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Mod Release Gentlemen Of Fortune 2.0

Ok, solved the crash,, had to start a game as Van Hoorn, with a profile name babadook, and THEN put the save there :D not just creating the directory, and copying options folder...

Well, yes. I swapped ship with your other captain, and on the Heavy Brigantine, your navigation skill was payed out, the Brigantine's maneuverability raises from 2.x to 4.8 from the 8. But the 28 gun frigate's maneuv. remained 0 even under the AI captain. It can turn, just slowly...

I went onshore, slept a day at your account XD went back to the ship, but still. The 28 gun frigate under the command of your captain still have 0 maneuv.

I will look into it as soon as I can, I've read something at the start of this topic about ship maneuverability adjustment in a patch.. . Maybe that went wrong.
The good news is that I have a save to test it XD
If you have other saves with other bad ship, please send it also, it can speed up things :) and also recall all ship's you encountered this error on.


What version do you have?

GOF 1.x

GOF 2.0

GOF 2.0 +13b patch

GOF 2.0 +14b patch?
 
Hello.

Thank you , i appreciate your effort. :)

No problem, have some fun at brothel... ! Its on me... :p

Savegame that i have send you is from GOF 2.0 +13b patch +14b patch. But in reinstalled game i have only GOF 2.0 +13b patch. I started new game with Van Hoorn and same thing has happened first with 24 gun schooner and now with nightmare.

I will send savegame file a bit later.

Cheers
 
Feel free to use 14b :) as far as I know that extra patch hasn't broken anything. Yep, It seems then that the maneuv. problem is exists in 13 also. Good thinking trying out 13 without 14 :)
 
Well, i guess i really should try only 14. I gues there is no sense in using old savegame on newely installed game, right? And when ill have more time i should try to reinstall the game and play with some other character. Maybe it is a certain character bug. Because i dont remember noticing that problem with my Nathaniel Hawk career...

Also, here is other savegame - GOF 2.0 +13b patch:

https://www.dropbox.com/s/9u9x7yhneul7lmq/savegame 2?dl=0

Ps: In this savegame nightmare has around 4.0 manueverability, but only because it has around 1500/5000 full haul.
 
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Actually, my character can squezze not more than 1.9 or 2.8 points of maneuv out of a class 6 ship, wich is clearly not enough, even my navigator can't do mutch more sometimes, so it's an experimental new maneuv. system I think.

Edit:

And I run Capt. Blood
 
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Damnations, I almost managed to solve the late firing cannons problem...

I managed to set the main character (so as his own ship) invincible at the point where the enemy ship is taken, and set him and his ship vulnerable again ater 20 seconds. (enough time on both ships to fire shots remaining from the broadside) The player and his own ship is safe. Tried and true. BUT:

My own darn ship is STILL ripping down the prize's crew and hull with late shots... As my -other- ship does not count as -mine- by the godmode...

I have to find out how to call my other ship's captains character reference id... have to look into sea ai menus, directed to the other ship, etc...
 
Success.

What happens now, is right after you finished boarding, and put back to sea, you AND all of your companions (so as your ships) become invincible for 20 seconds.
Almost full broadsides was received between the two ships after boarding, I have a nice save to test that XD and no hull, no sail, no crew was harmed on neither of the ships.

After the 20 seconds, I was able to fire on my new ship, and cause mayhem :D so the temporary god mode is only temporary.

Another fix we can implement as soon as I give myself green light on a mini patch.

I left two notifications in the code, so anyone can tell that the script work or not. :
Right after the invincibility is applied to you and your captains, a message on the right top side of the screen shows up "hail to the Captain!!".
And after the 20 seconds passed, and right after the invincibility turned off for you and your captains another message shows up "Hands down, the ship is ours."


Edit:

The solution was easy, but not simple. I had to reach all of the player's appointed captains, turned out that the system also calls them companions. The group "companions" surprisingly enough have the -player- as it's first member, and all appointed captains follow.

So the first part was (after creating a player character reference) is to ask the number of the companions for the given player reference- then using a loop running until the number is met,
we ask for each companion's character id, create reference, and set every one of them to invincible.

The turnoff function use the same method only with the invincibility flag set to flase.
 
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I have to ask for a little community poll here...

A few years ago, as I was fed up with the fact that doesn't matter the angle, as soon as enemy ships close to 15 meter range, even when they headed almost diagonally against my waist with their bow, I got instantly boarded... No matter the high speed, the obviously -really- mutch time to cut the ropes, until they can force the two vessels side-by-side enough, etc.


So I made a code that -only- let YOU board a ship, and only let THEM board you, if BOTH of the vessels speed is BELOW ONE KNOT.
One should -force- the other ship by the means of busting down their rigging, force them to turn against wind, or bash into them, to make them loose speed, before they can attempt boarding.

I was using this code for some time in COAS+ CM15. Kinda liked it, but....

The reason this code is not realistic:
Boarding at high speed I -think- is quite possible, if the angle is parallel, and the speed is almost the same, or even if one of them is faster. Just need to slow it down for enough grapples...

But I think we need some kind of repellent against run-at-you boarders.
A fighting ship was only succesfully boarded, when the crew was preoccupied enough not to cut the ropes in time. Blasted to pieces, half the ship is burning, utter caos, or MUTCH more boarders to haul grapples, than defenders to cut their ropes, until the distance was closed to jump/swing distance.

And "reckless" maneuvering was also a repellent against succesful boarding in history, especially in a small and fast enough ship.


Possible solutions:

-For one, I have this code from old times, wich only let a ship board another, when both their speed is below 1 knot. Call it "cautious boarding" XDDD

-I can modify it to work like you can board at every speed, but your speed need to match the target's speed (and vica versa) not differing more than 1 knot, to be able to board, or get boarded.


Please, tell your ideas, how do you like to prevent AI ships, or yourself for boarding a vessel coming at light speed, only touching "board aura" for seconds, and in a weird angle, or in heavy movement to another angle.

I mean, just share the logic with me, that in what conditions should boarding be possible, and I try to think about a code for it XD
 
It sounds good to me as realistic mode in POTC is similar, but 1 knot is too slow. Normal walking speed is maybe 3 knots as I recall, maybe slightly less.
 
Hey I'm new to this mod and just got AoP COAS and am having trouble using it on Windows 7 64bit. I copied over the patches to the game directory and started the game in compatibility mode but there is still a runtime error. Thanks for any input.
 
I mean, just share the logic with me, that in what conditions should boarding be possible, and I try to think about a code for it XD
Best I think would be for the heading and speed of both ships to be similar.
If heading is too complicated, indeed the speeds should be similar.

If both speeds must be less than 1 knot, would boarding still happen much at all?
Perhaps after you've blown another ship to pieces and she can hardly move anymore.
But how about non-player ships boarding the player?
 
Edit: Yes, I used this system for a year at least, but it's true, AI boarding is either can only happen if you slow down intentionally, when they shoot your rigging to pieces, ram you, or you ran into something, or loose speed due to bad tacking. And then the AI that want's to board you usually tried to match speed, and slowed down. Grappled succesfully after it did. Given you more time to try to speed up, or to shot it again...
Actually it's kind of a cheat at it's current form. Not good.


Non player ships always try to board the player ship XD if they have a chance to win. I had a log. note at the old code stating that "Enemy sailors tried to grapple, but the speed was to high!" and that note was popped up every second they was close enough...
Well you are right about the fact that if the player keeps speed bigger than 1 knot, he cannot be boarded. But as soon as he drops below 1, (or below any settings you want) and the AI ships reaches it, he will be instantly boarded.

Yes, 1 is not enough, that's true.
2 , 2.5 maybe are, because GOF 2.0 + 14b have a very modified wind strength, and varied wind speed, and nerfed ship speed, so ESPECIALLY when you are tacking, and not have the wind on your back, you can't really reach 3 knot in many situations.

Heading seems to be an awful lot of calculation, but maybe COAS have a function for it, for example it needs to calculate hits... But the boarding system already calculates heading, just very liberal when it comes to the enemy ship boarding -you-.

I vote for a VERY oversimplified model:

Count ONLY the speed of the -target- ship, and that have to be less than 2 knot.
This way usually lightning fast AI attackers can grapple in any situations the player looses speed under 2 knot, and the player needs to force the enemy ship to slow down to board it.

But I still don't like the idea.
I want to prevent the "you have to keep them more than 20 meters, or they DO board you succesfully" but I want to keep up the terror of the enemy ship boarding you...
I have to think about this a bit more. Maybe tuning the simplified model with other factors.

Edit2: Of course Im talking about this as an -attachment- to the -current- boarding system, not something that overwrites it- as this code is only happen if the system decided that a boarding could be started.
 
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It would be de best to start a timed function call after a succesful ai boarding,
(can be done easily) putting out a message stating "enemy sailors started to board", when you have like ten-fifteen seconds, to radically turn, (I don't know how to catch that info yet) increase speed, decrease speed, or succesfully hit with a broadside.
And if none of these things happen, they WILL board you, regardless your speed or anything.
 
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