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Direct, continuous sailing

increasing the number does make time on sea go faster. right? i was a little confused about the discription behind it, but if i'm right, i decided to increase it to ten and see if it causes any problems with the weather updates and if it's reasonably in line with the world map time.

just so i don't forget why i was doing this, i want to do this so food compsumption is the same no matter if you sail on the world map or the close-up sea.
 
<!--quoteo(post=173798:date=Nov 29 2006, 12:32 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 29 2006, 12:32 PM) [snapback]173798[/snapback]</div><div class='quotemain'><!--quotec-->
<i>People who want a fast actiongame and use time compression to get to the next port faster will NOT care for this.</i> But many people who enjoy the sailing in seaview have already asked for a feature that lets you sail to another island without the map.
.......
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<!--quoteo(post=173798:date=Nov 29 2006, 12:32 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 29 2006, 12:32 PM) [snapback]173798[/snapback]</div><div class='quotemain'><!--quotec-->
<i>If you are in a hurry you can use the worldmap.</i> And FAIK storms are being generated only on the map, so they shouldn't be a problem.<!--QuoteEnd--></div><!--QuoteEEnd-->

For the benefit of Morgan Terror <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> pretty much all your comments on this mod Morgan i disagree with 100%!!
Its not about making the game faster, its about trying to simulate a more real SLOW sailing method of travelling between Islands.......just so you understand <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Its about sailing in a ship that uses wind for power - a wooden ship at that....from the 1690's <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Not an 'arcade' sailing option - no 'speed-ups', 'weapon boosts', 'power ups' etc <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

I needed to get that of my chest - although i'm fairly certain CCC isn't about to turn this into a speed boat run.

@CCC

ok i've been thinking more on this passage of time issue, with the aim of keeping the sailing part as good and slow as it should be <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

If you are happy with that compromise of a sort of update of time passed at the end of the voyage, which you wouldn't really experience first hand(due to the time/distances not adding up), i was thinking it could maybe be better implimented by having that update during the transitions from one cell to the next? So instead of just getting it at "land ho!", and the end of your journey(if it is) after you seemingly have sailed directly in realtime; how about if a text box(that could be clicked once read? - to actively confirm it, as opposed to a text update that dissapears by itself?) would appear during the transition load from cell to cell, giving the same kind of update info: "we have been at sea for X days and consumed X Food X Rum etc". This info would have to contain i guess only the distance travelled so far to your destination - as it would be happening halfway so to speak.

Anyway if after the first 30mins of continuous sailing(to the point where you leave your current cell) you get an 'interim report' to kind of hide X days having passed, then another when you get "land ho!" - that might better suspend disbelief, along the lines of "ok i guess the part i actively sailed was just part of the overall journey" kind of thing? gah its a fiddlesome pest isnt it - not perfect, but not actualy possible to get perfect unless you actualy HAD to sail for the correct amount of time required(that would require about 10 hours(in real time) of 3D sailing to allow for a believable passage of days/nights for inter-island journeys!) - xD , NOT for Morgan Terror i suspect.....or most of us(although if i could save in 3D sailing mode i'd be game to try it!).

Another thought - what about ensuring a transition from day to night when loading from cell to cell? So you start out in Oxbay in the daytime, sail for 30mins(approx) and get to the next cell loading point. Get the "interim time passed report" as that new cell loads in and the new cells time will be opposite to the last cells? so PM instead of AM etc?

I'm just throwing these out <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

All these methods as you rightly say make the 'continous' part of this mod weaker - in that its not just sail from a to b all in 3D, it introduces a 'passage of time' that the player doesn't witness. Still the issues on ration useage and trying to keep continuty with the navigation map(in terms of voyage lengths+ days passed) are not easy to address in such a mod. I hope i'm helping anyway.
 
My thoughts, which would require a pile more work, would be to have extra "At Sea" cells between each island.

So time could stay at the current speed for sailing around the island, but once you left the island and were "At Sea" you could have time go faster to simulate the long journey.

Or you could make the "At Sea" cells HUUUUGE so it actually takes 3+ gamedays to get accross at normal speed. But that might be really boring. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
I've tried your work - made the journey Conceiçao-Douwesen - and I must say I really like it!
I first met a convoy of three class 5 spaniards, then another quite similar under Portuguese flag, then a single British ship two times.




I've just notice a minor problem : going into your cabin or your crew quarters may cause the weather to go incoherent. When I finally arrive to Douwesen, it was 00:20 in game time... Under the moon light I managed to find the Crab clifs (without using direct-sail option), helping myself with the map in the F2 menu. I then entered the crew quarters to take some crewmen with me ashore - I wanted to walk to Douwesen, meet a smuggler and tell him I was waiting for him at the Crabs cliffs with a full load of Sugar. When I went back to the sea view it was still 00:20 but an horrible shiny sun was there with a clean blue sky!

Otherwise, the 'land oh' screen isn't very esthetical, but that's temporary anyway?



In conclusion, CouchcaptainCharles, your mod is just wonderfull. Continue to work on it! This journey remembered me Seadogs - I liked to sail around the islands just to look at them with the spyglass, and I used to enter the Map menu when the islands were far away ... just the pleasure to look at your ship while listening the musics. (what a shame that in PotC you cannot remove all the icons all arounds, in Seadogs you could hold the 'ctrl' key...) And when you finally see Douweseen island at the horizon, what an emotion!

Just one more thing : I was still in Conceiçao bay when the first 'Land-Ho' screen appeared. Nothing happen to the ships that were already there, but three extras pirates ship came from nowhere just near the Portuguese ship of the line guarding the bay. That was maybe a little too sudden, and too close from you.
 
i'm not trying to speed the game up, the only thing that i'm doing is making the days go by faster.he yourneys take just as long in real time. i want to do this so food compsumption is the same no matter in which mode you travel. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=174874:date=Dec 7 2006, 12:20 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 12:20 PM) [snapback]174874[/snapback]</div><div class='quotemain'><!--quotec-->
i'm not trying to speed the game up, the only thing that i'm doing is making the days go by faster.he yourneys take just as long in real time. i want to do this so food compsumption is the same no matter in which mode you travel. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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I dont believe you! <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> you want your ships to go +40knots etc(from other threads) - anyway i've got my eye on you now, and will endevour to keep you in line when it comes to CCC implementation of this mod(i've waited around 3years for this kind of improvement to POTC!) <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

<img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ok sorry if i'm sounding mean.......but well:

<!--quoteo(post=174874:date=Dec 7 2006, 12:20 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 12:20 PM) [snapback]174874[/snapback]</div><div class='quotemain'><!--quotec-->
what about crossing the really big bit of ocean if you're in a hurry?........
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+
<a href="http://www.piratesahoy.com/forum/index.php?showtopic=8976" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=8976</a>

we know about you now.....mr speed freak <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I just want you to understand this is a game that should carry on trying to simulate as accurate(as in realistic) simualtion of sailing as possible - without an motor engine in sight. If it was a game about power boats or something i wouldn't feel the need to spell this out.
Its not personal - just imho it would be a shame for POTC to become more 'arcade' like, and for years the modders have for the most part kept true to the games core(of it being a 1690's Pirate game with great 'tall ship' sailing).

<!--quoteo(post=174874:date=Dec 7 2006, 12:20 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Dec 7 2006, 12:20 PM) [snapback]174874[/snapback]</div><div class='quotemain'><!--quotec-->
......I've just notice a minor problem : going into your cabin or your crew quarters may cause the weather to go incoherent.............<!--QuoteEnd--></div><!--QuoteEEnd-->

This is sadly a current bug in the build - so not related to this mod as such, but i believe Hook(and others?) had mentioned it was being looked into, as it is a pretty odd bug, and for something like the continuous sailing mod it would become even more so.
I've yet to try this mod out - and am feeling guilty about that, i'll have to make time for it this weekend. Its not fun being away from the game, and the mod i've always wanted:

Here's a general interest thread i took part in under my old call sign(child of Thor):

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=1495&hl=" target="_blank">http://www.piratesahoy.com/forum/index.php...ic=1495&hl=</a>

My post #17 has a good link to another thread i posted on another forum a few years back when i first got POTC on xbox and was trying to work out how to sail in real time from island to island.
 
bart, if you really had read that topic, you would have seen that i didn't cheat with that record either. see what i used for it, and try it out yourself! <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> you do need storm-like winds of course. like the speed that i mention there. battling the black pearl with those wind speeds can be pretty hilarious, as the pearl steers way to late every time, thus smashing into everything. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> best to get out of the way and let it sink itself. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

where's that second quote from? i can't remember saying that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> besides, you could always press the 'g' key.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I've just notice a minor problem : going into your cabin or your crew quarters may cause the weather to go incoherent. When I finally arrive to Douwesen, it was 00:20 in game time... Under the moon light I managed to find the Crab clifs (without using direct-sail option), helping myself with the map in the F2 menu. I then entered the crew quarters to take some crewmen with me ashore - I wanted to walk to Douwesen, meet a smuggler and tell him I was waiting for him at the Crabs cliffs with a full load of Sugar. When I went back to the sea view it was still 00:20 but an horrible shiny sun was there with a clean blue sky! <!--QuoteEnd--></div><!--QuoteEEnd-->

I've gotten this bug ever since I've begun playing the game. It seems that the game forgets what time it is and makes it day or night arbitrarily every once in a while. It's kinda funny to see a bustling dock at night.
 
<!--quoteo(post=174865:date=Dec 7 2006, 12:08 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Dec 7 2006, 12:08 PM) [snapback]174865[/snapback]</div><div class='quotemain'><!--quotec-->
In conclusion, CouchcaptainCharles, your mod is just wonderfull. Continue to work on it! This journey remembered me Seadogs - I liked to sail around the islands just to look at them with the spyglass, and I used to enter the Map menu when the islands were far away ... just the pleasure to look at your ship while listening the musics. (what a shame that in PotC you cannot remove all the icons all arounds, in Seadogs you could hold the 'ctrl' key...) And when you finally see Douweseen island at the horizon, what an emotion!
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You can choose a smaller interace setting in the options menu. It will move the compass display to the bottom left corner of the screen, make it smaller and remove the map. This was made by CCC and made toggleable by Maximus.
 
Yes, that little compass without radar was made for such views. Thanks to Pieter and Maximus for putting it into the Build <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />:

Thank's for your feedback everyone. I'll collect all your proposals and get back to them later (want to do some more B13 fixing first). But please keep your ideas and observations coming, cause this experiment certainly can do with improvements.

<!--quoteo(post=174865:date=Dec 7 2006, 12:08 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Dec 7 2006, 12:08 PM) [snapback]174865[/snapback]</div><div class='quotemain'><!--quotec-->
Otherwise, the 'land oh' screen isn't very esthetical, but that's temporary anyway?
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That's a screenshot out of 3D sailingview I made. Thought it would be less interupting to keep the looks of the running game than to insert some beautiful painting (which I could never make anyway <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ) But I don't stick to that screen if someone makes a better one.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Just one more thing : I was still in Conceiçao bay when the first 'Land-Ho' screen appeared. Nothing happen to the ships that were already there, but three extras pirates ship came from nowhere just near the Portuguese ship of the line guarding the bay. That was maybe a little too sudden, and too close from you.
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Was your bow pointing to the island? Then probably the mod tried to put the extra pirates ahead of you at the usual distance, found that impossible cause there was land and dumped them into the sea near you. Maybe I can find a check so that encounters are only triggered if you are far away from an island.
 
you know what's fun? try starting in a gunboat, sail to another island in 3D mode, and when you encounter ships, don't steer an inch. you will get the closest encounters EVER! i once had a schooner zoom past my at a distance of 3 YARDS! it was incredibly close! it seems a lot closer when it goes past. looked like i could step straight on it if i wanted to. to make matters more amazing, whe both went at a speed of 30+ knots! i was actually in a war tartane, i managed to buy one off the loot i got in the oxbay sewers. it was the same trip where i had a bug and another adventure both mentioned elsewhere. i love this mode!
 
<!--quoteo(post=174893:date=Dec 7 2006, 02:45 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 02:45 PM) [snapback]174893[/snapback]</div><div class='quotemain'><!--quotec-->
bart, if you really had read that topic, you would have seen that i didn't cheat with that record either. see what i used for it, and try it out yourself! <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> you do need storm-like winds of course. like the speed that i mention there. battling the black pearl with those wind speeds can be pretty hilarious, as the pearl steers way to late every time, thus smashing into everything. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> best to get out of the way and let it sink itself. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

where's that second quote from? i can't remember saying that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <i>besides, you could always press the 'g' key.</i>
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Exactly! for speed use the time compression keys or the navigation map mode.The second quote is from a few posts up in this thread <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=174893:date=Dec 7 2006, 02:45 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 7 2006, 02:45 PM) [snapback]174893[/snapback]</div><div class='quotemain'><!--quotec-->
you know what's fun? try starting in a gunboat, sail to another island in 3D mode, and when you encounter ships, don't steer an inch. you will get the closest encounters EVER! i once had a schooner zoom past my at a distance of 3 YARDS! it was incredibly close! it seems a lot closer when it goes past. looked like i could step straight on it if i wanted to. to make matters more amazing, <i>whe both went at a speed of 30+ knots!</i> i was actually in a war tartane, i managed to buy one off the loot i got in the oxbay sewers. it was the same trip where i had a bug and another adventure both mentioned elsewhere. i love this mode!<!--QuoteEnd--></div><!--QuoteEEnd--> see? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> you cant help yourself! <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

At some point i think we need to address the unrealistic speeds some of these (unmodified)boats can reach.......... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

But i agree the close passes of the ships on route is fun to watch - i had a line of 4 pirates today, and as i was distracted i didn't notice untill the first balls from the lead ship hit me, with the prevailing +30knot wind the 12 knots i was travelling at took me quickly down the line for all four ships to loose their broadsides. I sank and decided i should pay more attention in future!



<!--quoteo(post=174893:date=Dec 7 2006, 02:45 PM:name=CCC)--><div class='quotetop'>QUOTE(CCC @ Dec 7 2006, 02:45 PM) [snapback]174893[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174893:date=Dec 7 2006, 02:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Dec 7 2006, 02:45 PM) [snapback]174893[/snapback]</div><div class='quotemain'><!--quotec-->
Otherwise, the 'land oh' screen isn't very esthetical, but that's temporary anyway?<!--QuoteEnd--></div><!--QuoteEEnd-->

That's a screenshot out of 3D sailingview I made. Thought it would be less interupting to keep the looks of the running game than to insert some beautiful painting (which I could never make anyway icon_mrgreen1.gif ) But I don't stick to that screen if someone makes a better one.<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm on that one - i have a nice authentic looking screen nearly done - just need to mess around in Illustrator to get a nice looking font for the "Sail ho!"/"land ho!" text then import it into the screen i've prepared - then you can see which you like the better <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Comments/Suggestions/Feedback so far:

1. I think we shouldn't always have the encounters on the hour(weather change), is it possible to vary when the encounters trigger? or if not than only make it a chance(%) of an encounter on the weather change - otherwise the player will get to know when to get ready for potential combat(especialy if they use hooks clock that is)? And the randomness of the encounter generation might make it feel less formulaic?

2. When an encounter is triggered sometimes(maybe most of the time?) your postition on the deck is changed to be in that central part of the deck(like when you first board your ship). Any reason this is happening, and why not all the time?

3. Is it my imagination or are the weather transitions even more extreme now?.........probably is as it has always been(thus my talk of a weather change mod previously). And on that note with these very changeable weather changes it might actualy cover up some of the 'suspension of disbelief' measures i have posted about previously above. It taint exactly 'natural' as its currently modeled(but much better than no weather change) - so that might negate the necessity to keep posting text updates to the player on the time passed etc - as it is the very changable weather gives you that impression anyway <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Overall i think it excellent and has lots of potential for expanding, especialy when combined with other future mods like giving the crew/officers real jobs to do while at sea etc. e.g get your carpenter to work on making some repairs while at sea/getting the Doctor to heal some wounded officers etc

With this mod it actualy gives you the time to make the sailing part so much more than pure combat - it has the potential to expand the whole role play of being at sea. Rather than the sea part merely being a method of getting from a to b or being about combat, now it can also be about being part of your chars(and officers) everyday lives - we'll be real sailors <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
@CCC: Arrr, ye truly be a modder on de bleedin' edge! <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Ye has earned yer title o' COO! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> It be so cool how ye udder fellers jump in an' hep flesh thangs out! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Fun tew read threads like dis one! <img src="style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />
 
Yes, discussing future mods openly and developing them as community work is what has made this forum such a great place.

<!--quoteo(post=174998:date=Dec 7 2006, 10:49 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 7 2006, 10:49 PM) [snapback]174998[/snapback]</div><div class='quotemain'><!--quotec-->
1. I think we shouldn't always have the encounters on the hour(weather change), is it possible to vary when the encounters trigger? or if not than only make it a chance(%) of an encounter on the weather change - otherwise the player will get to know when to get ready for potential combat(especialy if they use hooks clock that is)? And the randomness of the encounter generation might make it feel less formulaic?
<!--QuoteEnd--></div><!--QuoteEEnd-->
You can make the encounters random by setting
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define DIRECTENCOUNTERCHANCE 100   // chance in percent that an encounter fleet appears every hour<!--c2--></div><!--ec2-->
on top of CCCdirectsail.c to less than 100%

Currently encounters and new islands appear exactly on the hour cause they are triggered by the hourly weatherchange. (the mentioned change to Whr_UpdateWeather ) Did that cause I didn't want to mess up some major file with a trigger for an experimental mod. IF this once becomes integral part of the Build we COULD use another, more random trigger. Though I usually prefer simpler, less interfering solutions.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
2. When an encounter is triggered sometimes(maybe most of the time?) your postition on the deck is changed to be in that central part of the deck(like when you first board your ship). Any reason this is happening, and why not all the time?<!--QuoteEnd--></div><!--QuoteEEnd-->The camera needs to be reset after a reload of the sea scenery(otherwise the camera stays at its position, and your ships sails away without you. Interesting "man overboard" experience, but not what we need <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )
That reset is being done by the commands
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // set ship for sea camera
      SeaCameras.Camera = "SeaDeckCamera"; // so that you look FORWARD, spyglass ready
        SeaCameras_SetShipForSeaCamera(&rPlayer);<!--c2--></div><!--ec2-->
To my experience this always lets you look from your deck towards the new encounter or island. Is that not always the case? Maybe it depends on the cameraposition you had before the reload

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
3. Is it my imagination or are the weather transitions even more extreme now?.........probably is as it has always been(thus my talk of a weather change mod previously). <!--QuoteEnd--></div><!--QuoteEEnd-->
Haven't changed anything regarding the weather update, so maybe it's just an impression caused by the simultanuous events.
 
<!--quoteo(post=175050:date=Dec 8 2006, 08:42 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 8 2006, 08:42 AM) [snapback]175050[/snapback]</div><div class='quotemain'><!--quotec-->
.............
You can make the encounters random by setting
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define DIRECTENCOUNTERCHANCE 100   // chance in percent that an encounter fleet appears every hour<!--c2--></div><!--ec2-->
on top of CCCdirectsail.c to less than 100%<!--QuoteEnd--></div><!--QuoteEEnd-->

Nice and easy <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> I just think it will help make the mod feel more 'natural', so i'll play around with the numbers and post impressions.

<!--quoteo(post=175050:date=Dec 8 2006, 08:42 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 8 2006, 08:42 AM) [snapback]175050[/snapback]</div><div class='quotemain'><!--quotec-->
Currently encounters and new islands appear exactly on the hour cause they are triggered by the hourly weatherchange. (the mentioned change to Whr_UpdateWeather ) Did that cause I didn't want to mess up some major file with a trigger for an experimental mod. IF this once becomes integral part of the Build we COULD use another, more random trigger. Though I usually prefer simpler, less interfering solutions.<!--QuoteEnd--></div><!--QuoteEEnd-->

Yep i'm with you on using the simplest, least intrusive methods as possible - still that suggestion was more for the long term after this puppy has been tested+tweaked and lovingly raised.

<!--quoteo(post=175050:date=Dec 8 2006, 08:42 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 8 2006, 08:42 AM) [snapback]175050[/snapback]</div><div class='quotemain'><!--quotec-->
.....To my experience this always lets you look from your deck towards the new encounter or island. Is that not always the case? Maybe it depends on the cameraposition you had before the reload<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm not sure........when it happens(and it doesnt all the time, sometimes i can remain in my usual position at a rear corner of my ship facing forwards) i always end up facing forwards, right in the centre of my ship, just like when you first enter your ship and the 3D sailing mode from land. Something to look out for some more <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And ref the weather change - yeh i think its just my impression, during the mammoth playtesting i did i'd got out of my habit of real-time sailing everywhere - i didnt have the time! So i think its just that i'd not been experiencing them that often for the last few months. So no worries on that.

ok here are two cut down to size screens to ponder on. They are .jpg images and the brightness levels may be too low(i seem to sometimes get that effect when using photobucket to host the pics?) - so if the quality is poor i apologise - really its just to give an idea on possible variations for the "sail ho!" + "land ho!" screens:

Land ho!:
<img src="http://i128.photobucket.com/albums/p199/BlackBart06/LandHoTextTest.jpg" border="0" alt="IPB Image" />

Sail ho!:
<img src="http://i128.photobucket.com/albums/p199/BlackBart06/SailHoTextTest.jpg" border="0" alt="IPB Image" />

Thoughts/suggestions? Are they better than whats in the mod so far - could they be better? etc

If you like them CCC what format should i save them in for posting on the ftp(full screen size) so you can get them(bmp/jpg?).

Oh and on the topic of these loading screens is there a timer that determins how long they show up? Or is just for the duration of the loading? I ask because i get a variation myself - sometimes it shows+closes the screen so quickly i dont realy get time to register it - othertimes i can atleast cast my eye over the screen.

How about making a set time for the pics to stay to make it a smoother transition?
 
My game crashes just after I get the Sail Ho screen.

I have looked for a ccc folder in the FTP and couldn't find it.

I have looked for the WhrWeather.c file in build 13 but couldn't find it.

I want to use the Direct Sailing in Build 13. Help please.
 
a better sail ho picture would be, to my opinion, looking through the spyglass and seeing a ship really far away. i think that you could do this by sailing in 3D mode to another island, and when you encounter a ship, wait until it has sailed past you and you can see only a very small blot on the horizon (it doesn't matter if it's back to front, cos you wouldn't notice anyway). then, use your spyglass on it and make the screenshot. you would not be able to see it with the naked eye, but you could with your telescope, just like it often was in real life. make sure that the ship is pretty much in the middle.

you could also make one of a flag very close up, but the type of flag could be misleading to the player.

i think the land ho thing should be further away as well. i do definetely like the spyglass bit.

those ship speeds of 30+ knots are part of the arcade sailing mode. maybe there should be an option to simply toggle the ship speeds in that mode, while remaining in that mode. you would ave the speed of realistic sailing, but the handling of arcade mode.
 
Variations on what is used currently and adding the spyglass:

<img src="http://i128.photobucket.com/albums/p199/BlackBart06/LandHoAsmall.jpg" border="0" alt="IPB Image" />

<img src="http://i128.photobucket.com/albums/p199/BlackBart06/SailHoAsmall.jpg" border="0" alt="IPB Image" />

I did try initialy to use a really far away shot of a ship and land - the problem is that as the detail is so small, and the screen passes pretty quick, you dont really notice it - you just see an empty looking spyglass. That was on my initial full screen spyglass view tests - its even worse a problem on this newer version. More suggestions?
 
well, i would suggest something like a painting, like in all the other menu's, that's (of course) fitting to the scene. the problem is that you have to find one.

i was rather surprised really when i encountered an escalated battleship (absolutley beautiful ship by the way) and a manowar today on my way to hispaniola from isla muelle. seing all those rows of cannons going past looked pretty awsome. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

i've done some estimating, and come to the conclusion that it's almost impossible to make the food compsumption equal no matter the modus. you would have to set the timescalar to roughly 25, which would make the game very much unplayable. for those who don't know: that means that one second real time is 25 seconds game time. it would be almost impossible to capture a surrendered ship this way before the weather change. you would also likely end up with absolutely massive ship battles to rival trafalgar because more ships would be spawned than that are sunk. and in my case, all those loading screens would just be a huge nuisance. for those who want to reenact the battle of trafalgar, you now what to do! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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