I have mode the final planned change to the code by adding the name of the mooring location when the anchor icon is visible. And I suddenly realized I'm done.
I've got someone independently testing the mod now.
This is a full list of changes. Most of them are applicable to sailing on the deck of your ship in first person mode.
----------
Replaced the compass texture with one with 32 points
Replaced the worldmap background with a file that shows region boundaries
Added console.c where you can put any executable code and press num pad Insert to run it
The cannon aiming crosshair defaults to hidden. In this case, pressing the left mouse button
while on the deck of your ship will auto aim, the same way it does in third person view.
To turn the crosshair on to fire an aimed shot, press the C key.
Several fonts have been enlarged so they're easier to read on a high resolution monitor.
The battle interface now displays the name of the island region rather than "open sea".
It also displays the name of the location where you can moor if the anchor icon is visable.
This uses the standard log interface, the same as when you approach a door on land and it
displays where the door leads to, but will repeat when the log times out and the text
fades. This is necessary because some mooring locations overlap and this will give you
the name of the current one.
Crews get sailing experience each hour while sailing. The stock version has them gaining 1%
at midnight if you're on the sea, losing 1% if you're on land. This has been cut to 0.5%
and 0.1% added each hour while sailing. Crews shouldn't lose sailing experience if all you're
doing is sailing, but you only sail during the day.
Crew is now shown on deck in first person view.
Time has been changed to pass more slowly while on the world map. Everything will look the
same as before, but the time won't advance as fast. I have defaulted this value to 6 knots,
up from the stock version of 1 knot. If you think it's too slow, change the 6.0 to 3.0
in sea.c
The wind speed has been increased by 10 knots, so stock 4-15 knots becomes 14-25. At the
highest wind speed, it acts like 1.7x time compression. At the lowest speed, it acts
like 3.5x time compression. The wind speed also varies less, making the ship speed more
constant. If you feel like your ships are sailing too fast, change WhrWeather.c in two
places to add 5 instead of 10 knots. A variable was removed that had been used to implement
drag at higher speeds, but caused ships to sail slower at wind speeds over 15 knots.
It won't be necessary, because you don't have to worry about sailing faster in very low
winds because there are no more very low winds.
While the square rigger sailing model is fine, the fore and aft rigged ships had a bizarre
sailing model, where you sailed the fastest at the closest point to the wind. Try a courier
lugger with a Pilgrim's amulet to see the problem at its worst. I changed the fore and aft
rigged ships to sail fastest with wind from the side, with no change to square rigged ships
beyond removing the drag variable mentioned above.
Square riggers will now sail at their current speed attribute displayed in the F2->Ship
screen when the wind is 22 knots. Fore and aft rigged ships will sail this speed when
the wind is 25 knots, typically the highest you'll see in the game.
All of these changes have been tested thoroughly wiht the dynamic sailing mode. If you
use tactical sailing mode (set when starting a new game) there will be some differences.
Let me know if anything needs to be changed for tactical sailing.
I prefer dynamic sailing mode because it uses a better game scale. If you like tactical mode
you can get the same effect by sailing in dynamic mode at 0.5x time compression, and you may
prefer 0.5x time compression during sea battles in dynamic mode anyway. But it's not
much fun to sail in tactical mode.
-------------
Most of these are visible in the screen shot below.
Hook
I've got someone independently testing the mod now.
This is a full list of changes. Most of them are applicable to sailing on the deck of your ship in first person mode.
----------
Replaced the compass texture with one with 32 points
Replaced the worldmap background with a file that shows region boundaries
Added console.c where you can put any executable code and press num pad Insert to run it
The cannon aiming crosshair defaults to hidden. In this case, pressing the left mouse button
while on the deck of your ship will auto aim, the same way it does in third person view.
To turn the crosshair on to fire an aimed shot, press the C key.
Several fonts have been enlarged so they're easier to read on a high resolution monitor.
The battle interface now displays the name of the island region rather than "open sea".
It also displays the name of the location where you can moor if the anchor icon is visable.
This uses the standard log interface, the same as when you approach a door on land and it
displays where the door leads to, but will repeat when the log times out and the text
fades. This is necessary because some mooring locations overlap and this will give you
the name of the current one.
Crews get sailing experience each hour while sailing. The stock version has them gaining 1%
at midnight if you're on the sea, losing 1% if you're on land. This has been cut to 0.5%
and 0.1% added each hour while sailing. Crews shouldn't lose sailing experience if all you're
doing is sailing, but you only sail during the day.
Crew is now shown on deck in first person view.
Time has been changed to pass more slowly while on the world map. Everything will look the
same as before, but the time won't advance as fast. I have defaulted this value to 6 knots,
up from the stock version of 1 knot. If you think it's too slow, change the 6.0 to 3.0
in sea.c
The wind speed has been increased by 10 knots, so stock 4-15 knots becomes 14-25. At the
highest wind speed, it acts like 1.7x time compression. At the lowest speed, it acts
like 3.5x time compression. The wind speed also varies less, making the ship speed more
constant. If you feel like your ships are sailing too fast, change WhrWeather.c in two
places to add 5 instead of 10 knots. A variable was removed that had been used to implement
drag at higher speeds, but caused ships to sail slower at wind speeds over 15 knots.
It won't be necessary, because you don't have to worry about sailing faster in very low
winds because there are no more very low winds.
While the square rigger sailing model is fine, the fore and aft rigged ships had a bizarre
sailing model, where you sailed the fastest at the closest point to the wind. Try a courier
lugger with a Pilgrim's amulet to see the problem at its worst. I changed the fore and aft
rigged ships to sail fastest with wind from the side, with no change to square rigged ships
beyond removing the drag variable mentioned above.
Square riggers will now sail at their current speed attribute displayed in the F2->Ship
screen when the wind is 22 knots. Fore and aft rigged ships will sail this speed when
the wind is 25 knots, typically the highest you'll see in the game.
All of these changes have been tested thoroughly wiht the dynamic sailing mode. If you
use tactical sailing mode (set when starting a new game) there will be some differences.
Let me know if anything needs to be changed for tactical sailing.
I prefer dynamic sailing mode because it uses a better game scale. If you like tactical mode
you can get the same effect by sailing in dynamic mode at 0.5x time compression, and you may
prefer 0.5x time compression during sea battles in dynamic mode anyway. But it's not
much fun to sail in tactical mode.
-------------
Most of these are visible in the screen shot below.
Hook