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// stljeffbb Jan 15 2012 -->
void InitOpenSeaMod()
{
ref PChar = GetMainCharacter();
if(iRealismMode>1 || OPEN_SEA_MOD)
{
DIRECTENCOUNTERCHANCE = 25; // chance in percent that an encounter fleet appears every hour
DIRECTENCOUNTERDISTANCE = 2250; // distance from player at which random ships appear
ISLANDSWITCHDISTANCE = 30000.0;// for islandcell mode only: distance from island at which transfer to neighbour island starts
ENCOUNTERBREAK = 3.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
// so you can let the clock run faster (by increasing TIMESCALAR_SEA below), meaning longer voyagetimes, without getting too many encounters.
TIMESCALAR_SEA = 15; // INT - how many seconds of gametime one second of realtime is at sea
MAX_WBALLAST = 10; // INT - how far the weighting will swing in favor of current trend.. use positive integer between 0 and 50 - 0 is no swing - 50 is major swing.. this is for Windspeed
MAX_RBALLAST = 10; // ^^DITTO for rain
MAX_FBALLAST = 10; // ^^DITTO for fog
MAX_ABALLAST = 10.0; // FLOAT - ^^DITTO for wind angle
MAX_WINDCHANGE = 3; // INT - How much the wind CAN change in one hour - use positive integer between 0 and 20
MAX_FOGCHANGE = 3; // INT - ^^DITTO for fog
MAX_RAINCHANGE = 3; // INT - ^^DITTO for rain
COASTRAIDER_CHANCE = 0.01; // FLOAT - Generates local ships in ports and around the islands. Some are local merchants, others pirates.
// 0.0 : Stock PotC, no local ships at all
// 0.1 - 0.9 : The higher that value the more pirates instead of merchants appear
NAVYRAIDER_CHANCE = 2.0; // FLOAT - Ditto, but chance that raider is a foreign warship. Chance for that is coastraider_chance * navyraider_chance
MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER = 100.0; // FLOAT - original value is 500 - Petros: reset to 500.0 to prevent trouble
MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION = 100.0; // FLOAT - original value is 500
RANGE_TO_ENEMY = 3500; // INT - in feet/yards/whatever unit the game uses.
WDM_MAP_TO_SEA_SCALE = 60; // orig 19.607843 for this and next line
WDM_MAP_TO_SEA_ENCOUNTERS_SCALE = 60; // was 60 in build, 10.0 in stock. NK 05-04-30
}
else
{
DIRECTENCOUNTERCHANCE = 50; // chance in percent that an encounter fleet appears every hour
DIRECTENCOUNTERDISTANCE = 1000; // distance from player at which random ships appear
ISLANDSWITCHDISTANCE = 5000.0; // for islandcell mode only: distance from island at which transfer to neighbour island starts
ENCOUNTERBREAK = 1.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
// so you can let the clock run faster (by increasing TIMESCALAR_SEA below), meaning longer voyagetimes, without getting too many encounters.
TIMESCALAR_SEA = 5; // INT - how many seconds of gametime one second of realtime is at sea
MAX_WBALLAST = 25; // INT - how far the weighting will swing in favor of current trend.. use positive integer between 0 and 50 - 0 is no swing - 50 is major swing.. this is for Windspeed
MAX_RBALLAST = 25; // ^^DITTO for rain
MAX_FBALLAST = 25; // ^^DITTO for fog
MAX_ABALLAST = 25.0; // FLOAT - ^^DITTO for wind angle
MAX_WINDCHANGE = 5; // INT - How much the wind CAN change in one hour - use positive integer between 0 and 20
MAX_FOGCHANGE = 5; // INT - ^^DITTO for fog
MAX_RAINCHANGE = 5; // INT - ^^DITTO for rain
COASTRAIDER_CHANCE = 0.2; // FLOAT - Generates local ships in ports and around the islands. Some are local merchants, others pirates.
// 0.0 : Stock PotC, no local ships at all
// 0.1 - 0.9 : The higher that value the more pirates instead of merchants appear
NAVYRAIDER_CHANCE = 0.4; // FLOAT - Ditto, but chance that raider is a foreign warship. Chance for that is coastraider_chance * navyraider_chance
MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER = 500.0; // FLOAT - original value is 500 - Petros: reset to 500.0 to prevent trouble
MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION = 500.0; // FLOAT - original value is 500
RANGE_TO_ENEMY = 3000; // INT - in feet/yards/whatever unit the game uses.
WDM_MAP_TO_SEA_SCALE = 19.607843; // orig 19.607843 for this and next line
WDM_MAP_TO_SEA_ENCOUNTERS_SCALE = 19.607843; // was 60 in build, 10.0 in stock. NK 05-04-30
}
}
// stljeffbb Jan 15 2012 <--
That's nothing. Try going from sailing mode to worldmap when you're anywhere near Hispaniola or Cuba and see where you end up. At least you were on the worldmap next to the right island...Yep, much better now.. BUT: I need now be really really close to the enemy to get the stazus 'in battle' from the game.. so I am like 100m from an enemy ship and can still enter the map. And it messes up the ship position when going from e.g. port -> world map.. at Jamaica, I press enter after I left the big cliff behind and end up in the devils throat at world map.. maybe only because of the savegame?
if(iRealismMode>1 || OPEN_SEA_MOD)
{
DIRECTENCOUNTERCHANCE = 80; // chance in percent that an encounter fleet appears every hour
DIRECTENCOUNTERDISTANCE = 2250; // distance from player at which random ships appear
ISLANDSWITCHDISTANCE = 500.0;// for islandcell mode only: distance from island at which transfer to neighbour island starts
ENCOUNTERBREAK = 1.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
// so you can let the clock run faster (by increasing TIMESCALAR_SEA below), meaning longer voyagetimes, without getting too many encounters.
TIMESCALAR_SEA = 1; // INT - how many seconds of gametime one second of realtime is at sea
MAX_WBALLAST = 10; // INT - how far the weighting will swing in favor of current trend.. use positive integer between 0 and 50 - 0 is no swing - 50 is major swing.. this is for Windspeed
MAX_RBALLAST = 10; // ^^DITTO for rain
MAX_FBALLAST = 10; // ^^DITTO for fog
MAX_ABALLAST = 10.0; // FLOAT - ^^DITTO for wind angle
MAX_WINDCHANGE = 3; // INT - How much the wind CAN change in one hour - use positive integer between 0 and 20
MAX_FOGCHANGE = 3; // INT - ^^DITTO for fog
MAX_RAINCHANGE = 3; // INT - ^^DITTO for rain
COASTRAIDER_CHANCE = 0.01; // FLOAT - Generates local ships in ports and around the islands. Some are local merchants, others pirates.
// 0.0 : Stock PotC, no local ships at all
// 0.1 - 0.9 : The higher that value the more pirates instead of merchants appear
NAVYRAIDER_CHANCE = 2.0; // FLOAT - Ditto, but chance that raider is a foreign warship. Chance for that is coastraider_chance * navyraider_chance
MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER = 500.0; // FLOAT - original value is 500 - Petros: reset to 500.0 to prevent trouble
MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION = 500.0; // FLOAT - original value is 500
RANGE_TO_ENEMY = 3500; // INT - in feet/yards/whatever unit the game uses.
WDM_MAP_TO_SEA_SCALE = 60; // orig 19.607843 for this and next line
WDM_MAP_TO_SEA_ENCOUNTERS_SCALE = 60; // was 60 in build, 10.0 in stock. NK 05-04-30
}
else
{
DIRECTENCOUNTERCHANCE = 80; // chance in percent that an encounter fleet appears every hour
DIRECTENCOUNTERDISTANCE = 1000; // distance from player at which random ships appear
ISLANDSWITCHDISTANCE = 1500.0; // for islandcell mode only: distance from island at which transfer to neighbour island starts
ENCOUNTERBREAK = 1.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
// so you can let the clock run faster (by increasing TIMESCALAR_SEA below), meaning longer voyagetimes, without getting too many encounters.
TIMESCALAR_SEA = 1; // INT - how many seconds of gametime one second of realtime is at sea
MAX_WBALLAST = 25; // INT - how far the weighting will swing in favor of current trend.. use positive integer between 0 and 50 - 0 is no swing - 50 is major swing.. this is for Windspeed
MAX_RBALLAST = 25; // ^^DITTO for rain
MAX_FBALLAST = 25; // ^^DITTO for fog
MAX_ABALLAST = 25.0; // FLOAT - ^^DITTO for wind angle
MAX_WINDCHANGE = 10; // INT - How much the wind CAN change in one hour - use positive integer between 0 and 20
MAX_FOGCHANGE = 10; // INT - ^^DITTO for fog
MAX_RAINCHANGE = 10; // INT - ^^DITTO for rain
COASTRAIDER_CHANCE = 0.2; // FLOAT - Generates local ships in ports and around the islands. Some are local merchants, others pirates.
// 0.0 : Stock PotC, no local ships at all
// 0.1 - 0.9 : The higher that value the more pirates instead of merchants appear
NAVYRAIDER_CHANCE = 0.4; // FLOAT - Ditto, but chance that raider is a foreign warship. Chance for that is coastraider_chance * navyraider_chance
MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER = 500.0; // FLOAT - original value is 500 - Petros: reset to 500.0 to prevent trouble
MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION = 500.0; // FLOAT - original value is 500
RANGE_TO_ENEMY = 1000; // INT - in feet/yards/whatever unit the game uses.
WDM_MAP_TO_SEA_SCALE = 5; // orig 19.607843 for this and next line
WDM_MAP_TO_SEA_ENCOUNTERS_SCALE = 60; // was 60 in build, 10.0 in stock. NK 05-04-30
}
Cool!
I'll include your ship encounter changes in my next upload sometime this coming week.
Then we'll see how people like it.
How about those storm changes? Not entirely sure what those are supposed to do, so I'm leaving them out for now....