Drink up me heartys JoHo! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="" border="0" alt="par-ty.gif" />
Thanks to Pieter, Doober, Sir Terror (of the Morgan kind) and Lord Nelson for answering in the bug and buttons threads ... tis much appreciated!
Sorry for the lengthy post below ... please bear with me!
I have been waiting for B14A4 to revelate itself before playing for keeps. I have been learning the ropes for a while by going through the documentation and using both B13 and B14 (and the Maximus stuff) and will wait no longer before trying to play the game fully and completing all the possible quests. By doing so in B14 I can help finding what bugs there are and thus give a small token effort back to this community that has given so much to others.
But before I embark on my own personnal POTC endeavour I would like to polish the BuÃldSettings one last time. And for that I need some comments and recommendations.
My overall approach is playing as real as it can get while still being fun (to me obviously, and I don't mind the game being very hard and taking quite a while to complete (read: months using approx 1-3 hours per night)).
So let me try to once more ask a few questions in the hope that some of the more experienced players will offer their advise. I have listed the important values which I change from their default value and of which I am a bit unsure.
<b>Changes in BuildSettings.h:</b>
1) Who has desided on the default values for BuidSettings.h and InternalSettings.h? And more importantly what dogma and gut feel is being used when determining said default values? Easy game? Realistic game? what?
2) <b>#define LDH_TURN_RATE_FACTOR <u>1.0</u></b>
// Makes ships turn faster. Normal game 1.0, fast game 2.0
I have personnally set this to 1.0 versus the default of 1.5 . I would like the most realistic turning rate but am a bit unsure about the 'Normal game' label. Does 1.0 give a good realistic feel for how urning rates would feel in the Age Of Sail?
3) <b>#define ALLOW_CRIT_FROM_BALLS <u>0</u></b>
// Turn on/off the ability to get critical hits while using Balls (like stock game allowed)
// 1: Yes
// 0: No
<b>#define ALLOW_FIRE_FROM_BALLS <u>0</u></b>
// Turn on/off the ability to set a ship on fire while using Balls (like stock game allowed).
// 1: Yes
// 0: No
I have set those to 0 as the toggles seems to be there to create a more realistic game (at least harder than default). Is this correct? But then why would it be impossible to get a lucky critical hit with a ball shot? And why would it not be possible to start the odd fire by hitting say the gunners mate with a torch in his hand or the gunner while he is firing the cannon? I USE_REAL_CANNONS <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> and I would definitely like the most realistic Age of Sail cannon experience, feel and sound! What should be my settings and why? Are there some sub tweaks in InternalSettings.h I should focus on instead?
<b>Changes in InternalSettings.h:</b>
4) <b>#define TIMESCALAR_SEA <u>10</u></b> // INT - how many seconds of gametime one second of realtime is at sea
Here I have simply gone with the recommendations of Sir TrippleC with the intend of using direct sailing created by the very same. I have also set the following in CCCdirectsail.c
#define ISLANDSWITCHDISTANCE 5000.0 (I have kept it at 5000 for starters but might up it later)
#define DIRECTENCOUNTERCHANCE 50 (I dont like my encounters to be certain)
#define DIRECTENCOUNTERDISTANCE 1500 (1000 feels a bit close (blind lookout?) unless the visibility is bad)
This one is a bit hard to judge. Any comments? Thoughts? Feelings? What are your preferred settings for using direct sailing?
5) <b>#define MAP_VOYAGELENGTH <u>8.0</u> </b>
// FLOAT - ccc maptweak is 8.0: lets voyages take longer, original 4.0, slower days on worldmap is 2.0
If direct sailing prooves to tiresome to use or if it has to many implications for the quests (it does not trigger the Oxbay invasion movie for one) then I will have to go back to the worls map.Again I have gone with the recommendations of Sir TrippleC. But why is the stock setting 4.0 - slower setting 2.0 - and then finally ccc setting 8.0 when the ccc setting is supposed to give a slower more realistic feel when using the map? It does not make sense to me?
I have also set the following in Worldmap.c
<b>#define MAPSPEED <u>0.4</u></b>
// ccc mapships, slows worldmap down, stock setting 1.0
So here I have gone even further than the recommendations of Sir TrippleC (0.6). Does this value have implications on my chances of making timed missions (like pick up x and return here within a month trader missions) or implications for any quests?
If I want values leaning as closely towards realistic as is playable on the worldmap then what should I choose?
6) <b>#define FIRE_ANGLE_SCALAR_W <u>1.0</u></b> // FLOAT - Off=2.0, Realistic=1.0, SET TO 1.0 IF USING REAL CANNONS! scalar to how wide the angle your guns can point (aka elevation). This is multiplied by the build default (30 degrees) to get the final number. Set to 2.0 for stock POTC
<b>#define FIRE_ANGLE_SCALAR_H <u>1.0</u></b> // FLOAT - Off=2.0, Realistic=1.0, SET TO 1.0 IF USING REAL CANNONS! scalar to how high/low your guns can point (aka elevation). This is multiplied by the build default (30 degrees) to get the final number. Set to 2.0 for stock POTC
I am quite sure I want to have both set at 1.0, but why is the top one set at 1.1 when the other one is defaulted to 1.0? Any explanation?
6b) <b>#define DEFAULT_CHARGE <u>0</u></b> // INT - MUST NOT BE 3 IF USE_REAL_CANNONS is 1!!!! Balls = 0, Grape = 1, Chain/Knippels = 2, Bombs = 3
What's the story on real cannons and balls? I can see that I am not able to buy boms at the start of the game! Does this continue throughout? What is the realistic's of bombs? They were there historically for sure but then why does USE_REAL_CANNONS restrict them?
7) <b>#define NO_SPECIALWEAPONED_NPC <u>0</u></b>
// BOOL - change to 0 if NPCs shall equip special weapons
Why are NPCs defaulted for nut using special weapons? Does it make the game to hard for most? Any special issues with this setting?
<img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> <b>#define AMMOMOD_ABLECAPTAIN <u>1</u></b> // BOOL - Set to 0 to disable your character from being able to fill his own ammo from the ship, requiring a cannoneer and level 6 or higher to do it. Set to 1 to have your character fill his own ammo inventory stocks.
Why is this nice little mod that actually gives value to the powder storage below, off by default? Any special issues with this mod? Bugs?
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="" border="0" alt="doff.gif" /> Hats off to any saber swinging gent taking pitty on this pirate wannabe and throwing a response my way.
All the best
Frans
Thanks to Pieter, Doober, Sir Terror (of the Morgan kind) and Lord Nelson for answering in the bug and buttons threads ... tis much appreciated!
Sorry for the lengthy post below ... please bear with me!
I have been waiting for B14A4 to revelate itself before playing for keeps. I have been learning the ropes for a while by going through the documentation and using both B13 and B14 (and the Maximus stuff) and will wait no longer before trying to play the game fully and completing all the possible quests. By doing so in B14 I can help finding what bugs there are and thus give a small token effort back to this community that has given so much to others.
But before I embark on my own personnal POTC endeavour I would like to polish the BuÃldSettings one last time. And for that I need some comments and recommendations.
My overall approach is playing as real as it can get while still being fun (to me obviously, and I don't mind the game being very hard and taking quite a while to complete (read: months using approx 1-3 hours per night)).
So let me try to once more ask a few questions in the hope that some of the more experienced players will offer their advise. I have listed the important values which I change from their default value and of which I am a bit unsure.
<b>Changes in BuildSettings.h:</b>
1) Who has desided on the default values for BuidSettings.h and InternalSettings.h? And more importantly what dogma and gut feel is being used when determining said default values? Easy game? Realistic game? what?
2) <b>#define LDH_TURN_RATE_FACTOR <u>1.0</u></b>
// Makes ships turn faster. Normal game 1.0, fast game 2.0
I have personnally set this to 1.0 versus the default of 1.5 . I would like the most realistic turning rate but am a bit unsure about the 'Normal game' label. Does 1.0 give a good realistic feel for how urning rates would feel in the Age Of Sail?
3) <b>#define ALLOW_CRIT_FROM_BALLS <u>0</u></b>
// Turn on/off the ability to get critical hits while using Balls (like stock game allowed)
// 1: Yes
// 0: No
<b>#define ALLOW_FIRE_FROM_BALLS <u>0</u></b>
// Turn on/off the ability to set a ship on fire while using Balls (like stock game allowed).
// 1: Yes
// 0: No
I have set those to 0 as the toggles seems to be there to create a more realistic game (at least harder than default). Is this correct? But then why would it be impossible to get a lucky critical hit with a ball shot? And why would it not be possible to start the odd fire by hitting say the gunners mate with a torch in his hand or the gunner while he is firing the cannon? I USE_REAL_CANNONS <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" /> and I would definitely like the most realistic Age of Sail cannon experience, feel and sound! What should be my settings and why? Are there some sub tweaks in InternalSettings.h I should focus on instead?
<b>Changes in InternalSettings.h:</b>
4) <b>#define TIMESCALAR_SEA <u>10</u></b> // INT - how many seconds of gametime one second of realtime is at sea
Here I have simply gone with the recommendations of Sir TrippleC with the intend of using direct sailing created by the very same. I have also set the following in CCCdirectsail.c
#define ISLANDSWITCHDISTANCE 5000.0 (I have kept it at 5000 for starters but might up it later)
#define DIRECTENCOUNTERCHANCE 50 (I dont like my encounters to be certain)
#define DIRECTENCOUNTERDISTANCE 1500 (1000 feels a bit close (blind lookout?) unless the visibility is bad)
This one is a bit hard to judge. Any comments? Thoughts? Feelings? What are your preferred settings for using direct sailing?
5) <b>#define MAP_VOYAGELENGTH <u>8.0</u> </b>
// FLOAT - ccc maptweak is 8.0: lets voyages take longer, original 4.0, slower days on worldmap is 2.0
If direct sailing prooves to tiresome to use or if it has to many implications for the quests (it does not trigger the Oxbay invasion movie for one) then I will have to go back to the worls map.Again I have gone with the recommendations of Sir TrippleC. But why is the stock setting 4.0 - slower setting 2.0 - and then finally ccc setting 8.0 when the ccc setting is supposed to give a slower more realistic feel when using the map? It does not make sense to me?
I have also set the following in Worldmap.c
<b>#define MAPSPEED <u>0.4</u></b>
// ccc mapships, slows worldmap down, stock setting 1.0
So here I have gone even further than the recommendations of Sir TrippleC (0.6). Does this value have implications on my chances of making timed missions (like pick up x and return here within a month trader missions) or implications for any quests?
If I want values leaning as closely towards realistic as is playable on the worldmap then what should I choose?
6) <b>#define FIRE_ANGLE_SCALAR_W <u>1.0</u></b> // FLOAT - Off=2.0, Realistic=1.0, SET TO 1.0 IF USING REAL CANNONS! scalar to how wide the angle your guns can point (aka elevation). This is multiplied by the build default (30 degrees) to get the final number. Set to 2.0 for stock POTC
<b>#define FIRE_ANGLE_SCALAR_H <u>1.0</u></b> // FLOAT - Off=2.0, Realistic=1.0, SET TO 1.0 IF USING REAL CANNONS! scalar to how high/low your guns can point (aka elevation). This is multiplied by the build default (30 degrees) to get the final number. Set to 2.0 for stock POTC
I am quite sure I want to have both set at 1.0, but why is the top one set at 1.1 when the other one is defaulted to 1.0? Any explanation?
6b) <b>#define DEFAULT_CHARGE <u>0</u></b> // INT - MUST NOT BE 3 IF USE_REAL_CANNONS is 1!!!! Balls = 0, Grape = 1, Chain/Knippels = 2, Bombs = 3
What's the story on real cannons and balls? I can see that I am not able to buy boms at the start of the game! Does this continue throughout? What is the realistic's of bombs? They were there historically for sure but then why does USE_REAL_CANNONS restrict them?
7) <b>#define NO_SPECIALWEAPONED_NPC <u>0</u></b>
// BOOL - change to 0 if NPCs shall equip special weapons
Why are NPCs defaulted for nut using special weapons? Does it make the game to hard for most? Any special issues with this setting?
<img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> <b>#define AMMOMOD_ABLECAPTAIN <u>1</u></b> // BOOL - Set to 0 to disable your character from being able to fill his own ammo from the ship, requiring a cannoneer and level 6 or higher to do it. Set to 1 to have your character fill his own ammo inventory stocks.
Why is this nice little mod that actually gives value to the powder storage below, off by default? Any special issues with this mod? Bugs?
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="" border="0" alt="doff.gif" /> Hats off to any saber swinging gent taking pitty on this pirate wannabe and throwing a response my way.
All the best
Frans