• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

A couple of suggestions and q`s

omegaRED

Landlubber
First of all, i`d like to thank all of the modders here for truly enriching the gameplay of PotC with their mods.

I have a couple of suggestions though, or maybe the people here can tell me how to change certain things.

1. I`ve noticed that enemy ships now (build 10.1 and 11) dont fire their cannons too often. IE, there is quite a long pause between their salvoes. I dont know whether it`s because their checking the ammo type they should use every time, so they`re changing ammo types too often, or their captains have low cannon skills, i dont know. The result is that now there`s a much smaller chance of my ship(s) beeing sunk (compared to the 'original' PotC), but the boarding is very difficult (which is a good thing IMO, more challenging). Could you check into this?
And how about making the minimum skill of the captains/ships you encounter somehow dependent of the main characters party skill or level? IE, if the character is level 8, then the MINIMUM level of the enemy ship would be lvl 4 or 5. Or if the aggregate (or maximum) accuracy skill of the main characters party (ALL characters) is 8, then the minimum accuracy skill of the enemy would be 4 or 5. Thats the minimum, you may run into equal or stronger enemies of course, that would be `semi-random`, depending on the ship type, enemy type (Pirate, Navy or merchants), just so there wont be any `peace-of` cake battles. Of course, if you have a Frigate and the enemy has a Barque it`s gonna be easy, but make the player 'work' everytime.

2. Also, it seems that they are using grapes way too often. I think they should use grapes sparingly, IE only if they want to board you (i dont know if they do that ON PURPOSE). So, again, there`s very little risk of being sunk, it`s way more likely to be left with no crew (dont know if you can lose ALL of your crew and if so, what would happen then?)

3. Cannon ranges. I wont argue that the cannon ranges introduced with the NK build are historically accurate, but they do change the ballance of the game. Now there`s no point using lower caliber cannons. Could you, perhaps, in an effort to make things more flexible, introduce some kind of a 'switch' (like Realistic Sailing) for Realistic Cannons?

4. Encounter ranges. How can i reduce the range at which i enter a sea battle? For example, i`d like the distance between mine and enemy ships to be something more like `600-800`, instead of 1000+ yards. (Again, this is because i use the old cannon ranges)

5. Battles. (When you 'stumble' across a batlle between two other factions) Maybe you could ensure that there`s at least the 'appearance' of a battle going on? Say, in 40% of the cases, all the ship`s positions and orientations are randomly generated in predefined area (say, all the ships are distributed randomly in a 800 yard area) so that it 'looks' like the batlle has started BEFORE you entered the area, 30% of the times the ships are in formation BUT well within cannon ranges (say, 500 yards), and 30% of the times the ships have just 'noticed' each others (i think this is the current scenario, every time.)

6. Assigning abilities. New officers have no abilities assigned. Could you look into that, or perhaps tell me how can i fix it in my installation of PotC.

7. Officer levels. How about limiting the officer levels that appear in the tavern by the level of the main character? Say, if the character is level 8, the officers that appear in the tavern would be level 6 or 7 or 8? It`s too easy the way things are now, when even early in the game you can hire a high level officer which makes things too easy.

Ugh, i realize this is a bit long, and i`m sure it`s not all of the things i wanted to ask or suggest, if i can think of something else i`ll mention it here. Hope i`m not boring you with all this.

TA, omegaRED
 
I can only answer a few of these questions I'm afraid.

3. Open the BuildSettings.h file in Notepad and find the #define CANNON_RANGE_SCALAR 0.4 switch and change this to something closer to 1 to match an unmodified game.

4. In the PROGRAMSEA_AI folder open up AIShip.c in something other then Wordpad or Word (it is too large for Notepad, so you'll need another text editor) and the encounter distances are near the top.

6. I believe that this will be fixed in Build 12 when it gets released.

7. Changing difficulty levels will help with this. The higher the dificulty level the less experienced the officers will be.

Some of the other questions may also be sorted out in Build 12, but someone who knows more about it will have to answer that for you.
 
Hey Sirius_Darke,

3. I know, i`ve already modified the cannons_init file to use the old cannon ranges, i just wanted to suggest (if it is possible) to implement a switch in the interface of the options so you could change the way the cannons behave '`on-the`-fly'.

4. I think those are only for escaping from the battle.

6. IIRC, there was such a post here on the forums, and NK said it is 'fixed'. I think it was something with checking whether the officer already has a certain ability before he gets assigned another one, to avoid 'duplicate' abilities. I just dont know where i should make the change NK referred to (!CheckAttribute insted of CheckAttribute, i think).

7. Maybe, but i`m playing at an adventurer difficulty level, and am currently level 10, but i can still recruit officers up to level `16-17` (maybe more).
 
1a (refire rate) I think this is somewhat fixed for 12. I hope. :}
1b (officer min/max) that's certainly tweakable.
2 Once 12 comes out you can tweak those chances to your heart's content (at the top of AISHIP.c will be a block of defines).
3. On the fly would be a bit hard, but if you change the scalar Sirus_darke mentions in BS.h, and then reinit, you get the change then.
5. That's possible I think. But it'd be something of a project, since you'd have to make sure the ships didn't spawn inside eachother and stuff.
6. It's actually kinda complex because I had to invert the logic of a lot of the if() statements and some of them were compound. You can grab the new lai_create_officer.c from the CVS if you like though.
7. That's tweakable as well. Rank for NPCs is handled at the top of create_officer, and it's mostly just math.
 
Thanks for the answers NathanKell, i was hoping you`d shed some light on the subjects i mentioned.

1. Its good to know <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
2. Nice <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
3. It`s ok, i kinda got used to the new ranges.

5. I know it`d be a bit tricky, but i think it could be done by a loop which checks whether the random position generated for the current ship (i assume the positions are generated for each of the ships independently, no?) is within, say 50 yards/feet of other ships. I imagine you`d store each individual ship`s location in an array, and while generating each ship`s location you`d have to loop through each element in the array of the ships allready placed to check whether the generated location of the current ship is valid (ie not within 50 yards of a ship). The direction the ship`s facing is of no consequence.

6. Thanks, i`ll get the file.

7. K, thanks for the info, will look into that.

8. Also, i think you may want to decrease the number of gold you get from land encounters and boarding ships, that`d make the game more balanced (you wont be able to get loads of cash easily)

If i can come up with some more ideas, i`ll post them here (unless there`s a better place for it). Also, i hope you wont take this as criticism, i`m only posting suggestions that will, IMHO, make the game more balanced, challenging, and fun to play.
 
<!--`QuoteBegin-omegaRED`+--><div class='quotetop'>QUOTE(omegaRED)</div><div class='quotemain'><!--QuoteEBegin-->If i can come up with some more ideas, i`ll post them here (unless there`s a better place for it).[/quote]Actually there have been many threads like this - posting here is fine!

<!--`QuoteBegin-omegaRED`+--><div class='quotetop'>QUOTE(omegaRED)</div><div class='quotemain'><!--QuoteEBegin-->Also, i hope you wont take this as criticism, i`m only posting suggestions that will, IMHO, make the game more balanced, challenging, and fun to play.[/quote]Yes, absolutely, please, suggest away! Out of suggestions come the mods - and if you've given us ideas that can be utilized to make the gameplay better, that's a GOOD THING, and we thank you and anyone who suggests anything to us (even the - albeit rare - people who suggest that we go take a flying leap, LOL!)! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Back
Top