I'm not at all sure who "KAM" is, truth be told. He/she hasn't been here for a long time though; longer than I have been here, that's for sure.
One thought I have on this one that you can try is to replace this:
With this:
I can't promise that'll work, but it may. One thing's for sure; those interface things ARE being set to false,
so one way or another, you need to set them back to true at the appropriate time.
I did indeed make the Capsize Mod that's in the latest version of Build 14 Beta 1 Patch 3.
Of course any mod CAN be added to the stock game; Build 14 is only Stock Game + All Mods anyway.
The best way of actually finding the code required for this is to do a WinMerge compare between Build 14 Beta 1 and Patch 3.
There might also still be some stand-alone installers for it in the thread I have on that mod:
http://forum.piratesahoy.net/topic/16144-capsizing-ships/page__view__findpost__p__372930
These files are compatible with Build 14 Beta 1 though, so you'd have to do a WinMerge compare and get rid of all code differences that are NOT related to the Capsize Mod.
Are you sure that if you put the ship's head into the wind, damage decreases and experience increases?
I never really noticed any advantage to doing that, even though it is my opinion that there should be.
That's why I added the Capsize Mod in the first place: to make it obvious and important to DO do that.
As for how to handle a real storm, sure if you put your stern to the waves, the speed of impact would be decreased.
However, with the waves coming from behind, you might be subject to excessive rolling.
As surprising as it might sound, it is usually best to put the ship's bow to the waves to let it plow through them.
After all, the stern isn't very good at plowing through waves, especially on old sailing vessels, as the sterns are very plump.
If at all possible, it's also recommended to keep at least some sail and put the head not exactly into the wind, but close to the wind.
This to maintain steerage way and thus control of the vessel.
If you take all sails down, you basically surrender to the elements and you don't know what the ship will end up doing.
It can also help to throw out a sea anchor of some kind that will keep the head into the waves more-or-less automatically even when you do furl all sails.
As for modern shipping, the ships are much stronger now and can stand storms better than the sailing vessels of old.
It also helps that modern ships are more stable because they've got their center of gravity lower than sailing vessels.
They would have their center of gravity quite high up due to all the rigging.
Another major improvement in modern shipping is the availability of weather forecasts so that it's possible to avoid the storms altogether.
However, when equipped with only the bare minimum equipment on a ship, the weather forecast might consist solely of a text stating
"storm of force 12 in this position and moving in this general direction". That is better than nothing, but not very specific.
When the ship DOES end up in a storm, you would do the same general thing as the ships of old,
eg. try to reduce the rolling of the ship by heaving to and putting the ship's head into the waves.
Reducing speed to bare steerage way will also help in reducing the encounter frequency and impact of the waves.
Also on passenger ships, we've got stabilizer fins that can help with decreasing the rolling of the ship, but only to a limited extent.
I actually know a fair bit about ships in storms, partly because I work on a passenger ship as Fourth Officer,
but also because just over a year ago I worked at the MAritime Research Institute Netherlands (MARIN) doing research on the subject of
"weather routing", eg. changing one's route to avoid bad weather or take most advantage of the elements.
One thought I have on this one that you can try is to replace this:
Code:
//View Enc Officer Mod: Taghmon
If(Checkattribute(GameInterface, "View_Enc_Officer"))
{
bBeParty = false;
SetNodeUsing("LEFTCHANGE_CHARACTER",false);
SetNodeUsing("RIGHTCHANGE_CHARACTER",false);
}
//View Enc Officer Mod End
Code:
//View Enc Officer Mod: Taghmon
If(Checkattribute(GameInterface, "View_Enc_Officer"))
{
bBeParty = false;
SetNodeUsing("LEFTCHANGE_CHARACTER",false);
SetNodeUsing("RIGHTCHANGE_CHARACTER",false);
}
else
{
bBeParty = true;
SetNodeUsing("LEFTCHANGE_CHARACTER",true);
SetNodeUsing("RIGHTCHANGE_CHARACTER",true);
}
//View Enc Officer Mod End
so one way or another, you need to set them back to true at the appropriate time.
I did indeed make the Capsize Mod that's in the latest version of Build 14 Beta 1 Patch 3.
Of course any mod CAN be added to the stock game; Build 14 is only Stock Game + All Mods anyway.
The best way of actually finding the code required for this is to do a WinMerge compare between Build 14 Beta 1 and Patch 3.
There might also still be some stand-alone installers for it in the thread I have on that mod:
http://forum.piratesahoy.net/topic/16144-capsizing-ships/page__view__findpost__p__372930
These files are compatible with Build 14 Beta 1 though, so you'd have to do a WinMerge compare and get rid of all code differences that are NOT related to the Capsize Mod.
Are you sure that if you put the ship's head into the wind, damage decreases and experience increases?
I never really noticed any advantage to doing that, even though it is my opinion that there should be.
That's why I added the Capsize Mod in the first place: to make it obvious and important to DO do that.
As for how to handle a real storm, sure if you put your stern to the waves, the speed of impact would be decreased.
However, with the waves coming from behind, you might be subject to excessive rolling.
As surprising as it might sound, it is usually best to put the ship's bow to the waves to let it plow through them.
After all, the stern isn't very good at plowing through waves, especially on old sailing vessels, as the sterns are very plump.
If at all possible, it's also recommended to keep at least some sail and put the head not exactly into the wind, but close to the wind.
This to maintain steerage way and thus control of the vessel.
If you take all sails down, you basically surrender to the elements and you don't know what the ship will end up doing.
It can also help to throw out a sea anchor of some kind that will keep the head into the waves more-or-less automatically even when you do furl all sails.
As for modern shipping, the ships are much stronger now and can stand storms better than the sailing vessels of old.
It also helps that modern ships are more stable because they've got their center of gravity lower than sailing vessels.
They would have their center of gravity quite high up due to all the rigging.
Another major improvement in modern shipping is the availability of weather forecasts so that it's possible to avoid the storms altogether.
However, when equipped with only the bare minimum equipment on a ship, the weather forecast might consist solely of a text stating
"storm of force 12 in this position and moving in this general direction". That is better than nothing, but not very specific.
When the ship DOES end up in a storm, you would do the same general thing as the ships of old,
eg. try to reduce the rolling of the ship by heaving to and putting the ship's head into the waves.
Reducing speed to bare steerage way will also help in reducing the encounter frequency and impact of the waves.
Also on passenger ships, we've got stabilizer fins that can help with decreasing the rolling of the ship, but only to a limited extent.
I actually know a fair bit about ships in storms, partly because I work on a passenger ship as Fourth Officer,
but also because just over a year ago I worked at the MAritime Research Institute Netherlands (MARIN) doing research on the subject of
"weather routing", eg. changing one's route to avoid bad weather or take most advantage of the elements.
This makes absolutely no difference, code-wise.the change of "xi_refMainChar = pCharacter;" to "xi_refMainChar = GetMainCharacter();" seems to be the most important parts for this mod