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Making the most of the Coastraiders mod

Taurondin

Landlubber
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
--------------------------------------------------------------
#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=":cheers" 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=":shock:" 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...
 
Taurondin,
Welcome to the site! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

That is truly an inspired idea! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />

I'm going to have to try this, and maybe we can try to figure out the Redmond/FdF thing.
 
I only play it that way too...

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> It is a much better game when approached in this way... I agree wholeheartedly Tourondin <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />:

Always sail in 'real time' when hunting your prey, much more fun and gives a better sense of achievement when you beat to quarters and take her for 'a prize' <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> especially if she is a larger vessel....

I would like to be able to 'press a key' and get the appropriate 'wav' sound off for effect? and maybe, if becalmed, able to launch a row boat and have the crew tow the ship, if the ship is equipped of course.. now that would be a great mod... plus a 'stats modifier' if correct commands are given...

oh and I want to be able to climb the main mast.. get up in the crows nest and get another 'modifier' for my scope.... that would be cool, or even put in a 'skill' specifically for ship identification.... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
I love the coast raiders mods, too. The best battles I have had are when I was fighting a group of ships, barely keeping my fleet afloat. Then after watching the last enemy ship explode and start to lick my wounds, seeing another group of pirates silhouetted against the sky, realizing that I will have to fight again. With a `beat-up` fleet. Well, I guess I could run, but I never do.

Taurondin, you mention that ships will stay put until you finish the last one off. How long will they stay put?

I thought that the coast raiders were `re-generated` automatically when you either left a port, or approached an island after hearing the "land ho" signal.

You can't, say, start a see battle off of Redmond with several pirates, leave the battle for Oxbay, come back and finish of the same set of Redmond pirates, right?
 
cwineman:

open buildSettings.h in your potcprogram folder. Scroll down until you see this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// Coastraiders & Coasttraders mod

// generates local ships in ports and around the islands. Some local merchants, others pirates.



#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.

#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.

#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 performanceproblems.<!--c2--></div><!--ec2-->

If AUTOCREATE_CR is 1, it the ships will regenerate every time you reload the sea. If AUTOCREATE_CR is 0, you have to talk to citizens in town and ask about shipping traffic.



I've got a question. I wonder if its possible to spawn foreign vessels as well? When I play its usually a naval career, so I'd love it if my port was blockaded by some frigates now and again.
 
jmv575,

Arr, thanks.

I just wanted to clarify something. Taurondinsaid something along the lines that coast raider pirates would stay put until you could finish them off. Now that I reread it, I think what Taurondinmeant was that you could sail around the coast of an island and sink all the pirates until you got them all. Which is pretty cool. I love that.

I was hoping that there was some new mod. Like if you heard that there were 3 groups of pirates off of Redmond, maybe you could kill 2 groups, and if you left (maybe you were nearly sunk and needed to refit) you could come back later and kill the last pirate group. FOR VENGENCE.

I'm pretty sure that's not that case. Ships are automatically/randomly generated when you go from map to map.
 
<!--QuoteBegin-cwineman+--><div class='quotetop'>QUOTE(cwineman)</div><div class='quotemain'><!--QuoteEBegin-->I was hoping that there was some new mod. Like if you heard that there were 3 groups of pirates off of Redmond, maybe you could kill 2 groups, and if you left (maybe you were nearly sunk and needed to refit) you could come back later and kill the last pirate group. FOR VENGENCE.<!--QuoteEnd--></div><!--QuoteEEnd-->That`s just how it works <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> Remember my appointment with the Spanish warships at Oyster Bay? They`ve been there for weeks and I`ve already tackled them once, breaking off and travelling to Conciecao for a refit after that action. On my return the same ships are in the same area, and still carrying the damage I inflicted last time. They don`t seem to have the sense to repair, though Jury rigs will appear on dismasted ships.<!--QuoteBegin-jmv575+--><div class='quotetop'>QUOTE(jmv575)</div><div class='quotemain'><!--QuoteEBegin-->I've got a question. I wonder if its possible to spawn foreign vessels as well? When I play its usually a naval career, so I'd love it if my port was blockaded by some frigates now and again.<!--QuoteEnd--></div><!--QuoteEEnd-->
I like that idea a lot! I dare say the coding could be amended to include ships of nations at war with the island, along with pirates and locals. And I wonder if 3 pairs is the limit on how many can be created? As it is I`ll often sail into a coastal battle between locals and pirates when both groups are spawned at the same location. Including enemy nation shipping would make life even more interesting.

Perhaps the same thinking could be applied to the governor missions. It would be nice to have Silehard occasionally ask me to sink a French frigate or capture a Spanish galleon off Redmond, as a change to the usual fare of pirates...
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->#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 performanceproblems<!--QuoteEnd--></div><!--QuoteEEnd-->Arrr, cool discussion o' strategy! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />:

Fred Bob usually sets REDUCE_CR tew 1 or 2 out o' respect fer his feeble video card! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Dis also heps out earlier in de game when landin' at a harbor as part o' a quest an' havin' tew deal wid 6 ships wid yer lugger befer ye kin dock! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Taurondin,

Well, I stand corrected. I understood about the ways coast raiders were `auto-generated`, but I didn't realize that you could leave a coast raider battle for another island and come back and finish off whoever might still be alive. That's cool.

For now I think I will leave my settings alone and let coast raiders gernerate randomly. It's more exciting to approach an island with no idea how many pirate might be there to greet me. Might be just a few wimpy class `4-5` cupcake ships, or it might be a fleet of brigs/frigate/lineships that I have to fight in order to get back to whatever port where I need to stop.

Fred_Bob,

I hear you on the wimpy video card problem. Before I upgraded, I had a hell of a time in sea battles with a large number of ships. The game would become choppy as hell.

If you can, I highly recommend getting a faster video card. But I'm sure a veteran pirate such as yerself knows that.

Arr, later, all.
 
Aye Matey's,ye need at least A GeoForce 3 minimum tew run de game smoothly,if ye can find one,all de new cards are frigg'n expensive <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
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