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Realistic Guns?

Hey Cat I be ere just been on an adventure to the Mauritius beating up some India men cargo vessels made a pretty nice mint a a Xebec full of rum and drunken crew easy capture that were. (In reality no damned Internet connection for ages god damn tiscali CRAP! got pipex now instead)

Yes i was about to say i succesfully made a whole load of different cannon types although i werent able to create more than two types, e.g. standard cannon long guns and carronade so in the end i settled for long guns and carronades. I cant help ye ne more as ye av surpassed what i was able to do so welldone matey, i wish i cudda learnt as quick as u!
 
Is that code above ready to use, so that it just has to be written into the proper files, or is there anything else that is needed? And where´s the damage done by different ammo to the different parts of the ship, i.e. hull, sails and crew, defined?
 
Good job... cant wait to fire those guns... i've been looking a little at it once, because i really wanted to get rid of the bombs... but doesnt have much coding experience, and certaintly no patiance.
 
I just discovered this thread and man, I'm really excited with the idea of more realistic gunnery in the game! <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" /> Overall, it's naval combat and sailing what interests me in the game, and what I would like to be imporved and more realisticaly represented. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

KnowNothingBozo, congratulations and thanks for your effort, I can't wait to test it in my game.

Btw, if you, just by chance, developed a mod to improve ship's ai and implement a realistic damage model, you'd be my God! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
hehe... maybe a better system regarding officers so you can actually assign midshipmen, leutenants exc. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Someone was trying to make one and unfortunately they've been gone for a while so it's not certain he ever finished it. I think it can be done, tho. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
The cannon files look pretty simple, compared to characters, say <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
I just wonder, do cannons have to be in order for caliber, or can I add a new cannon just below the list, even if it´s a smaller caliber? I´d like to equip Lugger, Yacht and Sloop with 8lbs guns and take the 16lbs one for the larger `square-rigged` ships as caravel, Fleut, Pinnace and Corvette. I think I´ll also increase the reloading time, which is in my opinion a lot too fast, even in realistic sailing settings (for historical reloading times see here: <a href="http://www.kipar.org/`piratical-resources`/`british-firepower`.html" target="_blank">http://www.kipar.org/`piratical-resour...-firepower.html</a> ), and it makes for an additional challenge.

Has anybody, by the way, tested wheter the damage code of KNB works if just copied into AIShips? And is that all code needed in that function Ship_Hullhitevent() or is it just a fragment? And if the latter, how does it have to go on?
 
Oh, so people *were* interested in this...

Sorry I've been gone so long, I've just been really swamped with work. If anyone has any place I can store what I've got, I can just send off the whole mess of files. I had to change a whole heck of a lot of files to get the new guns to work (and to get rid of any trace of "culverine" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ), so it might be a bit of a chore to integrate it with anything new that's come out. I haven't looked at this since late January, so I might not be completely accurate in everything I say from here on out, but I did remember to document all of my changes.


Everything I have works as far as I know, but I was getting some unexplainable crashing after I tried to install the "names of people show up when you look at them" mod, so be aware of that. The only real problem with what I've got is that realistic cannon are just nowhere near as fun as the explosive potato guns that come standard in the game. Aiming is a pain because the reticule barely works, killing anything bigger than your own ship is nearly impossible, and the AI sometimes gets a little bit confused and just shoots into the water right in front of you. It would be a heck of a lot better with ricochets, but it just doesn't seem possible to add them.

I also had to nerf most of the skills just to keep it sane: boarding is a whole lot harder and the skill doesn't make it much easier, the accuracy skill has half the effect as standard, the boarding feats no longer let you board at any angle, crew damage is toned down overall but the defense skill no longer makes you impervious to crew damage, etc. I probably went overboard, but game balance was horrid without these tweaks, and could still stand to be improved.

I think the last thing I was working on was more realistic cannon smoke. I got it to look a heck of a lot better than in the standard build mod, but it just killed my computer to sail through it. I also tried to make the smoke dark grey instead of white, but it's only about half done at the moment; the smoke is still white if you look at it from the wrong angle. Someone might want to take a look, see if they can make it better and less `resource-hungry`.

Now if only the smoke could blow in the wind... it's supposed to, but I eventually realized that *nothing* but rain blows with the wind on my computer. I think the whole particle "windeffect" code is bugged; rain seems hardcoded.


Soooo... I just need some place to host this, and you're all free to use it, abuse it, print it out and burn it, rewrite it, improve it, or worsen it as you see fit.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> WB, KNB! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> You must have radar! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

YES, people were very interested in this, and still are! Thanks for the offer, hopefully someone who has the time and inclination can take this up...

I think if you wish, you may upload it to the PA FTP - here is the url for details - <a href="http://forum.piratesahoy.net/`ftopic978-0`.php" target="_blank">http://forum.piratesahoy.net/`ftopic978-0`.php</a> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Hope this helps! And I hope you don't let all that work drag you under - it stinks that "real life" should intrude SO MUCH on the things you enjoy... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

Hang in there, matey! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> And don't forget us! <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" />
 
My, my, I thought you were gone for good, KNB, but it´s great to see you again. And, by the way, you´re wrong, people *were* not interested, they ARE <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

I just wanted to know what to do with this particular block of code:

In AIShip.c, void Ship_HullHitEvent()


// KNB `04-01`-17 distance/aspect based damage multipliers -->
float fShotDistance = Ship_GetDistance2D(rBallCharacter, rOurCharacter);
float fShotSpeed = rCannon.SpeedV0 * stf(Goods[iBallType].SpeedV0);
float fBallAngle = stf(rBallCharacter.Ship.Ang.y);
float fOurAngle = stf(rOurCharacter.Ship.Ang.y);

fCannonDamageMultiply *= 2 * pow(`1-1`/(2.25*fShotSpeed),fShotDistance); //2x at point blank, decreasing exponentially with range
// It's amazing that this works as well as it does, for all guns and shot types

if (iBallType != GOOD_GRAPES)
{
fCannonDamageMultiply *= 1.75 - GetDotProduct(fBallAngle,fOurAngle); //75%-175% depending on angle
}

Do I simply have to add it to the existing function, or do I have to overwrite something (waht exactly, if so?) or what?

And can additional cannons be made as simple as I thought in my post above (copying one existing cannon code block and adjusting the values)?
 
If reloading times are increased, can we also increase chances of crippling a ship's hull or riggings? I already play at `triple-speed` as it is, as the ships dance around one another firing `pot-shots` for hours on end without inflicting an iota of damage. bah.

And great to see you back, KNB.
 
Thanks for the FTP info, Catalina, "Cannon Realism.zip" is now up... with a rediculously large readme to boot. 29 files were changed in all (I had to give everyone the new guns...), so if it doesn't work, check for conflicts before yelling at me. You need to reinit, starting a new game might help, but "shouldn't" be necessary (I think).


To be honest, I only have time for this at the moment because I have the flu and have nothing else to do. I guess the timing could have been worse, anyway.

As for the range and aspect damage code... I don't quite remember what gets overwritten. If you want to do it the easy way, copy it out of the .zip file I've just posted. I've also adjusted a few things since the last block of code. Most significantly I changed it to take the absolute value of the dot product (DOH!), and I seem to have modified NK's cannon manning code to have a less draconian impact on damage. I'll have to warn you, though, I have no idea if the range code will work with stock ranges and muzzle velocities. It works beautifully with any realistic muzzle velocity, but I have a feeling that it will just make the stock guns do 30% damage or so.

Also be aware that the aspect code works backwards (shots into the sides do more damage) when using chasers; there's nothing I can do about this. The code decides on damage modifiers based on the angle between the two ships; less damage is done when they're parallel, more when they're perpendicular. Honestly the ships shouldn't have near so many chasers anyway; I'd remove about half of them if I could, and all of them from the smaller ships.

As for adding cannon, its a lot easier than I expected. I think all the relevant files are in the "PROGRAM/CANNONS" directory (plus common.ini and pictures.ini); I only had to change other files because I renamed the cannons internally (I probably shouldn't have done that, but calling carronades "culverine" got on my nerves). From my notes, I changed CANNONS/Cannons_init.c, CANNONS/Cannons.c, CANNONS/Cannons.h, ../RESOURCE/INI/TEXTS/ENGLISH/common.ini,
../RESOURCE/INI/INTERFACES/pictures.ini, and INTERFACE/cannons.c (not including all the files I had to change to get other ships to use only these guns). Basically, whenever I saw a cannon entry in the "CANNONS" directory files, I made a new one. You'll have to scour through my code if you need more details, because I've forgotten the `nitty-gritty`.

Here's my entire changelog, if you're interested:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->AIFantom.c

--

Reduced ammo allotments: no bombs, much less of other ammo, especially for merchants.  

Merchants shouldn't carry more ammo than goods, anymore.

Also made ball/grape/knippel amounts individually tweakable for war/pirate/merchant ships.  

--





initGoods.c

__

Reduced relative ranges of knippel and grape.

--



StoreUtilite.c

__

Created check for Goods.NotUsed when determining what's displayed in store.  Because what was built in didn't work for bombs.

__





AIShip.c

--

Changed lockout distances from 500 yards to 1000 yards.



Reduced "bomb" (heated shot) mast damage to equal that of ball shot.  



Added range/aspect based damage multipliers, for each ammo type.

Made these only apply when a fort is not involved; range is always wrong, angle between a ship and a fort doesn't make sense.  I don't know how to get the direction of travel of the impacting cannonball, but I suspect that it's impossible.

The raking bonus unfortunately works backwards with chasers (you do more damage firing into your enemy's sides), but the benefits outweigh the disadvantages in this case.    



Reduced grappling range, max angle, max speed, and changed professional grappling to NOT override everything.



Changed maneuverability a bit.  Tack and wear times should be about equal it it's to be realistic, but I can't quite get there.  

Reduced effect of turning perk, sailing skill, crew on maneuverability.

Reduced minimum turning speed from 20% to 10%.



Reduced effect of defence skill on crew damage.  10 defence meant you only took 20% crew damage.  This just made any attempt at getting crew damage right for all the new guns futile.  

Reduced effect of CrewDamageUp perk.

Reduced perk effect on hull damage, for both positive and negative perks.  

--





AIBalls.c, particles.ini

__

Changed Bombs to look like Balls and have no explosion effects.



reduced AIBalls.SpeedMultipy from 3.0 to 1.0.  It's not needed with realistic muzzle velocities.  It seems to be like a `cannonball-specific` time accelleration.  The only purpose seems to be to make the 1/3 speed cannonballs that come stock *look* real.  



added `shot-specific` dispersion values and halved the effect of the accuracy skill.

was:

 float fTempDispersionY = Degree2Radian(10.0);

 float fTempDispersionX = Degree2Radian(5.0);

 float fAccuracy = 1.2 - stf(aCharacter.TmpSkill.Accuracy);



Changed velocity dispersion formula to be relative to v0.  

was:

 AIBalls.SpdV0 = fSpeedV0 + fAccuracy * (10.0 * fTempDispersionY) * (frnd() - 0.5);



New smoke effects.  :D

__





CANNONS/Cannons_init.c, CANNONS/Cannons.c, CANNONS/Cannons.h, ../RESOURCE/INI/TEXTS/ENGLISH/common.ini,

../RESOURCE/INI/INTERFACES/pictures.ini, INTERFACE/cannons.c

__



Completely replaced original guns with:



4, 6, 9, 12, 18, 24, 32, and 42 pounder long guns  (42s only for forts)

12, 18, 24, 32, 42, 68 pounder carronades (equivalent to 6, 9, 12, 18, 24, and 32 pounders in mounting)

(42s and 68s only for forts)



Lots more choices, now.  :)

__





Ships_init.c

__

Decreased broadside fire arcs from 80 deg to 30 deg and chaser arcs from 30 to 20 degrees.

Decreased base elevation/depression from .60/.35 radians to 5/3 degrees.



Changed all ships' armament to use new gun sizes.  



Changed displayed gun quantites to match the number of guns each ship actually uses in game.  



Added larger fire arcs for gunboats and forts.  Have no idea if the fire arcs are even used for forts.



Changed brigantine to use different rigtype, sail closer to wind than brig.  It looked like it was intended to be that way, but the specs weren't being used.  



Made manowars unencounterable.  They're WAY bigger than any sailing ship ever built, even though they have moderate armament for a 1st rate.  



Made load have less of an effect on turn speed.  20% turn speed at full load was too harsh.

Made turning more dependent on speed instead.  Realistically, these ships should wear in only slightly more time than it takes to tack.

__





Officers.c, IslaMuella.c, TempQuestCharacters.c, TempQuestEnemy.c, StoryCharacters.c,

    Redmond.c, quests_reaction.c, QuebradasCostillas.c, DIALOGSdanielle_dialog.c,

    DIALOGSEnc_Officer_dialog.c, DIALOGSFred Bob_dialog.c

__

Gave everyone with a ship balls instead of bombs and the new cannons.

__





FortCommandants.c, AIFort.c

__

Gave forts a mix of 32pdr, 42pdr long guns; 42pdr, 68pdr Carronades.

This is definitely more gun than they should have.  :)

__





CHARACTERS/CharacterUtilite.c, SEA_AI/sea.c

__

Changed base ship ammo to balls.

__



shipyard.c

__

changed default guns to 4pdr long guns.

__





BattleInterface.c

__

Reduced speed of furling, unfurling sails.



Decreased effects of perks on rigging damage.

__





Encouters_init.c

__

Toned down encounters a little bit, far fewer battleships than before.  There should be fewer ships at once, too.  Being outnumbered by bigger ships is certain death now, so I didn't want it to happen too often.  

__<!--c2--></div><!--ec2-->
 
Wow! Most impressive! <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" />
Wonderful stuff.

Regarding ricochets: can't you find the distance between the `hit-water`-place and the firing ship (as specified by LastBallCharacter)? With flight times low enough that should be accurate enough to use with your distance/velocity equation to determine current ball velocity. And then just post a ballfire or whatever event as you said.

Regarding chasers and raking. Why not, when firing, check the XYZ position in regards to the ship's (local) X axis, and if within d units (where d is define per ship type) of the origin for that axis declare it's a chaser and a set a flag thus in AIBall (and set flag to false if the gun is too far from 0X and thus broadside).

Perhaps also post an event to clear it after a few seconds.

Re: fort damage. Ya, it's puzzling to me to. IIRC I made something of a stab at it; I know I fixed fort "crew" damage, and I _think_ I changed fort "hull" damage so it too decreases per `ship-man` lost (as you mentions with ship->ship fire), but I'm not sure.
 
You might be on to something there with the ricochets. If I could get the distance between the splash and the ship as a vector I could generate some velocites to feed into ballfire (based on distance/mounted guns) and a probability to bounce (based on weather and distance). I would probably be able to generate *a* ricochet. After that the hack wouldn't work unless little ships were generated whenever a cannonball hit the water. One bounce would be a lot better than none, but it's not quite what I was looking for.

I had it all planned out; ricochets were going to be quick and easy to implement without much chance for error, but I needed to know the velocity of the ball in x, y, and z the moment before it hit the water each time. If there *is* actually a way to find this, I'll start getting ricochets to work right this instant.

I did manage to get PotC to crash a couple of times a while back spawning infinite cannonballs once one hit the water, but they were always spawned with 0 velocity (apparently I was getting my velocity data from the wrong place). There might be promise there, but I could never actually make it work.

The raking fire damage works much the same way as the distance damage; it's applied on impact using the positions of the ships at the time of impact. If I could get directly at the cannonball direction it would all go a lot smoother, but I can't figure out any way to do it.

I can't see any way of setting an "isChaser" flag on each cannonball as it's created. If I could, I would probably be able to use the direction of travel of the cannonball for the calculations instead, and the whole thing would be moot.

I guess I sound kind of like a broken record, but there's only one way to really do this right and I don't know how to do it. The chaser bug would be stopped dead if I could only replace "rBallCharacter.Ship.Ang.y" with the angle the actuall ball makes with the `y-axis`.
 
Ah, right. Forgot about the multiple ricochets.
Well, assuming ricochets don't change the direction component of the velocity vector, the above method will still work no matter how many ricochets. It's the magnitude that's the problem. But it seems to me you could, assuming the dispersion is not too great in elevation, assume that the balls will all ricochet about the same time, and dock velocity (mag) of _all_ the balls after the first ricochet.
But again how would you tell _which_ balls had ricochet'd more than once?
Heck, that's the real problem, indeed.
Well, OK. Why not do a 2D distance call (current vs. ship) and, if beyond, say, 1.5x max range of the ship's guns, declare the ball to be dead and don't spawn a new one? (And otherwise do). Just make a WAG as to speed.

In sum, AFAI can tell, it's not the direction but the speed that's the problem--wait! Inspiration striketh.
Make the new direction some small frnd() from the original direction, but _don't_ try to save it, calculate a new direction _again_ on the next bounce; if the frnd() variation is small enough it'll all come out in the wash (because you're always checking vs original position) even though you still get the `semi-random`-direction bit.
Well, not quite; you could get `self-reinforcing` direction changes--but you'd have to be very (un)lucky in your successive frnd()s....
----
Right, what I'm saying is you store the fire direction _at the time of fire_, and you compute which gun battery is firing at _that_ time and correct for it in your number when you have _both_ ship position and ball starting position, and _then_ store that attribute as part of the firing character, and then check that attribute when the other ship is hit.
---
Yep, and I agree with you in cursing such lack.
But what I'm saying is, storing one attribute generalized for all balls shot at one time, while not ideal, is better'n nothing. My point for the former is that (I hope and trust) variations between balls will all shake out in the end--i.e. be "close enough for gubmint work"--and in the second, that you store the data at firing--wait.

What if you fire both chasers and a broadside at the same time!
Dang.

Well, the above method (for the latter problem) would work OK only if you fired only 1 arc at a time, because cannon balls can't be distinguished from one another.


Wait!

(LOL, this post must have the record for `second-third`-`fourth-nth` thougts...)
You don't need to distinguish between cannon balls, because you can check the aspect of both ships _vs the quadrants in which they appear_.

I.e. you don't just check the respective angles between ships, you check their positions too.
I.e. if the opponent ship is in the 1st (straight ahead) or 3rd (straight abaft) quadrant of the firing ship, then we may deduce that we are firing chasers and thus compute striking angle accordingly.
More math, but it should (I /think/...) work.

And in fact you can use the same method to determine what caliber gun to use, if you wish differing chaser and broadside armament.

All credit to Mehrunes, who first proposed this approach. <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" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> WTG, Nathan and KNB! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> See, good things are often found when you dig for them! :Q
 
Excellent changes! I only took a look into the shipsinit, the changes you made here must have taken hours alone. Thank you.

To all who already installed the Post build 12 (incl. Captains challenge mods):
"This mod will likely conflict with many mods written after January 2005. It's unavoidable, really, but is something to keep in mind." [realistic cannons readme]

I tried to install it over the Post Build 12 out of curiosity and got a Visual C runtime error when starting PotC. So at this time realistic repair time, the new boarding system etc. and realistic cannons are incompatible.

Anyway great work, particularly implementing carronades! <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 don't think docking the velocity is really that important. The cannonballs don't slow down due to wind resistance, anyway. In a perfect world, the chance to ricochet would depend on speed, with the ball slowing down after each bounce, but I think we can get away with probabilities. My problem was in determining the direction the ball was going and the angle at which the ball hits the water, velocity components just seemed the most straightforward thing to work with.

Can I store the position of the firing ship to some `ship-specific` variables every time it fires? I would almost certainly be able to get the distance and direction from this and just shoot a ball out of the water splash in the same direction at a standard elevation angle (yuck) at a probability depending on distance and weather. I would then be able to make the ball ricochet as many times as I want, but the balls would curve a bit if you moved too far and fired again before they came to rest. The ships probably aren't fast enough for this to be noticible, though, so I think we just worked out a new plan. `Distance-based` probabiilies might be the answer to just about all of this; balls that go a mile before hitting the water won't ricochet, and balls don't really have to ricochet past a mile for this to be effective.

Checking the quadrant would work to fix the chasers, but you do you do it? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I couldn't figure out how to find relative positions of ships.

My changes are pretty much limited by what I could find out about how the game works in a month and a half or so. `Macro-searches` are my friend. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

As to incompatibility... I may have inadvertantly made this dependent on the January 29 version of Boelen's mod pack... I wanted the brace of pistols. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> It shouldn't take more than a couple hours to integrate it with anything new, but I'd rather wait until a new build update before getting started on it.

I also thought briefly about making the biggest changes togglable in buildsettings, but there were just so many changes, I didn't know if I could do it. I'm now pretty sure it's possible, but I'm also pretty sure I'd miss something. If you badger me enough about it, I might do it.

OH! Buildsettings!

I left these dependencies in for testing and forgot to take them out, you have to change these lines in buildsettings.h for the mod to work properly (it won't crash if you don't, it just won't be realistic):
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define CANNON_RANGE_SCALAR     1.0

#define FIRE_ANGLE_SCALAR       1.0 //base: 5 degrees elevation, 2 degrees depression



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#define BOMBS_PER      0.0    //no more bombs<!--c2--></div><!--ec2-->

I might upload a new version that ignores these lines, because they're not very useful to a "realistic" mod...



Can anyone tell me if they've successfully gotten the mod to work? It changes a lot, and PotC does like to crash.
 
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