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A tiny question/s about Build 12

KiwisDoFly

Landlubber
Storm Modder
I noticed in the new build that time and weather actually changes in real time (albeit a bit too spontaneous) so I was wondering, if I'm in my cabin while sailing somewhere, will time change there too or does that only apply to actual sailing? Would be nice to enter my cabin and do some paperwork while waiting for the winds and weather to change.

A little suggestion, is it possible to make turning a stationery ship really difficult? Like it would take an hour to do an 180 degree turn. The reason why is it would add a new tactic, now that the winds change in realtime, so that during calms, the ships would have to wait for better winds to resume combat and also running the ship aground would be disasterous (well, a huge advantage for you if the ship is your enemy). Is there a way I can make this myself?

And also, is there any way I can COMPLETELY disable `Sail-to`? I'm trying to stay on the realistic side of things but found myself lacking in `will-power` to stay away from that dreadful yet addictive feature.

Thank you in advance.

EDIT: I just heard that it might be possible to travel between islands in real time. Is it true? I don't care if it takes ages, I just need to know.
 
The weather time elapse is on only during sailing, IIRC - if you go into your cabin, I don't think anything will change (tho if it is raining, you may find it raining inside your cabin, LOL!) while you are in there.

The spontaneous weather change is an inadvertent bug which I think NathanKell is working on fixing. It can be a bit abrupt, and it's not supposed to be that way. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I don't know about the ship movement tweaks, but someone should be along soon who will be able to address this for you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Yes, there's a way to make SailTo completely impossible. The file to edit is PotCProgramBuildSettings.h

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->#define SAILTO_MIN_DISTANCE 500 // if you are closer than this many units to the enemy ship, you can't sailto.<!--QuoteEnd--></div><!--QuoteEEnd-->

You can edit this in NOTEPAD, but not in wordpad or word.

The number to change is 500. I suggest setting it to 10000 - that's probably overkill, but should make sailto impossible. Even if you attempt to do sailto, you'll be disallowed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

I know there have been many who have tried, but I don't think they were successful at sailing between the islands in realtime. I think there's a point where you just simply STOP making any progress, no matter how long you're out there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

HTH! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Just to reveal my newbie ineptitude, when I took the game out of its box for the first time, I was so excited I didn't bother reading the manual (well only the bits like opening things and moving your character) so when I had to sail to Redmond to report the invasion of Oxbay I sailed to Redmond! It took an awful long time (just shy on an hour I think) I basically pointed my vessel in the direction of Redmond (Locating it on the World map but not realising that you can actually move your vessel on the actual world map - doh!) working out hte compass setting and then let it sail. I sat down and watched TV periodically while it sailed. i had a good strong wind at the time too.

I later found someone talking about the world map on the internet and realised you could move your ship - playing the game became so much more enjoyable after that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Like countless others have indicated, the manual is pretty much useless. But I am glad you have gotten more into the game and have gotten it working for you. If you havent already, might I suggest you d/load the mod packs and Build 12? Have fun!

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
You'll be pleased to note, Cap'n Archibald, that I converted a fellow Canuk to the life of a Pirate too. He was so impressed with the game that within a month he managed to source his own copy!

What can I say, the game sells itself, and yes and am waiting with baited breath for my build12 download to work, Catalina (who gets my nomination <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ) is helping me with that at the moment.

I feel the same as KiwisDoFly with regard to the `sail-to`. I like chasing a runaway down. Why is it they always tend to run away into the wind? I'm not complaining though as it creates the opportunity for much tacking to catch them. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

Cheers
 
Thank you all for your replies. I tweaked my game and I am a much happier pirate now.

Hmm, yet another one of my suggestions. A new berthing option where instead of the ship being stored on an island, you assign a captain and the ship goes on raiding the nearby area (though physically in the game, the ship is just stored until a certain date (as in rendevouz)). When you come to retrieve that ship, you will get say 20% of the profits it made (which depend on the skill of the captain) and that captain also gets experience. Sorry if this is just jibberish, I'll hopefully explain it better when I get home (I'm at work with two clients waiting for me).
 
Locations have time as well, so that _should_ work...
(You can tweak `how-many`-`POTC-seconds`-`per-realtime`-second for both land and sea individually in BuildSettings.h).

The weather change is indeed intentional, but it's also indeed buggy (objects' lightmaps don't update).

Yes indeed you can change the influence of speed on turning!

Each ship has an attribute (ship.TurnDependSpeed), which has a range from 0.0 to 1.0. It defaults to 0.4, and all ships use the default (i.e. don't set it per ship). If you want to set it per ship, just add a refship.TurnDependSpeed = X.Y; in the ship define for the ship(s) you want to change it for.
Note that you'll have to reinitialize but _also_ you will need to either sell your ship and buy a new one, or use a console command, for any _already existing characters' ships_ to update (since all attributes are stored locally).

If you don't want to bother with that, you can override turndependspeed.
Open AIShip.c and find this line:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->float    fTRFromSpeed = 1.0 + stf(GetLocalShipAttrib(arCharShip, rShip, "TurnDependSpeed")) - stf(GetLocalShipAttrib(arCharShip, rShip, "TurnDependSpeed")) * (1.0 - Clampf((abs(fCurrentSpeedZ) / fMaxSpeedZ)));<!--c2--></div><!--ec2-->
And change both instances of
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->stf(GetLocalShipAttrib(arCharShip, rShip, "TurnDependSpeed"))<!--c2--></div><!--ec2-->
with 1.0.


Note that even so, turn rate is a minimum of 0.2 (and a max of 0.85 + perks).
To change the min and max, open AIShip.c and find this line:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->float    fTRResult = Bring2Range(0.2, 0.85, 0.00001, 1.0, fTRFromWeight * fTRFromSpeed * fTRFromSkill * fTRFromPeople * fTRFromSailDamage * fTRFromSailState);<!--c2--></div><!--ec2-->

The first and second numbers are the output min and max; the second two are the input min and max. The way Bring2Range works is it sees how far between input min and max the value given (in this case by the long fTR... multiplications), and then returns a number in the same "relative place" between the output min and max.
So you should change 0.2 to something like 0.01 (for a min turn speed of 1% max).
 
Regarding realtime sailing: Nope, not possible.

However, you can "fake" it by the following (doing as thecongressman suggests):
Leave island. Get course heading from wdmap. Return to sea.
Sail that course for ever and ever.
After, um, 30min (say) on 10x accel (or even 30x, if it doesn't crash), check the worldmap. Note position. If the lookout does not _immediately_ call land ho, switch back to sea mode and sail some more, and repeat.

You can _move_ around the wdmap while in sea mode, it's just that the game won't load an island when you return to sea from the map (let alone never leaving sea! No realtime model loading...) unless you leave the worldmap within the "landho" radius of the island.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
My pleasure. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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