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Encounters init file, by any chance? That's what I've been looking at for PotC lately, at least.I have really tried to change the Gentlemen of Luck behaviors with very little success unfortunately. I notice that they get increasingly powerful and with larger fleets as you get stronger or have more ships. I notice they love to attack when you have three or more ships. I would love to figure out how to limit there numbers and keep them from ever getting ships above Class 3 or 4.
Encounters init file, by any chance? That's what I've been looking at for PotC lately, at least.
void SetShipHunter(ref Hunter)
{
int ShipsHunter, hcrew;
if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_FLEUT + rand(makeint(SHIP_BATTLESHIP - SHIP_FLEUT));
}
if(makeint(pchar.rank) > 6 && makeint(pchar.rank) < 11)
{
ShipsHunter = SHIP_FLEUT + rand(makeint(SHIP_PINNACE - SHIP_FLEUT));
}
if(makeint(pchar.rank) < 7)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_SCHOONER - SHIP_LUGGER));
}
ive noticed that too, that they get stronger/bigger fleets as you go up in rank, so far ive destroyed every GoLPS ive come across. what would be interesting tho is say for instantce:I have really tried to change the Gentlemen of Luck behaviors with very little success unfortunately. I notice that they get increasingly powerful and with larger fleets as you get stronger or have more ships. I notice they love to attack when you have three or more ships. I would love to figure out how to limit there numbers and keep them from ever getting ships above Class 3 or 4.
A taut of rum to anyone that can tell me this secret..... Seriously....really good top of the line Puerto Rican rum spiced and aged to perfection. I will send it carefully padded and packed via express mail to whatever address you like...anyone?
I think I'm onto something. The text "Tresure_2" translates as "Gentlemen of Luck" through RESOURCE\INI\texts\russian\dialogsource.txt .
This is referenced in PROGRAM\scripts\Treasure.c where they are generated.
Their ship type is chosen by the SetShipHunter function in PROGRAM\scripts\bountyhunters.c:I think that is what you need to edit.Code:void SetShipHunter(ref Hunter) { int ShipsHunter, hcrew; if(makeint(pchar.rank) > 10) { ShipsHunter = SHIP_FLEUT + rand(makeint(SHIP_BATTLESHIP - SHIP_FLEUT)); } if(makeint(pchar.rank) > 6 && makeint(pchar.rank) < 11) { ShipsHunter = SHIP_FLEUT + rand(makeint(SHIP_PINNACE - SHIP_FLEUT)); } if(makeint(pchar.rank) < 7) { ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_SCHOONER - SHIP_LUGGER)); }
if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_FLEUT + rand(makeint(SHIP_BATTLESHIP - SHIP_FLEUT));
}
switch(rand(2))
{
case 0:
ShipsHunter = SHIP_FLEUT;
break;
case 1:
ShipsHunter = SHIP_BATTLESHIP;
break
case 2:
ShipsHunter = SHIP_WHATEVER_YOU_WANT;
break;
}
void SetShipHunter(ref Hunter)
{
int ShipsHunter, hcrew;
if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_FLEUT + rand(makeint(SHIP_BATTLESHIP - SHIP_FLEUT));
}
if(makeint(pchar.rank) > 6 && makeint(pchar.rank) < 11)
{
ShipsHunter = SHIP_FLEUT + rand(makeint(SHIP_PINNACE - SHIP_FLEUT));
}
if(makeint(pchar.rank) < 7)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_SCHOONER - SHIP_LUGGER));
}
void SetShipHunter(ref Hunter)
{
int ShipsHunter, hcrew;
if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_BATTLESHIP - SHIP_LUGGER));
}
if(makeint(pchar.rank) > 6 && makeint(pchar.rank) < 11)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_PINNACE - SHIP_LUGGER));
}
if(makeint(pchar.rank) < 7)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_SCHOONER - SHIP_LUGGER));
}
//7
#define SHIP_TARTANE 0
#define SHIP_WAR_TARTANE 1
#define SHIP_LUGGER 2
#define SHIP_BERMSLOOP 3
#define SHIP_HANNAH 4
#define SHIP_KETCH 5
#define SHIP_BOUNTY 6
#define SHIP_EMPRESS 7
#define SHIP_LYON 8
//6
#define SHIP_SLOOP 9
#define SHIP_BARQUE 10
#define SHIP_BARKENTINE 11
#define SHIP_BRIGANTINE 12
#define SHIP_FLEUT 13
#define SHIP_BRIG 14
#define SHIP_PINNACE 15
#define SHIP_LUGGER_H 16
#define SHIP_GALEOTH_H 17
#define SHIP_YACHT 18
#define SHIP_SPEEDY 19
#define SHIP_SOPHIE 20
#define SHIP_CASTELF 21
#define SHIP_INTERCEPTOR 22
#define SHIP_DERFFLINGER 23
#define SHIP_NEPTUNUS 24
#define SHIP_CARAVELR 25
//5
#define SHIP_SCHOONER 26
#define SHIP_GALEON_L 27
#define SHIP_DUTCHPINNACE 28
#define SHIP_PINNACEBERLIN 29
#define SHIP_GREYHOUND 30
#define SHIP_28GUNFRIGATE 31
#define SHIP_PDN 32
#define SHIP_PACKET_BRIG 33
#define SHIP_ENTERPRISE 34
#define SHIP_SLOOPOFWAR 35
#define SHIP_BRIG_20_GUN1_18 36
#define SHIP_SCHOONER_L 37
#define SHIP_SHNYAVA 38
#define SHIP_HOOKER1 39
#define SHIP_BRIG3 40
//4
#define SHIP_CARAVEL 41
#define SHIP_CORVETTE 42
#define SHIP_GALEON_H 43
#define SHIP_FELIPE 44
#define SHIP_SURPRISE 45
#define SHIP_CORVFRIG2_50 46
#define SHIP_RaaFrigate 47
#define SHIP_BLACKPEARL 48
#define SHIP_NIGHTMARE 49
#define SHIP_UNICORN 50
#define SHIP_FASTGALLEON1 51
#define SHIP_GALEON1 52
#define SHIP_PO_FLEUT50 53
//3
#define SHIP_FRIGATE 54
#define SHIP_LINESHIP 55
#define SHIP_QueenAnnesRevenge 56
#define SHIP_Revenge 57
#define SHIP_BOUSSOLE 58
#define SHIP_SALAMANDER 59
#define SHIP_LINEFRIGATE 60
#define SHIP_TWODECKER1_47 61
#define SHIP_USS_CONSTITUTION 62
#define SHIP_LA_LICORNE 63
#define SHIP_CURSEDDUTCHMAN 64
#define SHIP_RN_BATTLEFRIGATE 65
#define SHIP_BATTLEFRIGATE 66
//2
#define SHIP_WARSHIP 67
#define SHIP_POSEIDON 68
#define SHIP_COURONNE 69
#define SHIP_FR_SUPERIORWARSHIP1 70
#define SHIP_SUPERBE 71
#define SHIP_LINK 72
//1
#define SHIP_BATTLESHIP 73
#define SHIP_BELLONA 74
#define SHIP_NEPTUNE 75
#define SHIP_MANOWAR 76
#define SHIP_HMS_VICTORY 77
#define SHIP_BATTLEMANOWAR 78
//quest ships
#define SHIP_SOLEYRU 79
#define SHIP_BRIGQEEN 80
#define SHIP_BRIGSW 81
#define SHIP_XebekVML 82
#define SHIP_CORVETTE_QUEST 83
#define SHIP_ARABELLA 84
#define SHIP_FLYINGDUTCHMAN 85
//
#define SHIP_BOAT 86
#define SHIP_FORT 87
#define SHIP_NOTUSED 1000
#define SHIP_NOTUSED_TYPE_NAME "Not Used"
#define SHIP_NAME_NOTUSED "Noname"
if(makeint(pchar.rank) < 7)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_SCHOONER - SHIP_LUGGER));
}
if(makeint(pchar.rank) > 6 && makeint(pchar.rank) < 11)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_PINNACE - SHIP_LUGGER));
}
if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_BATTLESHIP - SHIP_LUGGER));
}
what no QAR? queen anne revenge?? i didnt see it listed, but love to sail it along with the pearl and dutchman in gof 1.2Take another look at the code that I posted Luke, I haven't had the Battleship in there for quite some time.
Here's my ships for Eras. Just because some of them are here doesn't mean they will appear. Many are restricted and it was easier just to leave them in even thought they aren't the correct period. However, you will never see the non-period ships in the game.
//7
#define SHIP_TARTANE 0
#define SHIP_TARTANE2 1
#define SHIP_ArmedTartane 2
#define SHIP_WAR_TARTANE 3
#define SHIP_BarcoCostero 4
#define SHIP_GUNBOAT 5
#define SHIP_BERMSLOOP 6
#define SHIP_HANNAH 7
#define SHIP_KETCH 8
#define SHIP_BOUNTY 9
#define SHIP_LUGGER 10
#define SHIP_CARAVELR 11
//6
#define SHIP_EDINBURG 12
#define SHIP_CUTTER 13
#define SHIP_LUGGERVML 14
#define SHIP_PINK 15
#define SHIP_LUGGER_H 16
#define SHIP_LYON 17
#define SHIP_GALEOTH_H 18
#define SHIP_SLOOP 19
#define SHIP_Sloop2 20
#define SHIP_VEINARD 21
#define SHIP_Mirage 22
#define SHIP_YACHT 23
#define SHIP_SPEEDY 24
#define SHIP_SOPHIE 25
#define SHIP_BRIG_N1 26
#define SHIP_USS_ENTERPRISE 27
#define SHIP_HANNAH_P 28
#define SHIP_HEBEK 29
#define SHIP_BARQUE 30
#define SHIP_SHNYAVA 31
#define SHIP_SCHOONER 32
#define SHIP_Schooner2 33
#define SHIP_ArmedSchooner 34
#define SHIP_XEBEC 35
#define SHIP_BRIGANTINE 36
#define SHIP_CASTELF 37
#define SHIP_BRIG 38
#define SHIP_BARKENTINE 39
#define SHIP_INTERCEPTOR 40
#define SHIP_DutchFluyt 41
#define SHIP_FLEUT 42
#define SHIP_Nao 43
#define SHIP_BATTLEXEBEC 44
#define SHIP_BRIG_20_GUN1_18 45
#define SHIP_EnglishPinnace 46
#define SHIP_PINNACE 47
#define SHIP_Pinaza 48
#define SHIP_Guineaman 49
#define SHIP_ChasseMaree 50
#define SHIP_Polacre 51
#define SHIP_Valciria 52
#define SHIP_GALEON_L 53
#define SHIP_XEBECLIGHT 54
#define SHIP_BARQUE_L 55
#define SHIP_SCHOONER_L 56
//5
#define SHIP_HOOKER1 57
#define SHIP_COLONIALSCHOONER 58
#define SHIP_XEBEC_FRANCE 59
#define SHIP_FLEUT4_50 60
#define SHIP_PO_FLEUT50 61
#define SHIP_BRIG3 62
#define SHIP_PACKET_BRIG 63
#define SHIP_ENTERPRISE 64
#define SHIP_SLOOPOFWAR 65
#define SHIP_NEPTUNUS 66
#define SHIP_NEPTUNUS2 67
#define SHIP_CorsairChebec 68
#define SHIP_PINNACE3_50 69
#define SHIP_CARAVEL 70
#define SHIP_CARAVEL2 71
#define SHIP_DutchGalleon 72
#define SHIP_XEBECAS 73
#define SHIP_PINNACE11 74
#define SHIP_BLACKANGEL 75
#define SHIP_BATTLECORVETTE 76
#define SHIP_BATAVIA2 77
#define SHIP_CRIMSONBLOOD 78
#define SHIP_BATAVIA 79
#define SHIP_CORVFRIG2_50 80
#define SHIP_GREYHOUND 81
#define SHIP_FRIGATE_L 82
#define SHIP_FELIPE 83
#define SHIP_28GUNFRIGATE 84
#define SHIP_Postillionen 85
#define SHIP_PDN 86
#define SHIP_Polacker 87
#define SHIP_GALEON_H21 88
#define SHIP_DUTCHPINNACE 89
#define SHIP_PINNACEBERLIN 90
#define SHIP_RaaFrigate 91
#define SHIP_VOCEscort 92
#define SHIP_Fregates_Legeres 93
#define SHIP_32GunFrigate 94
//4
#define SHIP_BATTLEFRIGATE 95
#define SHIP_CORVETTE5 96
#define SHIP_FLEUT2 97
#define SHIP_PINNACE2 98
#define SHIP_THEBLACKPEARL 99
#define SHIP_BLACKPEARL 100
#define SHIP_30GunFrigate 101
#define SHIP_SURPRISE 102
#define SHIP_CORVETTE 103
#define SHIP_LYDIA 104
#define SHIP_JAMAICASHIP 105
#define SHIP_NIGHTMARE 106
#define SHIP_COLONIALFRIGATE 107
#define SHIP_BOUSSOLE 108
#define SHIP_LIGHTFRIGATE 109
#define SHIP_GALEON_H 110
#define SHIP_FlemishGalleon 111
#define SHIP_FASTGALLEON1 112
#define SHIP_MERMAIDGRIEF 113
#define SHIP_FRIGATE_SAT 114
#define SHIP_DUTCHFRIGATE 115
#define SHIP_HOLLANDFRIGATE 116
#define SHIP_FRIGATE 117
#define SHIP_FLEUTOFWAR34G 118
#define SHIP_GALEON1 119
#define SHIP_INDIAMAN 120
#define SHIP_SIRIUS1 121
#define SHIP_UNICORN 122
#define SHIP_Fiftygunner 123
#define SHIP_FrenchFifty 124
#define SHIP_R_Frigate 125
#define SHIP_XebecVML 126
#define SHIP_LINEFRIGATE 127
#define SHIP_MERCHANT1 128
#define SHIP_DERFFLINGER 129
//3
#define SHIP_FEARLESS 130
#define SHIP_LINESHIP47 131
#define SHIP_GALEON 132
#define SHIP_REVENGE 133
#define SHIP_AMSTERDAM 134
#define SHIP_MORDAUNT 135
#define SHIP_Fortune 136
#define SHIP_WAR_PINNACE 137
#define SHIP_CENTURION 138
#define SHIP_TWODECKER1_47 139
#define SHIP_LA_LICORNE 140
#define SHIP_LINESHIP5 141
#define SHIP_LINESHIP 142
#define SHIP_WARGALLEON2 143
#define SHIP_CURSEDDUTCHMAN 144
#define SHIP_DUTCHLINESHIP 145
#define SHIP_DUTCHLINESHIP2 146
#define SHIP_WARSHIP 147
#define SHIP_COURONNE 148
#define SHIP_DUTCHSHIP 149
#define SHIP_WARSHIP1 150
//2
#define SHIP_SEVENPROVINCIEN 151
#define SHIP_HEAVYWARSHIP 152
#define SHIP_BATTLESHIP 153
#define SHIP_BELLONA 154
#define SHIP_POSEIDON 155
#define SHIP_FR_SUPERIORWARSHIP1 156
#define SHIP_BATTLESHIP1 157
#define SHIP_SUPERBE 158
#define SHIP_LINK 159
#define SHIP_NEPTUNE 160
//1
#define SHIP_MANOWAR_FAST 161
#define SHIP_MANOWAR 162
#define SHIP_TRINITY 163
#define SHIP_SOLEILROYAL 164
#define SHIP_SANFELIPE 165
//Quest Ships
#define SHIP_SOLEYRU 166
#define SHIP_BRIGQEEN 167
#define SHIP_BRIGSW 168
#define SHIP_XebekVML 169
#define SHIP_CORVETTE_QUEST 170
#define SHIP_ARABELLA 171
#define SHIP_FLYINGDUTCHMAN 172
if(makeint(pchar.rank) > 6 && makeint(pchar.rank) < 11)
{
ShipsHunter = SHIP_LUGGER + rand(makeint(SHIP_PINNACE - SHIP_LUGGER));
}
void SetShipHunter(ref Hunter)
{
int ShipsHunter, hcrew;
if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_Guineaman + rand(makeint(SHIP_Polacker - SHIP_Guineaman));
}
if(makeint(pchar.rank) > 6 && makeint(pchar.rank) < 11)
{
ShipsHunter = SHIP_FRIGATE + rand(makeint(SHIP_FLEUT - SHIP_FRIGATE));
}
if(makeint(pchar.rank) > 20)
{
ShipsHunter = SHIP_THEBLACKPEARL + rand(makeint(SHIP_XebecVML - SHIP_THEBLACKPEARL));
}
if(makeint(pchar.rank) < 7)
{
ShipsHunter = SHIP_VEINARD + rand(makeint(SHIP_LUGGER - SHIP_VEINARD));
}
void SetShipHunter(ref Hunter)
{
int ShipsHunter, hcrew;
if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_Guineaman + rand(makeint(SHIP_Polacker - SHIP_Guineaman));
}
#define SHIP_Guineaman 49
#define SHIP_ChasseMaree 50
#define SHIP_Polacre 51
Luke definitely has a point. This line, for example, would translate as:if(makeint(pchar.rank) > 10)
{
ShipsHunter = SHIP_Guineaman + rand(makeint(SHIP_Polacker - SHIP_Fregates_Legeres));
}
ShipsHunter = 49 + rand(makeint(87 - 93));
ShipsHunter = 49 + rand(-6);
ShipsHunter = FIRST_SHIP_IN_RANGE + rand(makeint(LAST_SHIP_IN_RANGE - FIRST_SHIP_IN_RANGE));
By adding more cases to the switch, you can specify whatever number of ships you want.That code looks like it could potentially override all sorts because it just takes a random ship between the index of the Fleut and the Battleship.
You might want to replace it with something like this:This will make the game select ONLY from those ships you specify instead of using the whole range inbetween.Code:switch(rand(2)) { case 0: ShipsHunter = SHIP_FLEUT; break; case 1: ShipsHunter = SHIP_BATTLESHIP; break case 2: ShipsHunter = SHIP_WHATEVER_YOU_WANT; break; }
Still MUCH less advanced than the PotC code that checks against minimum and maximum class and period/nation chance values, but it should be some improvement at least.