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'Setting settings' or 'Tweak this! Big Bad Build Boy'

HawkerT

Sailor Apprentice
Storm Modder
Drink up me heartys JoHo! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" 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 BuíldSettings 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=":doff" 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
 
Whoa! That is quite a post, and I don't have time to answer all of them, but will comment on a few.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->
I think Pieter makes those decisions which I am perfectly fine with, because no one likes to have their settings the same, so trying to determine defaults is always bound to make someone unhappy. I remember several threads where defaults were somewhat hotly contested. Pieter does a great job of keeping a great balance between realism and fun.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->2) #define LDH_TURN_RATE_FACTOR 1.0
// 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?<!--QuoteEnd--></div><!--QuoteEEnd-->
I believe this is just for arcade mode. I recommend playing on realistic mode, it can be frusterating sitting facing into the wind, but is adds alot more strategy than driving the ships like cars. If I were to play arcade, I would probably set it to 1.0 or slightly higher.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->3) #define ALLOW_CRIT_FROM_BALLS 0
// Turn on/off the ability to get critical hits while using Balls (like stock game allowed)
// 1: Yes
// 0: No
#define ALLOW_FIRE_FROM_BALLS 0
// Turn on/off the ability to set a ship on fire while using Balls (like stock game allowed).
// 1: Yes
// 0: No<!--QuoteEnd--></div><!--QuoteEEnd-->
I enable these just for the sheer excitement, you have have criticals and fire on your ship too, so it adds a bit more damage into the mix for both sides.

4&5 I've never really messed with.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->6) #define FIRE_ANGLE_SCALAR_W 1.0 // 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
#define FIRE_ANGLE_SCALAR_H 1.0 // 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) #define DEFAULT_CHARGE 0 // 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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
The angles were set by Hook (I think) when he was working on an accurate firing model, they seem to work very well, so I've never messed with them. Bombs have been reserved strictly for forts as historically, they were the only ones to really use them. Most ammo by ships at this time was solid shot. (At least from the books that I've read)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->7) #define NO_SPECIALWEAPONED_NPC 0
// 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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Walk into a cavern full of bad guys with grenades and you will soon appreciate this option! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Seriously though, it can throw off gameplay quite a bit, but the option is there for those who are a glutton for punishment. Plus alot of NPC's don't really use them correctly.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->

cool.gif #define AMMOMOD_ABLECAPTAIN 1 // 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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know of any problems, but it can be really annoying if you are always forgetting to fill up your power and end up in battles with no gun, it's one of those things that the modders felt could be automated without taking away from gameplay.

Whew! I did make it the whole way through! I'm grabbing an ale for that! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Hot Dang Doober <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

You have been popping in to answer questions many times lately not least to the benefit of this here grateful newbie ... tis' very much appreciated Sir Doober ... very much indeed.

Let's see ... I beleive that you have covered 1, 2, 3, 6, 7 and 8 without spawning further questions from me. Thank you greatly!

I have the odd comment on some of those though.
Ad. 2). : I use realistic sailing so this is a non issue for me then. And since setting it to 1.0 wont hurt then I will just leave it at that.

Ad. 6). : If Hook set the values (are you sure it was not Pieter as you explained above?) then I really need no further info as they will be spot on. But then why the difference between his value in the help text (real cannons = 1.0) and the default value in FIRE_ANGLE_SCALAR_W (1.1)?

Ad. 6b). : Well if capacities like yourself and Sir Hook are saying that bombs were primarily a fort thing then I will not try to dispute that but simply revise my own picture of the time which was only very feebly buildt upon the info seen in the picture below
<img src="http://www.cmoc.dk/POTC/bombs.jpg" border="0" alt="IPB Image" />
Link to source here: <a href="http://www.cmoc.dk/engfolder2.pdf" target="_blank">Very detailed PDF of Danish naval history of the POTC area.</a>

Okay then the odd follow up to the stuff in this post and then just 4) and 5) still to go! Excellent Sir Doober! Thank you very much!

All the best
Frans
 
The LDH_TURN_RATE_FACTOR was one of my settings. The original game would have been 1.0. Incrediblehat changed it to 1.5 somewhere along the way. I have it set at 2.0 in my game. Honestly, I don't know which setting is realistic. I know smaller craft can turn pretty quickly in real life. The 2.0 that I use made the game feel more like other sailing games and simulators I've played with. Note that arcade sailing has a turn rate of 3.0 already, and I think they'll add up. It's pretty subjective, so use your best judgement.

The angle scalars should be 1.0. I think it was another Incredible hat change that made one of them 1.1 at one time, for some reason. I've experimented with all sorts of numbers in the width, and I've found that larger numbers will favor opponents considerably, especially if you like to sail smaller ships. My ship of choice when going on boardings is a sloop.

There has been a lot of discussion on the use of bombs. I think for the purposes of the realistic cannon mods, bombs are intended to simulate heated shot fired by forts. My personal default charge is chainshot. This may or may not have been historically accurate, but it's sure a lot of fun! British didn't use much chainshot, French did. I think it would be up to the individual captain unless you were Royal Navy.

Note that I wasn't the one who came up with the realistic cannon mod. I just modified how chain was fired and played with the auto-aiming a bit for all ammo.

I think the most realistic settings would be to allow critical hits from balls, but not fire.

Good luck!

Hook
 
Roger that Sir Hook <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Thank you for your insightful answers!

I hear you loud and clear on the LDH_TURN_RATE_FACTOR and on the angle scalars ... will correct to your values!!!

I also hear you on the bombs! However in the thread about forts firing at to long ranges (into hills and what not) in which you have been active I seem to recall you stating that forts do not fire bombs at the moment (B13 and B14)? Is this correct?

edited to add your post from that thread:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The forts never use bombs. This was discussed earlier and people seemed to think that leaving the forts with roundshot would be better than going back to bombs. I've got some code that would *possibly* get the forts to use bombs, but haven't tested it.

The rand thingy for powder, I have no idea. Ask Maximus.

There's still a problem that the fort crew will decrease over time. We may need to figure out how to replenish crew one way or another.

That one line isn't a complete solution, but it works until someone wants to mess with it further.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->

Also edited to ask:
Would you mind working on that reentry of them forts using bombs pretty please Sir Hook?

If so then there are NO bombs in the game at all if playing with real cannons and if also having fire from balls not allowed turned on then there is no use for the fire drill mod either !!! ??? !!! I would really find this to be a pitty ... hmmmmm.

Are someone working on that fort bug(s) (also something about forts running short of crew eventually)? And if so do you know if it will turn bombs back on for forts?

I really find these fort bugs to be a bit of a fun spoiler ... simply being to silly to witness their stupid firering into the hills.

Thank you and all the best
Frans
 
Ahh, its a good thing we have Hook around to correct my mistakes, I didn't know that the turn factor was also used in the realistic sailing, I shall have to play with it a bit to see what differences it makes. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I was not aware of any fort bugs, but then again, I rarely go up against them; I tend to use fairly small ships (right now, the schooner is my favorite) and those sorts of ships don't fair so well against the forts! <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />
 
<!--quoteo(post=177188:date=Dec 28 2006, 08:28 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 28 2006, 08:28 PM) [snapback]177188[/snapback]</div><div class='quotemain'><!--quotec-->
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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I am the one who finally "decides" on which values are used. I usually just use the defaults as put in by the original modders, sometimes when other modders send me their files, I use some of their values instead. And sometimes I change some values based on discussion on the forum and suggestions from the forum members. What I want with the values is to have the "fullest" game experience with as many mods turned on and working in such a way that they add to the game and are not annoying. I think the game should be both challenging and fun, but not ridiculously hard. There are some "random events" mods, like surrender and my own bladedamage mod that I want to work in such a way that these events do occur every now and then, often enough to keep the game interesting, but not often enough to become annoying or boring.

I don't claim to I do a good job at setting the BuildSettings.h defaults. I just try things and see how people respond. If I get any negative feedback, usually I set the defaults back to what they were. But I never went through the file trying to set all defaults as good as possible. Perhaps, with the help of the other players here, we could try to figure out a set of good defaults together?

<!--quoteo(post=177188:date=Dec 28 2006, 08:28 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 28 2006, 08:28 PM) [snapback]177188[/snapback]</div><div class='quotemain'><!--quotec-->
3) <b>#define ALLOW_CRIT_FROM_BALLS <u>0</u></b>
<b>#define ALLOW_FIRE_FROM_BALLS <u>0</u></b>
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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I would personally really like to have these toggles ON. Some people might think it is unrealistic if normal cannon balls can cause fires and critical hits, but I don't care. I like it if random events can happen during sea battles. Sea battles can get boring after fighting dozens of them, but I think it's much more fun if you get the occasional fire and/or ciritical hit. I don't think it makes the game easier or harder, because these events can help or hinder you, depending on what happens. But in the end it is the choice of the player whether he thinks it is better to have them or not.

<!--quoteo(post=177188:date=Dec 28 2006, 08:28 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 28 2006, 08:28 PM) [snapback]177188[/snapback]</div><div class='quotemain'><!--quotec-->
6b) <b>#define DEFAULT_CHARGE <u>0</u></b>
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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
The idea with the USE_REAL_CANNONS is that bombs are only used by forts to simulate heated shot. However, this doesn't actually seem to work anymore, so now with real cannons on, there are no bombs at all. I think something should be changed here.

BTW: If you enter forts from the land side, you might encounter some people in there who can sneak you some bombs to use, even though the real cannons mod is on. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=177188:date=Dec 28 2006, 08:28 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 28 2006, 08:28 PM) [snapback]177188[/snapback]</div><div class='quotemain'><!--quotec-->
7) <b>#define NO_SPECIALWEAPONED_NPC <u>0</u></b>
Why are NPCs defaulted for nut using special weapons? Does it make the game to hard for most? Any special issues with this setting?
<!--QuoteEnd--></div><!--QuoteEEnd-->
If this is enabled, you might be instantly killed because an NPC throws a grenade. I think this would be considered annoying by most players. But feel free to turn it on and see what happens. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=177188:date=Dec 28 2006, 08:28 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 28 2006, 08:28 PM) [snapback]177188[/snapback]</div><div class='quotemain'><!--quotec-->
<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>
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?
<!--QuoteEnd--></div><!--QuoteEEnd-->
This mod is off by default, because that is the original intent of the modder, Jack Rackham. The idea is that when the player just starts the game, he is really inexperienced and he needs to restock himself on ammunition by going to the gunpowder storage aboard his ship. However, this becomes annoying eventually, so once the player hires a gunner, the gunner will take over this responsibility and the player is restocked on ammunition automatically as he enters his ship. If you set this to 1, the player will always automatically be restocked from the beginning of the game.
 
<!--quoteo(post=177188:date=Dec 28 2006, 08:28 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 28 2006, 08:28 PM) [snapback]177188[/snapback]</div><div class='quotemain'><!--quotec-->
7) <b>#define NO_SPECIALWEAPONED_NPC <u>0</u></b>
Why are NPCs defaulted for nut using special weapons? Does it make the game to hard for most? Any special issues with this setting?
<!--QuoteEnd--></div><!--QuoteEEnd-->
If this is enabled, you might be instantly killed because an NPC throws a grenade. I think this would be considered annoying by most players. But feel free to turn it on and see what happens. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

the grenade thing is NOT true! just as with pistols, you will always keep 5 hp. if you get hit again, you're skrewed. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> nevertheless, if you see an opponent aiming at you with something round you will have the scare of your life, <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> as you know that whatever it is, it's bad news. the last time it happened to me it really got me spooked. you wont believe how fast i got to that guy to chop his arm off! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

i highly recommend enabling this. it is so much fun! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> i was once fighting a dozen or so soldiers when one of them threw an etherbottle. the player himself doens't seem to stunned by them, but you certainly are in trouble when it happens! they produce an absolutely huge amount of smoke! the entire barracks was filled with the stuff! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> what was rather strange, is that nobody got stunned at all. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=177353:date=Dec 30 2006, 03:13 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 30 2006, 03:13 PM) [snapback]177353[/snapback]</div><div class='quotemain'><!--quotec-->
SNIP ... the grenade thing is NOT true! just as with pistols, you will always keep 5 hp. ... SNIP
<!--QuoteEnd--></div><!--QuoteEEnd-->
This is only true if you have the default setting for
#define MIN_GUNATTACK_HP 5 // INT - The minimum hp you and officers will have left after being shot. Set 0 to disable this mod.
This baby is set in InternalSettings.c and like to keep it at 0. <img src="style_emoticons/<#EMO_DIR#>/bird.gif" style="vertical-align:middle" emoid=":yoho" border="0" alt="bird.gif" />

/Frans
 
<!--quoteo(post=177352:date=Dec 30 2006, 02:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 30 2006, 02:57 PM) [snapback]177352[/snapback]</div><div class='quotemain'><!--quotec-->
A) I am the one who finally "decides" on which values are used. I usually just use the defaults as put in by the original modders, sometimes when other modders send me their files, I use some of their values instead. And sometimes I change some values based on discussion on the forum and suggestions from the forum members. What I want with the values is to have the "fullest" game experience with as many mods turned on and working in such a way that they add to the game and are not annoying. I think the game should be both challenging and fun, but not ridiculously hard. There are some "random events" mods, like surrender and my own bladedamage mod that I want to work in such a way that these events do occur every now and then, often enough to keep the game interesting, but not often enough to become annoying or boring.

I don't claim to I do a good job at setting the BuildSettings.h defaults. I just try things and see how people respond. If I get any negative feedback, usually I set the defaults back to what they were. But I never went through the file trying to set all defaults as good as possible. Perhaps, with the help of the other players here, we could try to figure out a set of good defaults together?

B) The idea with the USE_REAL_CANNONS is that bombs are only used by forts to simulate heated shot. However, this doesn't actually seem to work anymore, so now with real cannons on, there are no bombs at all. I think something should be changed here.

BTW: If you enter forts from the land side, you might encounter some people in there who can sneak you some bombs to use, even though the real cannons mod is on. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

C) This mod is off by default, because that is the original intent of the modder, Jack Rackham. The idea is that when the player just starts the game, he is really inexperienced and he needs to restock himself on ammunition by going to the gunpowder storage aboard his ship. However, this becomes annoying eventually, so once the player hires a gunner, the gunner will take over this responsibility and the player is restocked on ammunition automatically as he enters his ship. If you set this to 1, the player will always automatically be restocked from the beginning of the game.
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Ad. A) Just what I was hoping for and something that will make it easier for me to just leave stuff as is cause I know someone else have given it some real thought. Excellent Pieter! How about putting your explanation from A) above into the top of BuildSettings.h and InternalSettings.h? I think that would be useful infor for newcomers like myself.

Ad. B) As you know from my previous posts above talking with Sir Hook, I definitely think it is a great shame to have this aspect of the game play no role at all. I mean for baldes and guns we have a gazillion stuff to choose from so no big deal if one or two plays no real role. but from a game perspective it is a great shame to have one of only four ship munitions play no role at all, and in this instance this is even the most powerful of them all, and one that was even historically present at the scene be it from ships or forts ... no matter ... but there they were. The forts should be very hard to concour if you ask me so I am definitely for forts having bombs en masse!!! Sir Hook said he might have some code to turn this back on!!! I was hoping that he might have the time and energy (he certainly has the will and skill I think) to try and get the whole fort munitions and crew thing straightened out <img src="style_emoticons/<#EMO_DIR#>/xmas.gif" style="vertical-align:middle" emoid=":xmas" border="0" alt="xmas.gif" />

It could be way cool I think if the player could actually get his hands one some bombs (not to much) from the forts as this would be an added bonus for tackling those beasty mothers!!!

Ad. C) Okay. I hear you loud and clear. Cool mod ... cudos to Sir Rackham <img src="style_emoticons/<#EMO_DIR#>/thumbs1.gif" style="vertical-align:middle" emoid=":2up" border="0" alt="thumbs1.gif" />
I actually like going down below fetching the stuff and I have some observations I will post in the observation thread.

<!--quoteo(post=177368:date=Dec 30 2006, 06:05 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 30 2006, 06:05 PM) [snapback]177368[/snapback]</div><div class='quotemain'><!--quotec-->
normally, it's set to 5 hp. i didn't change it.
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Right on <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> ! Sir Terror (of the Morgan kind).
The default value is 5 but I like to go down to 0 so that getting shot can be instantly fatal early on in the game just like getting hit with a nasty blade can be. But that is the nice thing about them setting right ... each man can have it his way ... <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

All the best
Frans
 
Hello HawkerT, just for info:
This was the original restock intention for the maincharacter (mc):
(Officers restock themselves by just visiting the ship.)

1) You have no Gunner:
Automatic restock when opening the Gunpowder Storage on Gun Deck.
(you have to do it yourself, it must be VERY early in game & unlikely not to have a gunner)

2) You have a Gunner: mc rank is < 6:
Automatic restock when visiting the Gun Deck.
(where the Gunner is & has everything ready for you).

3) You have a Gunner: mc rank is >= 6:
Automatic restock on the ship.
(rank level reflects that gameplay has been going on for some time)

Now someone thought this to be annoying and I think "ABLE_CAPTAIN" gives maincharacter auto restock when visiting the ship always.

//JRH
 
<!--quoteo(post=177407:date=Dec 31 2006, 12:21 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 31 2006, 12:21 AM) [snapback]177407[/snapback]</div><div class='quotemain'><!--quotec-->
Ad. A) Just what I was hoping for and something that will make it easier for me to just leave stuff as is cause I know someone else have given it some real thought. Excellent Pieter! How about putting your explanation from A) above into the top of BuildSettings.h and InternalSettings.h? I think that would be useful infor for newcomers like myself.
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I don't really want to do that, because nobody ever really went through the file to set everything "just right". And I certainly don't want to give myself more credit than I deserve. In any case: In just over a month this info would become false, because I wouldn't be there anymore to set the BuildSettings.h. Exactly what info would you want in the top of BS.h and IS.h?

<!--quoteo(post=177407:date=Dec 31 2006, 12:21 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 31 2006, 12:21 AM) [snapback]177407[/snapback]</div><div class='quotemain'><!--quotec-->
Ad. B) As you know from my previous posts above talking with Sir Hook, I definitely think it is a great shame to have this aspect of the game play no role at all. I was hoping that he might have the time and energy (he certainly has the will and skill I think) to try and get the whole fort munitions and crew thing straightened out <img src="style_emoticons/<#EMO_DIR#>/xmas.gif" style="vertical-align:middle" emoid=":xmas" border="0" alt="xmas.gif" />
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I agree that this should be solved. Perhaps a Bug Tracker issue is in order. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=177407:date=Dec 31 2006, 12:21 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 31 2006, 12:21 AM) [snapback]177407[/snapback]</div><div class='quotemain'><!--quotec-->
It could be way cool I think if the player could actually get his hands one some bombs (not to much) from the forts as this would be an added bonus for tackling those beasty mothers!!!
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At the moment you can't get bombs by raiding forts from sea, but you can sneak into some forts from the landside where you might encounter some people who could sneak you some bombs from the fort's storage. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=177438:date=Dec 31 2006, 12:21 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Dec 31 2006, 12:21 PM) [snapback]177438[/snapback]</div><div class='quotemain'><!--quotec-->
Now someone thought this to be annoying and I think "ABLE_CAPTAIN" gives maincharacter auto restock when visiting the ship always.
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Yes it does. And I keep it off by default, because I want to keep your original intent with the mod. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
what's up with those gunners? i haven't even once encountered one in the tavern or on the streets when playing build 14. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> the only way i can get them is via captives. or edgar attwood of course.
 
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