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Direct, continuous sailing

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
People who want a fast actiongame and use time compression to get to the next port faster will NOT care for this. But many people who enjoy the sailing in seaview have already asked for a feature that lets you sail to another island without the map.

Here is an EXPERIMENTAL! mod that COULD one day develop into a publishable PotC add on. But for the time being I only want to exchange ideas and opinions. Cause my idea is surely only one of many possibilities, and together we may be able to develop a better solution.

The problem with sailing from one island to another is that each island is a seperate locationmodel. There exists always only ONE island in seaview. So if we want to sail to another island we must do a reload to another location. All we can do is to mask the trigger and the reload so that the player gets the impression of direct sailing.


The concept
-----------
My solution for that is that I divided the worldmap into virtual cells. Each cell contains one island, and if you reach the edge of the cell (after several GAMEhours of sailing) you are being teleported to the neighbouring cell. The teleport looks a bit different from the usual seareload, and with a bit of goodwill you can imagine that your seaview was only shortly interrupted by the lookouts "Land Ho!" call <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

The islandcell are sort of octagonal, so that you can sail in the eight main compass directions. E.g. if you sail a few hours from Antigua aproximately westbound you'll reach FdF, the northwest sector takes you to Guadeloupe, north to QC, northeast to St Martin. In all other directions you'll get a gentle reminder that there is nothing but open sea <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

Accuracy and "realism"
---------------------
That is of course an inaccurate affair and allows only "island hopping" navigation. You can't e.g. sail from Oxbay with a course of 024 degrees magnetic heading and hit Turks port a six days and 21 hours later. Instead you will sail aprox northeast from Oxbay into the new "Battle Rocks" islandcell, from there NE to Hispaniola, then northwards to Turks.

But islandhopping and coasthugging may well have been just what 17th century privateers used as navigation method. Cause navigation in those days WAS actually often a "guess and pray" affair. Charts and instruments were rather inaccurate, winds, drifts and currents unpredictable. Even the most professional naval masters often lost their way or even their ships because they had assumed a totally wrong position.

Not that realism always makes a good game, but I enjoyed to relive the suspense of seeing the last landmark disappear behind me and sailing on through the open sea, hoping that the right landfall would appear ahead.

Avoiding boredom
----------------
Sailing peacefully through the PotC sea may be nice for some time, but gets boring in the long run. So we need events and changes in the scenery to make the continous sailing interesting. We have already the mods for changes in weather & night/day, and the coastal ships. For the sailing AWAY from the coast I added random encounters with small fleets (like the map encounters) that appear ahead of you. That combined with KNB's "inaccurate spyglass" mod let's you experience the problems and decisionmaking of an age-of-sail captain:

<i>Your lookout reports ships at the horizon. In the spyglass the first blurred sails appear over the horizon, and you wonder: friend or foe? Strong or weak? Do you get closer to investigate, are you keen on capturing and strong enough to risk an engagement? Or do you try to avoid them cause your main goal is to reach your destination safely? In that case: CAN you avoid an encounter? How is the wind, how fast are you and the enemies? Maybe it's better to turn back to get the support of a fort or a friendly ship?</i>

As I said, nothing for people who like fast action. But I like to ponder over tactical decisions, and drawn out pondering in uncertainty is probably an authentic age-of-sail experience <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

In the future I'd like to make additional "ship life" events: discipline problems or little accidents that effect your ship or crew. Maybe only as text messages, or as screenshot, or maybe as meeting with NPCs on your deck.

Code structure and interferences
--------------------------------
I'm especially proud on the fact that I haven't changed the existing code, so that there shouldn't be any interferences with existing or future programfunctions. All reload and islandtransfer functions are in a brand new file, cccDirectsail.c . Even the virtual cells and the addition of the new "waypoint" island take place there. So the mod should work with any buildversion, and without initialization.

I only had to add two lines into WhrWeather.c to make a "plug in" that triggers the directsail code:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
void Whr_UpdateWeather(bool reinit_weather) // NK 04-09-21
{
    .....
    MoveWeatherToLayers(sNewExecuteLayer, sNewRealizeLayer);

    // ccc Nov06  Directsail, hourly trigger placed here for minimum interference
    if(!CheckAttribute(worldMap,"islands.Battle_Rocks") ) #include "CCCdirectsail.c"; // includes the code, only once
    DirectsailCheck();    //  triggers change to other island and new ships
    // ccc end

}<!--c2--></div><!--ec2-->I chose that place cause WhrWeather.c is a small file which is not being modded a lot, and the Whr_UpdateWeather function runs only once every gamehour. That should minimize the risk that this mod interferes with anything.

I know, the "proper" place for that codeinclusion would be on top of some rootfile, and the new "island" should be added in islands_init.c . But recently I encountered so much trouble with new mods messing up old mods that avoiding such interference has become the top priority for me. I only wish that if I leave other people's code alone other people will leave my code alone as well <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Which shall not keep anyone from improving this mod or using it for own projects. Just don't "smuggle" something into the Build behind my back, please <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Testing and Tweaking
----------------------------
I have tested a lot of islandtransfers with Build13 and never encountered any errors. However, this is still an experimental mod, and I can't rule out that it may cause problems sometime somewhere! And it certainly needs tweaking to suit everybody's taste.

Some tweaks are on top of program\cccDirectsail.c :

#define ISLANDSWITCHDISTANCE 5000.0
is the distance from the islandCOAST at which the transfer to the neighbour island starts. The distance of 5000 is aproximately a short while after the old island has disappeared from view. If you want to do more "open sea" sailing increase that value.

#define DIRECTENCOUNTERCHANCE 100
is the chance in percent that a random encounter fleet appears every hour. 100 means EVERY hour some ships appear ahead of you, 0 disables those encounters.

#define DIRECTENCOUNTERDISTANCE 1000
is distance from the player at which those random ships appear.

Another important setting is in InternalSettings.h:
#define TIMESCALAR_SEA 5
That determines the ratio between gametime and real time. If you increase this (I recommend 20 for testing and 10 for playing) the "gameclock" will run faster, so weather and day/night changes will occur more often. As this mod is triggered by those changes random encounters will also appear more often.

Installing and Playing
-----------------------------
Download Directsail.zip from the ccc folder on the Piratesahoy FTP. Unzip it into your PotC folder.
The mod was written for Build13. It will probably also work with B12+New Islands. No new game or initialization is required.

Start any game, go to sea and sail. After some time your lookout will report "Sail Ho!" and new ships will appear ahead of you.

If you want to sail to another island look at the map ( the map PICTURE that you can view in the F2 menu, or printout one of the downloadable maps. Do not go to the toyship map with F3 ). Choose a direction (e.g from Antigua westbound to reach FdF, or northwest to Guadeloupe) and sail away from the current island to that direction. After some GAMEhours (see "Tweaking") your lookout will report "Land Ho!" and the new island will appear ahead of you.

If there are ENEMY ships in the vicinity (a radius of 1000) this will be blocked ! (so that you are not being ripped out of an encounter) Which means you will have to get rid of any pursuers to get to another island.

To make navigation easier I added a positonviewer to console.c. If you press F12 your position in relation to the center of the current island will be displayed.

For the long distances between Oxbay and Redmond, or Muelle and Douwesen I added the "uncharted and deserted" island "Battle Rocks" (cause it's near the battle picture on your map <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />). Its only purpose is to be a navigation point.

You can of course go to the toyship map with F3 whenever you want, nothing has been changed there. Though your position may not be where you'd expect it (the conversion still needs finetuning). Simply go to seaview again and back to the map to make any lags disappear.

Still to be done
--------------------
The mentioned tweaking and finetuning should be done after some public testing (feedback welcome <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ), the mentioned "ship life" events are a nicety that can be added later. What currently irks me most is that the reloading upon encountercreation or islandtransfer "reshuffles" the shiptraffic: random ships disappear, and questships and coastal ships are being relocated to their spawnpositions. It would be much better if all ships stayed where they were. That can probably be done by means of the "FreezeLayer" commands that run if you board a ship or go to the menu, but I don't know yet how that works.

Any ideas on that, or on continuous sailing in general, are highly welcome. And if anyone comes up with a better solution for such a feature I'll happily embrace that and drop mine <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Nicely done, CCC. This is something that could turn out exceedingly useful as well as filling that desire that many players have had to just sail, without using the trappings of modern navigation.

Cap'n Drow
 
Amazing, CCC! Sounds very good to me. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Could/Should we add this mod into the Build 14 Alpha modpack at one point?
 
but what about the encounters at sea and the quest triggers that occur near an island? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> i do like the idea very much though. it should speed up the game a lot.
 
Morgan: He has set it up so there is a regular check to see if you encounter anyone, if you do, the ships are generated out near the horizon of where you are. Then you can investigate and decide how to deal with that particular encounter.

Additionally, he has set it up so that hopefully quest encounters will have no problems. The only thing he hasn't gotten solid yet is locking ships where they are when you go from 'cell to cell'. When you cross that border to enter a new zone, all quest ships are reset back to thier quest start location. Occasionally a random encounter that would be on the 'toy map' will just vanish as it gets reset.

Other than that, it sounds like its working great.

Cap'n Drow
 
GReat fantastic idea but use an interface or a BS.h toggle (rather interface but do what goes best)
 
You can simply choose to not use this mod by using the 3D map. No toggle required.
 
<!--quoteo(post=173817:date=Nov 29 2006, 04:26 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 29 2006, 04:26 PM) [snapback]173817[/snapback]</div><div class='quotemain'><!--quotec-->
but what about the encounters at sea and the quest triggers that occur near an island? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> i do like the idea very much though. it should speed up the game a lot.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmmm, my idea was to slow the game down <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Sail along, listen to the wind, watch the waves and the fishes... Darn, yet another encounter!

Of course you CAN use this as a shortcut if you set the switchdistance to a short value.

Quest triggers SHOULD be no problem. You enter the island location like before, only without the detour over the map. Testing will show if it's allright.
 
ah, now i get it! it's just flying camera mode from one island to the other right? it just eliminates the world map. i do find it much more fun to sail in that mode than sailing across the map. it would be much more realistic as well. sounds great!
 
<img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

This is one mod i've been wanting to see for years! I take my hat of to CCC <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

I like the way you've approached the problem, seems alot easier than the method i'd been toying with(of trying to tie-in the navigation map sailing mode to the 3D sailing mode).

One of the biggest problems that i never really got around to resolving was the 'time in travel' aspect. For example in the current game(Build13,without the Direct sailing mod) you can only travel between islands in the navigation map sailing mode.
So you go from Oxbay to Redmond, and this takes you around 6 days sailing(using default settings for that sailing mode(4 i think - i know you added a mod tweak to this number)).

Now trying to get that same 'time in travel' to reflect on the port-to-port sailing mod i had been working on was causing me a few problems, mainly this:

1. If you keep on sailing in the 3D sailing mode, your position changes in relation to the navigation map sailing mode(some journeys you can get 'stuck' - ie you wont carry on moving in relation to the navigation map sailing mode; so you can set your course, go away for 30mins and when you come back the transition from 3D sailing mode to navigation map mode will show you haven't actualy moved), most of the time. So you can sail in 3D for say a hour in realtime and when you go into the navigation map sailing mode you will find you could have sailed right through an Island and not seen it.

So in most cases your position in the 3D sailing mode does relate to where you will appear when switching to navigation map sailing mode(but not always!).

2. The second part of the problem was that the distance you would travel in the 3D sailing mode in a given time frame means you actualy travel faster in the 3D sailing mode! So you could imitate a 'direct, continuous sail' in the current game by sailing towards FFD from Oxbay, then after around 30mins switch into the navigation map sailing mode; and if you were close enough when you went back into 3D sailing mode you would get the FFD island loaded in. Another 30mins and you could be coming into port.

So in the 3D sailing mode you could get to FFD in around 1 day, as opposed to the 3 or so it takes in the navigation map sailing mode.

I hope that all makes sense?

What this boils down to is either i saw that you would have to:

1. use excellerated time in the 3D sailing mode(not 'time compression' like using 'R') - just make each real-time game minute = larger portion of in game time.

or

2. Increase the distance you needed to travel in the 3D sailing mode in relation to the distance(and time used) travelled in the navigation map sailing mode

or maybe a combination of both?


Anyway the point was because the current navigation map sailing mode is an 'arcade' type of game setting(as opposed to a 'realistic' one) - it was going to make it difficult to tie-in the more realistic 'direct, continous' type of sailing mod. I was hoping to avoid having discrepancies between the time a voyage would take in either modes of travell.

So how have you(if you have!) adjusted that aspect in this mod?

Also tell me more on the 'Battle Islands' cell part. Is this just one cell, or do you have a few of them? Do they have a geographic(games wise) footprint.
So for example if you went from Oxbay to Quebrados Costillas using the 'island hopping' technique(so sailing through a number of Island load-in points) - would it take the same amount of time(roughly) as going north from Oxbay to the 'Battle Islands', then across or down into Quebrados Costillas?

Is that how the battle Islands work? they are a cell created for the 'empty' bits of sea?

Ok well thats all i got time for(my real-world project is taking up more time than i'd like!) currently, but rest assured i will definately be trying this mod out and will post impressions and bounce feedback all over this!
Awesome work so far CCC - and could probably become my most favourite of mods <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=174441:date=Dec 4 2006, 02:17 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 4 2006, 02:17 PM) [snapback]174441[/snapback]</div><div class='quotemain'><!--quotec-->
I like the way you've approached the problem, seems alot easier than the method i'd been toying with(of trying to tie-in the navigation map sailing mode to the 3D sailing mode).

One of the biggest problems that i never really got around to resolving was the 'time in travel' aspect. For example in the current game(Build13,without the Direct sailing mod) you can only travel between islands in the navigation map sailing mode.
<!--QuoteEnd--></div><!--QuoteEEnd--> Actually I also considered the "match seaview and mapmovement" approach (and I think Hook as well), and also hit the time problem. I considered changing one of the timespeeds, but I fear this would move the disparity into other parts of the game. So I left mapsailing as it is and made an independent additional travelmethod.
Though this doesn't really solve the time problem. This has two aspects: the mapdesign and the gameplay.
There is actually no real definition how big Archipelago is. One could take the size of Isla Muelle as measurement unit. You can sail the length of that island in a few hours (depending on wind and ship, but certainly less than one day). The distance between neighbouring islands is often only as long as IM, so in that scale sailing to another island should take only a few hours.

OTH for the gameplay longer voyages would be better, otherwise the "age-of-sail voyage logistics" like crewfeeding and payment would loose their meaning.

It is also a matter of play style whether you want to experience long epic voyages or if you want to get to the next queststage as fast as possible.

I won't even try to balance that. Instead the mod has the settings where every player can choose HIS timings, and you can revert back to the usual maptravel whenever you want.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
What this boils down to is either i saw that you would have to:

1. use excellerated time in the 3D sailing mode(not 'time compression' like using 'R') - just make each real-time game minute = larger portion of in game time.

or

2. Increase the distance you needed to travel in the 3D sailing mode in relation to the distance(and time used) travelled in the navigation map sailing mode

or maybe a combination of both?
....So how have you(if you have!) adjusted that aspect in this mod?<!--QuoteEnd--></div><!--QuoteEEnd-->
Currently it is adjusted for testing: the next island will usually appear only a short while after the old island has disappered from view (except some remote islands like Douwesen or KR). For playing it should take longer. The settings for that are:
1. to excellerate the clock(NOT the game): increase
#define TIMESCALAR_SEA 5
in InternalSettings.h.

2.to increase the distance you have to sail to another island: increase
#define ISLANDSWITCHDISTANCE 5000.0
in cccDirectsail.c

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Also tell me more on the 'Battle Islands' cell part. Is this just one cell, or do you have a few of them? Do they have a geographic(games wise) footprint.
So for example if you went from Oxbay to Quebrados Costillas using the 'island hopping' technique(so sailing through a number of Island load-in points) - would it take the same amount of time(roughly) as going north from Oxbay to the 'Battle Islands', then across or down into Quebrados Costillas?

Is that how the battle Islands work? they are a cell created for the 'empty' bits of sea?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. So far there is only one "Battle Rocks" island that fills the empty sea between Redmond, IM, Oxbay and Dowesen. It's sort of a hub that connects the nine islands around that "void".
And yes, sailing from Oxbay NE to Battle Rocks, and then SE to QC you pass through three cells only; while sailing Oxbay via FdF & Gdloupe to QC would mean four cells. But Battle Rocks as "long range hub cell" is bigger than the others, so both ways would take about the same time. Not really exactly, but exact enough for the gameplay, I think.
Adjustment and additional hub cells can come after testing, if required.
 
increasing the speed of the clock would fix it for me. the time scalar is just way off. adjusting the clock would make the days much shorter, thus the food would be consumed at the same rate. the only problem with this is that if you are on land, the time goes faster as well, so you could do only a few things a day. time would pass really fast. could this also couse a problem with the hauling of cargo and repairing your ship?
 
Oh, we are lucky there. #define TIMESCALAR_SEA 5 affects only the time in seaview. Time on land and on map have their own tweaks.
 
<!--quoteo(post=174542:date=Dec 5 2006, 08:46 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 5 2006, 08:46 AM) [snapback]174542[/snapback]</div><div class='quotemain'><!--quotec-->
......... So I left mapsailing as it is and made an independent additional travelmethod.
Though this doesn't really solve the time problem.

OTH for the gameplay longer voyages would be better, otherwise the "age-of-sail voyage logistics" like crewfeeding and payment would loose their meaning.<!--QuoteEnd--></div><!--QuoteEEnd-->

This was the BIG problem that i could see - so with TIMESCALAR_SEA you can actualy set the passage of time to pass quicker without engaging time compression(as in the 'r' key). This would help ensure that game days do pass, so rations get used.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
It is also a matter of play style whether you want to experience long epic voyages or if you want to get to the next queststage as fast as possible.

I won't even try to balance that. Instead the mod has the settings where every player can choose HIS timings, and you can revert back to the usual maptravel whenever you want.<!--QuoteEnd--></div><!--QuoteEEnd-->

Having player adjustable settings for this is the way to go, still for a potential build release it would be imho nice to have it work so the use of rations and days taken is as close as possible to what you get in the navigation map sailing mode? It might mean pretty long 3D sailing sections......but well this mod is for purists and the impatient guys can just use the navimap sailing mode as per usual or adjust the time scalars?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Currently it is adjusted for testing: the next island will usually appear only a short while after the old island has disappered from view (except some remote islands like Douwesen or KR). For playing it should take longer. The settings for that are:
1. to excellerate the clock(NOT the game): increase
#define TIMESCALAR_SEA 5
in InternalSettings.h.

2.to increase the distance you have to sail to another island: increase
#define ISLANDSWITCHDISTANCE 5000.0
in cccDirectsail.c<!--QuoteEnd--></div><!--QuoteEEnd-->

Ok i can theoreticaly see this kind of problem: Time in the 3D sailing part will have to pass noticably quickly unless ISLANDSWITCHDISTANCE is set pretty high? Testing will better confirm this. The problem of that is while it wont be time-compressed(so wont look like a benny-hill show!) it could still seem visualy odd - especialy as i guess one of the whole aims of such a mod(it was in mine anyway) was to add some more realistic element to the sailing part of the game? The trick will be to find a way to keep the illusion of actual sailing in real time to get from place to place, and the time that 'should' take; and also keep the correct consumption of rations.

Even with the default navigation map mode of 4(for time taken) to get a comparative equal distance/time use simulated in the mod will be tough?

OK how about this:

1. keep the 3D sailing TIMESCALAR as close to default as possible(so that it maintains its balance with the on-land sections as much as possible).

This should mean it will take around an hour max(realtime) of sailing to get from one Island to the next - you have the encounters at sea to keep this interesting and the really nice sailing enviroment to chill out to and enjoy.

2. When you reach that point of getting the 'Land-ho!' message - how about using a text message, or 'dialogue box' thing to say something like "You look-out tells you you are near the Island of 'X'. You've been at sea for 'X days'(pull navigation map mode time passed) and have consumed 'X wheat and X rum etc'.

It might be a better compramise than having time appear to pass too quickly in the 3D sailing mode? You still get to enjoy a decent amount of game time sailing from A to B and all the correct rations use/time passed can be calculated from the settings used in the navigation map mode - so keeping that continuiety?

Its not perfect - you wont get to experience in real-time the passing of the days, but i could see that not really being an issue to the player - they've had their sailing+encounter fix and got to their destination, all in 3D mode <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
(still i know i'm going to adjust ISLANDSWITCHDISTANCE to as high as i can to compansate for this! shame we cant save in the 3D sailing mode <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" /> )

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
But Battle Rocks as "long range hub cell" is bigger than the others, so both ways would take about the same time. Not really exactly, but exact enough for the gameplay, I think.
Adjustment and additional hub cells can come after testing, if required.
<!--QuoteEnd--></div><!--QuoteEEnd-->

ok if its larger than normal/other cells that seems good <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
ok, where can i find that piece of code? just name the file i should have please. how much should i increase it to match the time on the world map? (so just as much time elapses going from point A to B) i think it would be handy to switch off the weather updates at sea in this case, but only if it becomes very fast. otherwise it could get rather hectic. but i don't think it would be nessesary.
 
what about crossing the really big bit of ocean if you're in a hurry? can you actually end up in storms along the way without loading problems? ending up in a storm while crossing the big part of the sea would completely disorientate you. that would give some interesting situatons! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> taking gambles wether or not you get where you are supposed to go is really risky and great fun. that's what i like about this mod. going north from guadeloupe is very dangerous as a mistake could get you to end up at QC! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=174557:date=Dec 5 2006, 11:15 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 5 2006, 11:15 AM) [snapback]174557[/snapback]</div><div class='quotemain'><!--quotec-->
2. When you reach that point of getting the 'Land-ho!' message - how about using a text message, or 'dialogue box' thing to say something like "You look-out tells you you are near the Island of 'X'. You've been at sea for 'X days'(pull navigation map mode time passed) and have consumed 'X wheat and X rum etc'.

It might be a better compramise than having time appear to pass too quickly in the 3D sailing mode? You still get to enjoy a decent amount of game time sailing from A to B and all the correct rations use/time passed can be calculated from the settings used in the navigation map mode - so keeping that continuiety?

Its not perfect - you wont get to experience in real-time the passing of the days, but i could see that not really being an issue to the player - they've had their sailing+encounter fix and got to their destination, all in 3D mode <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
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That may really be a good compromise. Would spoil the illusion of "continuous" sailing a bit, but that is spoiled anyway by the reshuffling of the shiptraffic.

And the passing of a few days requires only the addition of one command in cccDirectsail.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Traceandlog("Captain, " + toislandname + " to the " + dir );
WaitDate("", 0, 0, 2, 0, 0);    // advances time by 2 days<!--c2--></div><!--ec2-->
The "We have been at sea x days, x rum left..." messages appear automatically for each passing day.

<!--quoteo(post=174559:date=Dec 5 2006, 11:17 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 5 2006, 11:17 AM) [snapback]174559[/snapback]</div><div class='quotemain'><!--quotec-->
ok, where can i find that piece of code? just name the file i should have please. how much should i increase it to match the time on the world map? (so just as much time elapses going from point A to B) i think it would be handy to switch off the weather updates at sea in this case, but only if it becomes very fast. otherwise it could get rather hectic. but i don't think it would be nessesary.
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Do you mean the piece of code with the setting for the clock speed? increase
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define TIMESCALAR_SEA 5<!--c2--></div><!--ec2-->
in InternalSettings.h. But I can't really tell you which setting would match the mapspeed. Just try a few settings and take the one which suits your playstyle.
BTW the weather updates trigger the checks for new encounters or islands, so you shouldn't switch them off.

<!--quoteo(post=174563:date=Dec 5 2006, 11:29 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 5 2006, 11:29 AM) [snapback]174563[/snapback]</div><div class='quotemain'><!--quotec-->
what about crossing the really big bit of ocean if you're in a hurry? can you actually end up in storms along the way without loading problems? ending up in a storm while crossing the big part of the sea would completely disorientate you. that would give some interesting situatons! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> taking gambles wether or not you get where you are supposed to go is really risky and great fun. that's what i like about this mod. going north from guadeloupe is very dangerous as a mistake could get you to end up at QC! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
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If you are in a hurry you can use the worldmap. And FAIK storms are being generated only on the map, so they shouldn't be a problem.
 
i think i'll try 7 first. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> the weather updates ARE linked to the clock right? so it wouldn't be night when it should be day, i mean.
 
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