I`ve noticed a few posts here where people mentioned having problems with the Coastraider mod and resorting to disabling it in BuildSettings.h <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid="" border="0" alt="sad.gif" />
The default build 11 settings generate up to 6 ships with a 60% probability of them being pirates, every time you approach or leave an island. When leaving port, they usually appear in the harbour and I was initially overwhelmed as I`d often run smack into a group of pirates sitting just off the fort and blasting away almost every time I tried to put to sea. After a little tinkering I`ve found it`s possible to take control of the situation and use the mod to generate some very interesting tactical and strategic scenarios...
I`ve set up my game to spawn coastships ONLY when I specifically ask a wandering citizen about shipping and I`ve reduced the probability of pirates to 40% which seems a good balance
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#define AUTOCREATE_CR 0 //Set to 1 to create new coastships every time you leave or approach an island. 0 will create ships only if you ask a citizen about them. // switched OFF
#define COASTRAIDER_CHANCE 40 //Chance in percent that a coastal ship is a pirate and not a local merchant. Set to 0 to DISABLE the Coastraider mod // Changed from 60
#define REDUCE_CR 0 //Set to 1 (or 2) to reduce number of coastal ships by 1 (or 2) PAIRS. E.g. in case of performance problems. // untouched
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Sometimes I`d need to ask half a dozen citizens before any ships would be spawned, so I increased the probability to 75% by editing<b>PROGRAMDIALOGSEnc_Walker.c </b>as follows -
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//ccc CR apr01 ->
if(COASTRAIDER_CHANCE > 0 && AUTOCREATE_CR == 0)
{
if(rand(100)<<b>75</b>) // was <b>30</b>% originally
--------------------------------------------------------------
Now, I can decide to spend some days at an island waging a mini campaign against a particular group of ships, who`ll stay put until either I finish off the last one or I talk to another citizen and spawn a new set. The ships are spawned in pairs at specific starting locations around the island, and will begin moving when you put to sea. This can lead to enemy reinforcements arriving during prolongued battles which all adds to the fun...
An example from a recent game might describe it better. Arriving at Oxbay, with my matched pair of schooners, I ask a wandering swordsman about local traffic and learn there`s a couple of English warships and 4 pirates in the area, a fleut, schooner, galleon and frigate. I like my ships as light as possible for action, so sell off any cargo and put to sea with `just enough` ammo and rations for about a week. Now the hunt begins <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="" border="0" alt="icon_wink.gif" />
I don`t `Sail To` the enemy, as this kills the fun for me and usually puts me in a very bad position anyway. A quick save on the jetty means I can reload if the wind and weather turn out to be against me. A pity we can`t ask the Harbourmaster for a weather report before sailing. If the enemy is fairly close to port I`ll sail round to them in real time. Otherwise I`ll go to the world map view and zoom in close on the island and sail round, checking as I go by switching back to 3D sailing mode. You can save from the map view which is very handy. Once I`ve spotted my prey I`ll engage if conditions are right, or return to map view and manouevre into a better position. Eventually I`ll be in the right place, with the weather gauge and a decent wind strength (and no dratted fog!) and it`s time to beat to quarters.
In this game, the juicy pirate galleon & fleut were at Oxbay Lighthouse and their schooner & frigate at Far Beach. My attack on the merchants was taking forever and with a strong westerly blowing it wasn`t too long before I spotted the reinforcements rounding Oxbay`s SW tip and bearing down on us fast out of a squally sunset. Finally the galleon sank and we turned tail, the heavily laden prize fleut slowing our escape. A superb running fight NE along the coast followed, in and out of the rocks and shoals all the way to Greenford and the safety of the English warships just outside the bay.
By preventing it springing nasty surprises every time I set sail I`m finding this mod is a real enhancement to my game enjoyment. Now I`m rewarded with some entertaining mini games which encourage planning and tactical thinking. Great stuff! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid="" border="0" alt="cheers.gif" />:
There is one curious thing I`ve noticed. Asking about shipping in Redmond very often spawns Frenchies & pirates over at Falaise de Fleur instead <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":" border="0" alt="icon_eek.gif" />
Now if you`ll excuse me I have an appointment with A Spanish Battleship and frigate stationed off Oyster Bay at IM, both fully crewed with Heroic morale. Shredded their sails and dismasted the frigate a week ago and now it`s time to return after my refit at Conciecao to finish the job. Being at war with the Spanish meant sneaking ashore to gather information and spawn the ships, which is a nice touch. Shame I don`t have to disguise the shore party from my tailor`s collection, to add to the immersion...
The default build 11 settings generate up to 6 ships with a 60% probability of them being pirates, every time you approach or leave an island. When leaving port, they usually appear in the harbour and I was initially overwhelmed as I`d often run smack into a group of pirates sitting just off the fort and blasting away almost every time I tried to put to sea. After a little tinkering I`ve found it`s possible to take control of the situation and use the mod to generate some very interesting tactical and strategic scenarios...
I`ve set up my game to spawn coastships ONLY when I specifically ask a wandering citizen about shipping and I`ve reduced the probability of pirates to 40% which seems a good balance
--------------------------------------------------------------
#define AUTOCREATE_CR 0 //Set to 1 to create new coastships every time you leave or approach an island. 0 will create ships only if you ask a citizen about them. // switched OFF
#define COASTRAIDER_CHANCE 40 //Chance in percent that a coastal ship is a pirate and not a local merchant. Set to 0 to DISABLE the Coastraider mod // Changed from 60
#define REDUCE_CR 0 //Set to 1 (or 2) to reduce number of coastal ships by 1 (or 2) PAIRS. E.g. in case of performance problems. // untouched
--------------------------------------------------------------
Sometimes I`d need to ask half a dozen citizens before any ships would be spawned, so I increased the probability to 75% by editing<b>PROGRAMDIALOGSEnc_Walker.c </b>as follows -
--------------------------------------------------------------
//ccc CR apr01 ->
if(COASTRAIDER_CHANCE > 0 && AUTOCREATE_CR == 0)
{
if(rand(100)<<b>75</b>) // was <b>30</b>% originally
--------------------------------------------------------------
Now, I can decide to spend some days at an island waging a mini campaign against a particular group of ships, who`ll stay put until either I finish off the last one or I talk to another citizen and spawn a new set. The ships are spawned in pairs at specific starting locations around the island, and will begin moving when you put to sea. This can lead to enemy reinforcements arriving during prolongued battles which all adds to the fun...
An example from a recent game might describe it better. Arriving at Oxbay, with my matched pair of schooners, I ask a wandering swordsman about local traffic and learn there`s a couple of English warships and 4 pirates in the area, a fleut, schooner, galleon and frigate. I like my ships as light as possible for action, so sell off any cargo and put to sea with `just enough` ammo and rations for about a week. Now the hunt begins <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="" border="0" alt="icon_wink.gif" />
I don`t `Sail To` the enemy, as this kills the fun for me and usually puts me in a very bad position anyway. A quick save on the jetty means I can reload if the wind and weather turn out to be against me. A pity we can`t ask the Harbourmaster for a weather report before sailing. If the enemy is fairly close to port I`ll sail round to them in real time. Otherwise I`ll go to the world map view and zoom in close on the island and sail round, checking as I go by switching back to 3D sailing mode. You can save from the map view which is very handy. Once I`ve spotted my prey I`ll engage if conditions are right, or return to map view and manouevre into a better position. Eventually I`ll be in the right place, with the weather gauge and a decent wind strength (and no dratted fog!) and it`s time to beat to quarters.
In this game, the juicy pirate galleon & fleut were at Oxbay Lighthouse and their schooner & frigate at Far Beach. My attack on the merchants was taking forever and with a strong westerly blowing it wasn`t too long before I spotted the reinforcements rounding Oxbay`s SW tip and bearing down on us fast out of a squally sunset. Finally the galleon sank and we turned tail, the heavily laden prize fleut slowing our escape. A superb running fight NE along the coast followed, in and out of the rocks and shoals all the way to Greenford and the safety of the English warships just outside the bay.
By preventing it springing nasty surprises every time I set sail I`m finding this mod is a real enhancement to my game enjoyment. Now I`m rewarded with some entertaining mini games which encourage planning and tactical thinking. Great stuff! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid="" border="0" alt="cheers.gif" />:
There is one curious thing I`ve noticed. Asking about shipping in Redmond very often spawns Frenchies & pirates over at Falaise de Fleur instead <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":" border="0" alt="icon_eek.gif" />
Now if you`ll excuse me I have an appointment with A Spanish Battleship and frigate stationed off Oyster Bay at IM, both fully crewed with Heroic morale. Shredded their sails and dismasted the frigate a week ago and now it`s time to return after my refit at Conciecao to finish the job. Being at war with the Spanish meant sneaking ashore to gather information and spawn the ships, which is a nice touch. Shame I don`t have to disguise the shore party from my tailor`s collection, to add to the immersion...