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Limiting ships to certain nations

<!--quoteo(post=335497:date=Jul 6 2009, 03:06 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jul 6 2009, 03:06 PM) <a href="index.php?act=findpost&pid=335497"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Must say that there are A LOT of warships. More than merchants. Not good for pirates <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
indeed.. and not historically accurate I think <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=335499:date=Jul 6 2009, 03:07 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 6 2009, 03:07 PM) <a href="index.php?act=findpost&pid=335499"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=335495:date=Jul 6 2009, 03:02 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 6 2009, 03:02 PM) <a href="index.php?act=findpost&pid=335495"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In that case, find the military ships in ships_init.c and decrease the period values.
We could probably also use some different code for military ships to decrease the chance of them on the whole.
Not sure if everyone would like that though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
As we already do for the relations between the nations. Why not use a different value for the military ships encounteers <b>ONLY</b> for my main quests.
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Did you read this post Pieter ?
 
I did now. Anyway, I don't think it should be limited to your main quest.
Of course the chance for a miltary/merchant ship appearing depends on the number of military and merchant ships in the game.
And we probably DO have more military than merchant because the modders prefer to make military ones on the whole.
Which means that for historical accuracy's AND game balancing's sake, something would need to be done.
But what and how exactly?
 
AOP + COAS merchant vessels variants?! They're pretty simple to add and could double the number of sloops, luggers, galleons and pinnaces? I've all of them ready to be implemented in POTC as I use it ^^'

*Of course it inflates the number of ships :s
 
That requires a small mod. Maybe give a value to the merchant ships and another one for the military ships. With the possibility of changing the percentage of encounter between the merchant ones and the military ones.
 
<!--quoteo(post=335508:date=Jul 6 2009, 03:26 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jul 6 2009, 03:26 PM) <a href="index.php?act=findpost&pid=335508"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->that a ship is War = true?<!--QuoteEnd--></div><!--QuoteEEnd-->
indeed in the ship.init.c we already have this function to distinguish the military ones.
 
Looking through the code a bit, this is REALLY not as easily solved properly as it might appear at first glance.
It seems that merchant or war is defined somewhere early in the code and much later the game tries to find the actual ship to be used.
Of course we can add some code that says "if type is war and rand(1) == 0 then change type to merchant",
but that's a lame way of doing it and I'm not at all sure if that wouldn't mess anything up.

<b>Edit:</b> That also means that the number of war and merchant ships in the game doesn't seem to matter so much either.
It's triggered somewhere else. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Bad news <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> But maybe you could find a solution later. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Maybe someone else could find a solution later....? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Pirate_kk ? Maximus ? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Maximus hasn't been working on PotC for a long time; last times we did hear from him, he was working on porting to AoP.
I'd rather have Pirate_KK give us a hand with fixing the content in the Development Resources when he appears again.
But he's got a lot on his plate already. Maybe I or Screwface can have a look into it once that Different Flags mod is finally sorted?
 
Alright. <img src="style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />
 
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