• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. I

    Storms and Spinning Ships

    Useful to know again! You might even AVOID one like this if you sail to a different map.
  2. I

    Storms and Spinning Ships

    Great idea, would help people a lot. Hmm if you worked it in with the navigator or something and their skill, and you could leave the area quickly enough to avoid the storm, this could work. The thing is, I was thinking that what id like is to spot a storm approaching on the horizon and to...
  3. I

    Storms and Spinning Ships

    Wow, did not know that! Game is going to need quite a manual on release! Didnt mean to say that the storms are poorly done or anything, merely that in directsail theres no real way to see them coming That was the plan, anything longer than the current storms really needs to have all the...
  4. I

    Storms and Spinning Ships

    Thanks, i do know about the storms of different lengths now - btw, i should commend this work, the new directsail and storms are a blast (Except the spinning) including your capsizing! (think i managed once). Im thinking long view though - storms were a reality of life and lasted hours. Theyd...
  5. I

    Storms and Spinning Ships

    Heya! Yeah, the nickname is one of those things you do in your teenage years (complete with numbers and letters) that doesnt seem as wise in hindsight. I was reading that link on how ships should behave due to wind and i thought - this goes far beyond just storms. It gives a pretty good idea...
  6. I

    AI Sailing into the wind

    Thanks for those commands, when i get a moment ill go over the code and try and make it port/starboard aware. It wont make it much more complex at all, in fact it may simplify it. Itll give me more scope to control when ships cross the wind and how long before they can try again. Ill check...
  7. I

    Storms and Spinning Ships

    Hey everyone, sorry for going AWOL, i was busy at work and other commitments. Thats the code i was talking about, its quite flawed - i know this because id tried to use it to turn ships in my AI sail upwind code. Now on how to fix it - i have some ideas ill try out. Basically what ill do is...
  8. I

    AI Sailing into the wind

    Hey everyone, sorry for not visiting been very busy. Ill just go through the posts then reply. The simple version is the way to go imho, it is reliable, simple and in my testing gets ships sailing upwind to their destinations just as fast as the other versions. The experimental version was an...
  9. I

    AI Sailing into the wind

    ADVANCED VERSION - More advanced method that aims to keep ships out of the wind for 2.2 times how long it took them to last cross the wind. Most likely will introduce some issues with collisions until i figure out how to find out when the ship is about to hit something. I think i may have...
  10. I

    AOP2 combined mod vs. POTC build mod, witch one?

    Thats good to hear! But - does the map mode reflect the relative speeds of the ships, or are all ships equal in speed like POTC's map mode? Pirates! at least had wind and frigates that outran galleons on the map mode. POTC build mod's direct sail mode goes a step further, with the entire...
  11. I

    AOP2 combined mod vs. POTC build mod, witch one?

    If I could just pitch in, while I also think you should play both one of the main draws of POTC over any other age of sail game is directsail. The paradigm shift that occurs with the ability to sail between islands without ever entering the map cannot be overstated. What makes this worse is...
  12. I

    AI Sailing into the wind

    Well, to be fair, its entirely intended that captains with sail skill of 1 or 2 are really no good at sailing :) Having said that, does it add to gameplay, especially when these same captains are mysteriously fine when it comes to complex maneuvers and combat outside the wind? Id have to agree...
  13. I

    AI Sailing into the wind

    Anyone got any feedback on the experimental version? Do you find it reduces performance?
  14. I

    Thankyou! and Ship Berthing

    FlayedOne, what changes did you make in ships_init.c? I looked over the latest original file (from the christmas ships pack i think) for closest point values under 0.15 and compared them to your version but apart from experimental frigates/dutchman which is intended, no other ships had a closest...
  15. I

    AI Sailing into the wind

    I should clarify that the experimental version's tacking is based on the Sailing skill of the AI ship itself (ie, THEIR captain), not the players! That wouldnt make much sense :P The idea is that if you want to make someone captain, you should assign someone or assign them officers to make sure...
  16. I

    AI Sailing into the wind

    NEW VERSIONS - SIMPLE VERSION AND EXPERIMENTAL VERSION After much delay here are two versions for people to try. Rename to Aiship.c and paste into Program/Sea_Ai as usual. Both versions result in much improved headway that the AI can make against the wind and both in my opinion may result in...
  17. I

    AI Sailing into the wind

    Are you getting 'out turned' while the AI is tacking or at other times? The best way to check for this is - does the AI have its sails furled and is crossing the wind? Their sails will appear to 'flicker' as they try to put them up but my script forces them not to. If you are getting out turned...
  18. I

    AI Sailing into the wind

    That would be ideal, as would 'knowing' when a ship is putting down sails because of a collision and not forcing its sails up. Ie, normally, when a ship comes to a cliff/other ship it puts down its sails and starts to turn away. If i could detect that AI flag or something, i could stop forcing...
  19. I

    AI Sailing into the wind

    The differences in performance based on captain's skill dont strike me as very large or prominent. Ship performance based on captain's skill would otherwise apply to tacking only with boosts to speed (if any) which would be minor. For most other purposes a ship with sailing skill 1 would tack...
  20. I

    AI Sailing into the wind

    Well 'debugging and tweaking' turned into 'general performance comparisons' and it turns out that improving on my current method (once i had begun forcing AI sails to 100% near the wind) was quite tricky. Still, I now have a few methods and improvements. Would people like it if the...
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