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// tavern
curTable.l3.pic = FRP_TAVERN;
curTable.l3.tex = FRT_TAVERN;
curTable.l3.note = FRN_TAVERN; // KK
curTable.l3.location = "Douwesen_tavern";
if(!bArcadeMode) curTable.l3..goto_disable = 1; // Screwface: Disable Go-To location
I don't think it's possible to proceed like that just because you wouldn't have a link with the locator name anymore. In this case, how could we do to enable the fast travel as soon as we find the locator ? I don't know Plus, the l3 in the curtable has nothing to do with the l3 in location init. Just look the store one (ex : douwesen), it's l2 in curtable and l5 in location init file.That seems to work; cool! And you don't even need to LOAD to the location; you just need to FIND it.
It would be nice if the disable code could be added like this in fast_reload_table.c though:Would something like that be possible?Code:// tavern curTable.l3.pic = FRP_TAVERN; curTable.l3.tex = FRT_TAVERN; curTable.l3.note = FRN_TAVERN; // KK curTable.l3.location = "Douwesen_tavern"; if(!bArcadeMode) curTable.l3..goto_disable = 1; // Screwface: Disable Go-To location
While we're on the subject of fast travel, does that l3 in the curTable code have anything to do with the l3 in the location init code?
And why doesn't fast travel work for certain fort locations, like Port au Prince?
Should we link this and the disable-sail-to mod with Realistic Sailing? If so, we should rename the option.
I'm thinking that there's a whole bunch of realism options anyway that make the 'Sailing Mode' options interface
rather useless. Does anyone else agree?
It would give more realism to the different flags mod. We should have a look in the ispyglass.c file :mmAnd what about spyglasses? I'm thinking that in realistic mode,
they shouldn't tell you anything you couldn't REALLY gather from the spyglass.
Maybe even remove all information from the spyglasses and only make them enlarge, like they should.
That way, you'd need to actually rely on your own knowledge of ship types and flags to recognize encounters.
Espcially if we make certain nations use certain ship types more than others, which we've already tried to do,
you can judge the nation from the ship type, ship skin (in some cases) AND ship flag.
Would be fun if people would actually get to do that, no?
But now your spyglass tells you the nation long before you can tell it yourself.
// ======================================
// SPYGLASS VIEW
// ======================================
int KBSPG = 2;
// Makes the info given by spyglasses unaccurate and depending of distance
// 0: Stock PotC: Deactivate mod
// 1: "Fun" settings of parameters (not too hard, for beginners)
// 2: "Realistic" (values as near as reality as it can, adjusted to the distances of the game)
// 3: "Hard" for experts - very few info, very inaccurate, need to close
// 4: Fine tuning - the mod will use values that you can tweak in InternalSettings.h
// ======================================
// SPYGLASS VIEW by KBLACK
// ======================================
// --- Makes the info given by spyglasses unaccurate and depending of distance
// (all nautical terms are in spanish - except those I know in English)
// (all settings are INT)
// --- KBSPG - Fine tuning section (set by default to "Fun" )
// --- Accuracy parameters
#define KBSPGACCSPG1 4 // Accuracy parameter of Cheap Spyglass
#define KBSPGACCSPG2 3 // Accuracy parameter of Standard Spyglass
#define KBSPGACCSPG3 2 // Accuracy parameter of Good Spyglass
#define KBSPGACCSPG4 1 // Accuracy parameter of Mastercraft Spyglass
// --- Range parameters. Further modified by Accuracy of spyglass
#define KBSPGRANGEHULL 750 // Range in yards to start getting info about hull status
#define KBSPGRANGECLASS 750 // Range in yards to start getting info about class of ships ( number of decks and details of hull )
#define KBSPGRANGECANNONS 750 // Range in yards to start getting info about number of cannons (counting "portas")
#define KBSPGRANGEGUNPOWDER 750 // Range in yards to start getting info about quantity of gunpowder (counting "portas")
#define KBSPGRANGENAME 750 // Range in yards to start getting info about name of ships (you've to be close to read it)
#define KBSPGRANGELOAD 750 // Range in yards to start getting info about type of ammo loaded
#define KBSPGRANGESAILS 1500 // Range in yards to start getting info about sails status (easy to see from far away)
#define KBSPGRANGENATION 1500 // Range in yards to start getting info about nation - if you see the sails, you see the flag - further away you get "UNKOWN" nation
#define KBSPGRANGESPEED 1500 // Range in yards to start getting info about speed - although more inaccurate with the distance, you can guess it
// from the waves the ship makes, and the change in distance, and the rigging deployed
#define KBSPGRANGECREW 350 // Range in yards to start getting info about number of sailors (in realistic, fun or tuned, you'll get the fraction
// of sailors in the topo deck, and have to calculate depending the number of decks the ships has - a lugger, what you
// see it's what you get; a manowar, you have most of the crew in the lower decks
#define KBSPGRANGEMORALE 350 // Range in yards to start getting info about morale of crew
#define KBSPGRANGECALIBER 350 // Range in yards to start getting info about caliber of guns
#define KBSPGRANGETYPE 350 // Range in yards to get the type of ship - really funny to have to guess the ship by the shape :-)
// No need for RANGE - but also spyglasses return unaccurate info about distance
// --- Variability of the info - scalar to tune how wide is the range of variable info. I't multiplied by accuracy of spyglass.
#define KBSPGVARHULL 5 // Default 5 - Higher more unaccurate
#define KBSPGVARCANNONS 20 // Default 20 - Lower more unaccurate
#define KBSPGVARGUNPOWDER 20 // Default 20 - Lower more unaccurate
// No need for KBSPGVARCLASS
// No need for KBSPGVARNAME
// No need for KBSPGVARLOAD
#define KBSPGVARSAILS 1 // Default 1 - Higher more unaccurate
#define KBSPGVARSPEED 100 // Default 100 - Lower more unaccurate
// No need for KBSPGVARSAILS
#define KBSPGVARCREW 10 // Default 10 - Lower more unaccurate
// No need for KBSPGVARMORALE
// No need for KBSPGVARCALIBER
// No need for KBSPGVARTYPE
#define KBSPGVARRANGE 20 // Default 20 - Lower more unaccurate
//---------------------------------------------------------------------------------------------------------------------------------------------------------------
// SPYGLASSES: ItemIndex Price texture activate nation cannons crew skiptrade
// | itmID model picIndex rare | | | update | shipname | hull | speed quality| skiprand
// | | | picTexture | | MinLevel | | zoom | | | | shiptype | sail | | charge | | | skipequip
//---------------|--|-----------|-----------|---|---|------|-----|----|-------------------|----|----|----|-|-|------|-|-|-----|-|-|---------|----|-|-|-----------
if(bArcadeMode)
{
n = InitSpyglass(n,"spyglass1","", 8, 14, 0.30, 1, 300, "eye_BadTub.tga", 2.5, 500, 150, 1,1,1, 0,0,0, 0,0,0, 1, 0,0,0);// Cheap Spyglass
n = InitSpyglass(n,"spyglass2","", 8, 15, 0.07, 2, 800, "eye_CommonTub.tga", 4.0, 500, 150, 1,1,1, 0,1,1, 0,1,0, 3, 0,0,0);// Average Spyglass
n = InitSpyglass(n,"spyglass3","", 8, 16, 0.05, 5, 3000, "eye_GoodTub.tga", 5.5, 500, 150, 1,1,1, 1,1,1, 1,1,0, 7, 0,0,0);// Great Spyglass
n = InitSpyglass(n,"spyglass4","spyglass4", 1, 14, 0.02, 7, 5000, "eye_BestTub.tga", 7.0, 500, 150, 1,1,1, 1,1,1, 1,1,1, 9, 0,0,0);// Master Spyglass
}
else
{
n = InitSpyglass(n,"spyglass1","", 8, 14, 0.30, 1, 300, "eye_BadTub.tga", 2.5, 500, 150, 0,0,0, 0,0,0, 0,0,0, 1, 0,0,0);// Cheap Spyglass
n = InitSpyglass(n,"spyglass2","", 8, 15, 0.07, 2, 800, "eye_CommonTub.tga", 4.0, 500, 150, 0,0,0, 0,0,0, 0,0,0, 3, 0,0,0);// Average Spyglass
n = InitSpyglass(n,"spyglass3","", 8, 16, 0.05, 5, 3000, "eye_GoodTub.tga", 5.5, 500, 150, 0,0,0, 0,0,0, 0,0,0, 7, 0,0,0);// Great Spyglass
n = InitSpyglass(n,"spyglass4","spyglass4", 1, 14, 0.02, 7, 5000, "eye_BestTub.tga", 7.0, 500, 150, 0,0,0, 0,0,0, 0,0,0, 9, 0,0,0);// Master Spyglass
}
//---------------------------------------------------------------------------------------------------------------------------------------------------------------
I've not too much free time at the moment but i will do itAlso, is anybody going to put those goto_disable lines into the location init files?
It shouldn't be too hard to do.
if (HasSubStr(finishLocName, "fakefort")) {
locatorName = "reloadc3";
if (finishLocName == "Cayman_fakefort1" || finishLocName == "Guadeloupe_fakefort1" || finishLocName == "Port_au_Prince_fakefort1" || finishLocName == "Philipsburg_fakefort1")
locatorName = "reloadc2";
if (finishLocName == "Santo_Domingo_fakefort1")
locatorName = "reloadc1";
DoReloadCharacterToLocation(finishLocName, "reload", locatorName);
return;
}
// ccc may07 Location Remodeling Campaign -->
// additional gate to fort
Locations[n].reload.l31.name = "reload8";
Locations[n].reload.l31.go = "Port_au_Prince_fakefort1";
Locations[n].reload.l31.emerge = "reloadc3";
Locations[n].reload.l31.autoreload = "0";
Locations[n].reload.l31.label = "Fort.";
// <-- ccc may07 Location Remodeling Campaign
if(checkLocation!=Locations[startLocIdx].id)
{
reloadName = GetFastReloadName(Locations[startLocIdx].id,checkLocation);
if(reloadName=="") {
Log_SetStringToLog(XI_ConvertString("There is no way there now"));
return;
} else {
DoReloadCharacterToLocation(checkLocation,"reload",reloadName);
return; // Screwface : fix for fast travel to fort bug
}
}
// KK -->
if (HasSubStr(finishLocName, "fakefort")) {
locatorName = "reloadc3";
if (finishLocName == "Cayman_fakefort1" || finishLocName == "Guadeloupe_fakefort1" || finishLocName == "Port_au_Prince_fakefort1" || finishLocName == "Philipsburg_fakefort1")
locatorName = "reloadc2";
if (finishLocName == "Santo_Domingo_fakefort1")
locatorName = "reloadc1";
DoReloadCharacterToLocation(finishLocName, "reload", locatorName);
return;
}
// <-- KK