• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

forts at sea

captain patrick

Landlubber
Storm Modder
i dont like the forts in PotC, they are much too small and they are almost all the same. they have to be bigger! in AOP it looks better, can u get a fort or whole island from AoP??
and now the town of La Havana is retextured, i made a retexture for the fort you can see from sea.
so what do you think?:
 

Attachments

  • La_Havana.JPG
    La_Havana.JPG
    125.8 KB · Views: 129
Taking islands from AoP should work; it might also be possible to take just the forts and put them on the existing islands using Inez Dias' tool.
 
ok, but i dont have AoP.. the forts look better there, can somebody try that? <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
and eh.. there is a other thing stupit about the forts, they shoot much too far! i was sailing at the other site of the island an than i heart cannons fireing(the sound doesnt work well so i can hear them from far). some seconds later some cannonballs hit me <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> ! and sometimes if i sail away from a fort they try to shoot over the island on a enemy ship... <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
stupit thing
 
Indeed the range of the forts IS rather large. Perhaps you could decrease the range of them uber-cannons that forts use in PROGRAM\Cannons\cannons_init.c.? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
i cant find the cannon range in the cannons_init.c <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> !
 
Lines 127-141:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // Big, scary fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_LONG_LBS42]);
        rCannon.type = CANNON_NAME_LONG;
        rCannon.caliber = 42;
        rCannon.ReloadTime = 150;        // LDH was 240
        rCannon.Cost = 5000;
        rCannon.Weight = 67;
        rCannon.sound = ("cannon_fire_LG42");//JRH
        rCannon.gunpowder = 9;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 5.5;.
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR);
        n++;<!--c2--></div><!--ec2-->check line:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR);<!--c2--></div><!--ec2-->and lower 1940.0 to decrease range.

Next, 212-248:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // More big, scary fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS42]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 42;
        rCannon.ReloadTime = 100;        // LDH was 180
        rCannon.Weight = 44;
        rCannon.Cost = 4000;
        rCannon.sound = ("cannon_fire_CR42");//JRH
        rCannon.gunpowder = 10;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 3.5;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1170.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;

        // Even bigger, even scarier fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS68]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 68;
        rCannon.ReloadTime = 125;        // LDH was 240
        rCannon.Weight = 72;
        rCannon.Cost = 5000;
        rCannon.sound = ("cannon_fire_CR68");//JRH
        rCannon.gunpowder = 6;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 6.0;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1280.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;<!--c2--></div><!--ec2-->lines:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        InitBaseCannons_CalcSpeedV0(&rCannon,1170.0*CANNON_RANGE_SCALAR);
[...]
        InitBaseCannons_CalcSpeedV0(&rCannon,1280.0*CANNON_RANGE_SCALAR);<!--c2--></div><!--ec2-->and change 1170.0 or 1280.0 respectively the way to keep proportions.

pirate_kk
 
ok tnx! <img src="style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
Be sure to tell us if you come up with better values! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
it does not work...
i tried to change 1940.0 in
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR);<!--c2--></div><!--ec2-->but nothing happens.. (yes i started a new game)
 
You tried to change 1940.0 into 1940.0? You got me confused. Of course there's no change if you do that. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
No! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
i changed it in something like 1340 and 340 but nothing happens...
with some cannons is something like this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        InitBaseCannons_CalcSpeedV0(&rCannon,1540.0*CANNON_RANGE_SCALAR,0.5*);<!--c2--></div><!--ec2-->.. does this have something to do with it?
and if you change the fort cannons in ships_init..?
 
What if you set ALL those <i>InitBaseCannons_CalcSpeedV0</i> values to, say, 10.0, then start the game again. Do you notice any difference?
 
Well. Cannon's range need to be corrected a little, but more interesting - to add possibility for ship: to be hidden from fort in fog or at night (just like "Black Pearl" in the first movie). Not for all of them, but for classes from 7 to 4, for example
 
Good idea. And while we're at it, other ships should have trouble firing on you in the fog. Seems that fog hardly causes other ships any trouble, while it greatle decreases MY ability to see the other ships. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Good idea... agree in 100% Fog should give ~50% penality to targeting or something like that...
 
yes! (deja vu... <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> i have mentioned this bevore)
i think that would make it a lot better
 
Back
Top