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Realistic use of "Sail To" function

Jason Maffettone

Lord of Entropy
Quest Writer
Provisional
Storm Modder
I use the following settings in PROGRAM-->Internal Settings for my "Sail To" function:

// Sailto controls
#define SAILTO_MIN_SPEEDRATIO 0.85 // FLOAT - if your speed is less than this compared to your target's, can't sail-to. Note, also checks wind angle for you and the target running away, and rigtype for both.
#define SAILTO_MIN_DISTANCE 2000 // INT - if you are closer than this many units to the enemy ship, you can't sailto.
// Note: You have to be in realistic sailing mode for both above features to work

#define SAILTO_DISTANCE1 300.0 // FLOAT - Closest you'll find yourself to enemy when using sailto. Stock is 40.0. Used in AI_Sea.c
#define SAILTO_DISTANCE2 500.0 // FLOAT - Farthest you'll find yourself from enemy when using sailto. Stock is 100.0.


The virtue of these larger distances is that is makes "Sail To" a useful tool for skipping over long distance travel to reach a target ship but renders it worse than useless in repositioning yourself during combat. Granted you could just not make use of it during combat but, if you're like me, you'll just do it because it's there and convienant so perhaps this will help you avoid the temptation like it does for me. ;)
 
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The only time I use sail to is during a quest battle where my sails are shredded and I still have ships to sink. If it drops me out of cannon range then I'm screwed anyway. So I'm not sure I like this.
 
Well, it will eventually put you upwind of the target so you can lie in wait in that case. Sort of a "cut 'em off at the pass" deal.
 
The great thing is that because these are variables which anyone can change in their own installation, you can do what you like to them without forcing anybody else to accept your idea of realism. All I ask is that this continues to be the case, then you can either have "realistic" sail-to which puts you nowhere near the target, or convenient sail-to which puts you rather closer - your choice does not affect mine and vice versa. :)
 
If I recall, if you set these values too high, you cannot go into port if there is an enemy ship on the other side of the island.
Have you experienced anything like that yet?
 
The port gets blocked but only if the raider is fairly close to it which I think is cool since it's like they are blockading it so you have to deal with them or leave. These values are elevated but not overly much so long-distance quick-sail is basically unaffected. If there is a raider near the port it will bring you close but at the minimum distance to him so you can scaddle if you think the ship(s) there are too much for you to handle.
 
The great thing is that because these are variables which anyone can change in their own installation, you can do what you like to them without forcing anybody else to accept your idea of realism. All I ask is that this continues to be the case, then you can either have "realistic" sail-to which puts you nowhere near the target, or convenient sail-to which puts you rather closer - your choice does not affect mine and vice versa. :)

Yeah, I'm not suggesting altering the baseline in any way, I'm just sharing my personal set-up and saying why I like it.
 
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