Changes for Hook's fixes v1.3 for SD:TEHO version 1.4, as of 06Mar17 Note that this version of the mod will only work for SD:TEHO version 1.4.1. When version 1.5 becomes available I will release a new version of this mod. =========================== IMPORTANT: Read everything in this file before attempting to install this mod. Who knows, it might contain cheat codes. Almost everything the mod does can be changed, and this file tells you what some of them are. Look in the mod_settings.h file in the PROGRAM folder to see what can be changed. =========================== ------------------ What this mod does ------------------ I originally made this mod to fix a few things that annoyed me about the stock game. Along the way I've added a few enhancements and fixed a few bugs. Items marked with an asterisk are new or changed for version 1.3 --------- Bug fixes --------- You can now win the Regatta in the English version of the game. You won't get disqualified at the first stop. The stock code set your ship to one name, then tested it against a different one. Fixed. Sugar now displays as a trade good when you get a cargo of it from the storekeeper to take to another island or from the lighthouse keeper as "washed ashore" goods. I translated harbormaster quest log strings for usurer and storekeeper documents. It's now in English in the quest log for new quests. Translation error: "You failed to be taken for a friend" when false flag detected, was "Your". Translated church robbery dialog from tavern patron, now says "somebody robbed the church". Fixed a calculation for average wind speed, was (hi-lo)/2, now (hi+lo)/2. Developer oversight. Added a space to " spoiled" to be " spoiled " for rat activity. * Fixed a rare problem that could cause the game to freeze for one game hour at the midnight update. * Removed an extra parentheses in a dialog which caused errors. * If you got a harbormaster mission to deliver a dispatch to the Curacao governor, you never got the option to give him the dispatch. Fixed. * Fixes for cemetery dialog and lighthouse dialog that caused errors in logs. I've enlarged the wind and ship speed numbers in the battle interface HUD a bit. I consider this a bug fix because all earlier versions of the game used a large bold font which was changed in TEHO and the new large bold numbers font didn't look right for the speed numbers. I believe the small numbers were an oversight by the developers. * I fixed the repair code so that your sails at 100 percent don't display the repairing option on the F2->Ship screen. This was a rounding error in the code. ------- Changes ------- I've reworked the sailing model for fore and aft rigged ships, which have the best speed arrows closer to the direction the wind is coming from than the direction it is blowing. These ships now sail fastest with the wind coming directly from the side rather than at the best speed arrows. These arrows are still useful: as you turn toward the wind your ship's speed will drop as you pass the arrow. Pilgrim's amulets are still useful, although their effect may be slightly different for a fore and aft rigged ship. You can revert to the stock sailing model with a setting in the mod_settings.h file. Square rigged ships use the stock sailing model, no change there. * I've increased the wind speed from the default normal 4-15 knots and extremes of 2-18 knots. There are two options to do this with settings in the mod_settings.h file. One is to simply add 0-10 knots to the wind speed (if you set this to 0, it uses stock game winds), or to set high and low winds. I previously used a 10 knot increase and some people complained that it made the ships too fast. I then set the default to a 5 knot increase, but I believe that makes the lowest speed winds too slow. * The current default is to add 10 knots to the lowest wind speeds and 5 knots to the highest. This makes the wind typically 13.5 to 21 knots, with extremes of 12 to 23 knots, which is similar to the actual winds in the Caribbean. You can adjust these numbers in the mod_settings.h file. * I have added the ability to limit your ship's speed even in high winds. Under ideal conditions, that is, lightly loaded, high navigation skill, high crew sailing skills and sailing on your best speed course, the wind power will be limited such that your ship will sail at a speed you specify in the mod_settings.h file. This wind power limit will affect all ships so that they sail at a speed appropriate to your own. You might want to set this a couple of knots higher than your preferred fastest speed because you won't be able to get the ideal conditions very often. This number is approximate because different classes of ships react to wind speed differently, with large ships sailing slower than normal in low winds and faster than normal in high winds, with small ships doing the opposite. Class 3 ships are not affected. I slowed the passage of time when you're on the world map. Going to the world map briefly is useful to reset the sound after changing flags or loading a game, or to change between day and night lighting. The slower time on the world map allows you to go to the world map and back quickly without losing an hour of time. This can be adjusted with a setting in the mod_settings.h file. I also added a new function to reset the wind direction to what it was before you went to the world map, described below. I added a setting in mod_settings.h to enlarge the fonts for better readability on high resolution monitors. You can even reduce the size if you wish, but use values greater than 0.0. 1.0 is stock, and I'm using 1.5. Some text is moved if the enlarged text would be off the right side of the screen. The mod default is 1.2, and can be changed if you wish. I replaced the stock compass texture with one displaying 32 points, similar to actual ship compasses. --------- New stuff --------- The crew now displays on the deck of your ship in first person view. You can turn this off in the mod_settings.h file if you have a ship where the crew is walking in mid-air or if you decide that the crew gets in your way. I added a world map background with the island regions marked. When you're sailing on the world map, you can see where the region boundaries are. Since you have to go to the world map to change from one island region to another, this makes it easier. I've turned off the way the camera pans out when a character is at a door. You can change this back to default game behavior in mod_settings.h if you prefer. The camera will still swing on some dialogs. I replaced "Open sea" in the battle interface HUD to show the island region name, or the mooring location name if you're close enough to moor. The cannon aiming crosshair is turned off by default, allowing you to use auto aiming in first person view the same way you do in third person view. If you press the left mouse button with no enemy ships nearby, you will get a message telling you to press C to turn the crosshair on to fire an aimed shot. If there is an enemy ship in your firing arc, the guns will simply fire using automatic aiming. Your crew will get a small amount of sailing experience each hour you are on your ship. They gain a bit more at midnight. If you're on land at midnight, they lose some experience in all three skills. Your character will gain 1% toward his next Navigation skill point each hour you're sailing on your ship. You don't get this if you're on the world map. This varies by game difficulty, with Beginner gaining 2@, Normal gaining 1%, and less as the difficulty inreases. This follows the pattern of gains for all skills. * I added a function to randomize the wind direction when you go to your ship from land. Press the numpad * key to change the wind. You can do this 5 times before you have to return to land to reset the counter. This is to encourage players to use a less than perfect wind direction, which will change every hour while sailing anyway. This can be turned off in mod_settings.h. * The same numpad * key will reset the direction of the wind when you return to your ship from the world map to what it was before you entered the world map, with a normal hourly random change in direction of +/- 45 degrees. This can be done any time after returning to your ship from the world map, up to the time the hour changes. This function can be turned off in mod_settings.h. * If you press the 5 key (above the letters, not on the numpad) the expected world map wind direction will be displayed. This is approximate and is taken from the direction the wind was blowing the last time you returned from the world map. Sometimes it can change and not be what you expect, but it is usually accurate. * There is a setting in the mod_settings.h file to force a storekeeper to trade with you, and he will never be "too busy". This should be left off for gaming purposes unless you have a critical trade that needs to be made; set this back to off after you've made the trade. It's a cheat and not intended to be used in normal play. The stock game has larger ships sailing slower than normal in below average winds, faster than normal in above average winds. Smaller ships are the opposite. Class 3 ships are not affected. There is a setting in mod_settings.h to limit this effect. I prefer a low value like 0.25, and 1.0 is default game. There is a setting in mod_settings.h to limit the moment by moment fluctuations in wind speed and direction. I prefer this set to 0.0 to remove them entirely, 1.0 is stock game behavior. I added a file called console.c where you can execute any game code. There are a number of examples of what you can do. Instuctions are in the file. You run the code in this file by pressing the numpad Insert key. Changes can be made to this file and the code run without exiting the game. =========================== ------------- INSTALLATION: ------------- Note that the mod is made so that you can install or remove it without affecting saved games. Unzip the file. It contains everything you need, including a d3d8.dll file which allows the game to read from the program folder without changes to the game and a tehomod.ini file for settings. It also includes this file and a map with the region boundaries marked. To install this mod, copy the files from the unzipped folder to your SD:TEHO folder. When you are done, you should have a PROGRAM folder in the same folder as engine.exe. Some files from the mod will replace files in the RESOURCE folder, allow them to overwrite. To disable the mod temporarily, there's a setting in tehomod.ini file for that, or you can rename the program folder. To uninstall the mod, delete the program folder, the d3d8.dll file, the tehomod.ini file and the "Hook mod v1.3 README.txt" file. This will leave the new compass texture and worldmap background with island regions marked, and you can even get rid of those by using Steam's verify game files function if you don't want them. This mod includes "SD - Map Borders.jpg" which is a map with the region boundaries marked. It is scaled so that 10 pixels is one nautical mile in dynamic sailing mode. The squares in the region boundaries are 13.5 nautical miles on a side. Note that in regions that include the mainiand or Cuba, the scale is different: divide distances by two. This is why sailing near the mainland sometimes puts your ship somewhere other than you expect going to or from the world map. This is part of the stock game, not this mod, and unfortunately cannot be fixed. Thanks to Cpt Fracasse for the original map graphic. =========================== A note on game scale: In dynamic sailing mode, 320 yards is one nautical mile, so you can convert distances you see in your spyglass. In tactical sailing mode, 233 yards is one nautical mile. =========================== You will optionally need to make the following changes to engine.ini if you want to enable log files: tracefilesoff = 0 [script] debuginfo = 1 codefiles = 0 runtimelog = 1 Also in the engine.ini file, if you find the following line FarClipPlane = 4000.0 and change the 4000.0 to 8000.0, far away islands will display a bit better. At 4000 sometimes a distant island will get clipped if it's near the center of the screen, with less clipping if the island is near the edges. You probably shouldn't do this if you don't have a fairly powerful computer. There is no benefit to setting this number higher than 8000 except when sailing near the mainland. =========================== I prefer dynamic sailing mode because it uses a better game scale. If you like tactical mode you can get the same effect by sailing in dynamic mode at 0.5x time acceleration, and you may prefer 0.5x time acceleration during sea battles in dynamic mode anyway. But it's not much fun to sail in tactical mode. =========================== Ok, NOW go install the mod... and have a good time! Oh wait, where were the cheat codes? Look in mod_settings.h and console.c to see what's there. To use a line of code in console.c remove the "//" comment characters at the beginning of the line, then in the game press the numpad Insert key. You can change lines in console.c, then execute them, without having to exit the game. If you don't see "Executed Console" on the screen, you've made a mistake, try again. You might want to make sure you've made a copy of this file before making any changes. After you've run the console code, put the "//" characters back so the line won't be executed the next time you press the numpad Insert key.