faster ship outrun a slower one, because it appears right under the guns of the heavy one. No tactics, no planning, just "splick" they appear and start shooting, like "take ten paces, turn and fire". NOT the way to have a war.

And as for not confusing the two - map to sea transition and "sail-to", whatever standard is used on one will have to apply to the other as well. It does no good to come out of map mode at reasonable ranges if you can then just beam yourself over to the enemy ship without being fired upon before you get there.

So how on Earth are they "fine"? I mean, they're screwed up to the point of "Saturday morning cartoons" now. Brainless fantasy that would only entertain kids under the age of 8, or just fans of graphics who like to watch cannonballs make holes in the sails.

-----------------------------
The numbers need to be like 1500 and 2000, minimum, around hostile ships. Probably more. If there are no hostiles around, the sail-to on islands can remain as it is.
 
<!--quoteo(post=234124:date=Jan 13 2008, 09:25 PM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Jan 13 2008, 09:25 PM) [snapback]234124[/snapback]</div><div class='quotemain'><!--quotec-->...And as for not confusing the two - map to sea transition and "sail-to", whatever standard is used on one will have to apply to the other as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
Who says?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It does no good to come out of map mode at reasonable ranges if you can then just beam yourself over to the enemy ship without being fired upon before you get there.
...<!--QuoteEnd--></div><!--QuoteEEnd-->
If that is what the player want's to do, who are you to tell him he can't?

"Sailto" is a player's choice, a convenience.
There is no sail-to in real life, but remember, this is a game, not real life.

If you don't like it, you don't have to use it.
You can manually sail to any ship, or island or part thereof as you see fit. No one is stopping you or forcing you to use "sailto".

If you still want to use "Sailto", but make it harder for yourself, then by all means change it in your game.

You the player can make all the changes you want in "InternalSettings.h"
That is what #define SAILTO_MIN_SPEEDRATIO and #define SAILTO_MIN_DISTANCE are there for.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The numbers need to be like 1500 and 2000, minimum, around hostile ships. Probably more. If there are no hostiles around, the sail-to on islands can remain as it is.<!--QuoteEnd--></div><!--QuoteEEnd-->
There are <b><u>almost always </u></b>hostiles somewhere around the islands, within that range.
So again, you are asking for the "sailto" option to be eliminated most of the time.
Do this in your game if you must, but not everyone else's.

BTW, although it might work on those younger children you mention, all your hyperbole does nothing for your argument.
 
How about having different sail-to values depending on sailing mode? If you're in arcade, you'll show up close and if you're on realistic, you'll show up further away?
Question to Ron: Did you play the game on realistic sailing more or on arcade? There's quite some differences between the two in what you can and can't do with sail-to.

<!--quoteo(post=234121:date=Jan 14 2008, 02:54 AM:name=Petros)--><div class='quotetop'>QUOTE (Petros @ Jan 14 2008, 02:54 AM) <a href="index.php?act=findpost&pid=234121"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Have we even identified the code that controls this?<!--QuoteEnd--></div><!--QuoteEEnd-->Not yet. But I don't think anybody searched for it either. I know I didn't.
 
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