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Direct, continuous sailing

i don't know...i think a bit of atmosphere. the sunset did the trick for the land ho screen. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
First a big thank you to Maximus for fixing the incompatability with KK's "Walk the Ship". Here the datails of his fix:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->About bug with WalkOnDesk - I fixed it by the simplest way: when player is on deck, he has an attribute pchar.IsOnDeck. In CCCdirectsail added one check:
if(CheckAttribute(pchar,"IsOnDeck") && pchar.IsOnDeck==true) return false;
<!--QuoteEnd--></div><!--QuoteEEnd-->
Just the sort of simple solution that I like. I'll include that in my update.

RE: the boatswain dialog: If you choose "I don't care, we sail on" no encounter will appear, right? Well, IMHO that doesn't quite fit into the mod. The idea was to make the sailing experience more "realistic" and to force the player to fight or evade any encounter that appears on the horizon. Why should a ship disappear cause the player doesn't care.
But I don't insist on my philosophy. If that boatswain dialog works and players like such an option feel free to add it to B14.

RE: screenshots: we have a lot of nice ones by now, so it's difficult to choose. I'll chicken out of the decision and leave the choice to our publisher Pieter <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Or shall we vote?




<!--quoteo(post=176396:date=Dec 20 2006, 10:37 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 20 2006, 10:37 AM) [snapback]176396[/snapback]</div><div class='quotemain'><!--quotec-->
<i>Oh, yes, I can confirm that Directsail will never work if you enter "open sea with no island" from the world map. And it is impossible to change that, cause that "open sea" is always the same location, no matter where on the worldmap you enter it. Therefore you can't define which islands you would get to if you sail out of it.

So that mix of Directsail and worldmap can't be used. But if you go from the worldmap to an ISLAND location you can continue with Directsail from there</i> - CCC

That's quite a hole that might need some kind of warning for the player? I didn't know about it at all - but would imagine it could have caused me a headache if i ran into it! - nice find Morgan Terror <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Sorry for that. It seemed so obvious to me, but those who don't know the technical details of this mod can not know this of course. I'll add some screen message.
 
I was thinking something that would be nice for direct sailing is instead of moving from island cell directly to the next island cell, it could be made to move from island cell to a "Sea cell" where you're position in the sea cell matched you're position in the world map.

We'd need someway to identify when youre in proximity to an island so we could load that island, which I think is going to be the hard bit. I had a look to see if I could work out how it was done on the world map, but I think it's in the compilied libraries somewhere...

Does this sound feasable do you think CCC? It'd mean you could drop to 3d mode from the world map and sail on.
 
<!--quoteo(post=176658:date=Dec 22 2006, 09:03 AM:name=Jonathan Aldridge)--><div class='quotetop'>QUOTE(Jonathan Aldridge @ Dec 22 2006, 09:03 AM) [snapback]176658[/snapback]</div><div class='quotemain'><!--quotec-->
I was thinking something that would be nice for direct sailing is instead of moving from island cell directly to the next island cell, it could be made to move from island cell to a "Sea cell" where you're position in the sea cell matched you're position in the world map.

We'd need someway to identify when youre in proximity to an island so we could load that island, which I think is going to be the hard bit. I had a look to see if I could work out how it was done on the world map, but I think it's in the compilied libraries somewhere...

Does this sound feasable do you think CCC? It'd mean you could drop to 3d mode from the world map and sail on.
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I wouldn't know how to do this. I think the main problem is to match the scale of the movement in 3D with that on the map.
Hook once voiced a similar idea. Maybe he knows more about the related code?
 
<!--quoteo(post=176656:date=Dec 22 2006, 08:51 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 22 2006, 08:51 AM) [snapback]176656[/snapback]</div><div class='quotemain'><!--quotec-->
First a big thank you to Maximus for fixing the incompatability with KK's "Walk the Ship". Here the datails of his fix:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->About bug with WalkOnDesk - I fixed it by the simplest way: when player is on deck, he has an attribute pchar.IsOnDeck. In CCCdirectsail added one check:
if(CheckAttribute(pchar,"IsOnDeck") && pchar.IsOnDeck==true) return false;
<!--QuoteEnd--></div><!--QuoteEEnd-->
Just the sort of simple solution that I like. I'll include that in my update.

RE: the boatswain dialog: If you choose "I don't care, we sail on" no encounter will appear, right? Well, IMHO that doesn't quite fit into the mod. The idea was to make the sailing experience more "realistic" and to force the player to fight or evade any encounter that appears on the horizon. Why should a ship disappear cause the player doesn't care.
But I don't insist on my philosophy. If that boatswain dialog works and players like such an option feel free to add it to B14.

RE: screenshots: we have a lot of nice ones by now, so it's difficult to choose. I'll chicken out of the decision and leave the choice to our publisher Pieter <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Or shall we vote?





<!--quoteo(post=176396:date=Dec 20 2006, 10:37 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 20 2006, 10:37 AM) [snapback]176396[/snapback]</div><div class='quotemain'><!--quotec-->
<i>Oh, yes, I can confirm that Directsail will never work if you enter "open sea with no island" from the world map. And it is impossible to change that, cause that "open sea" is always the same location, no matter where on the worldmap you enter it. Therefore you can't define which islands you would get to if you sail out of it.

So that mix of Directsail and worldmap can't be used. But if you go from the worldmap to an ISLAND location you can continue with Directsail from there</i> - CCC

That's quite a hole that might need some kind of warning for the player? I didn't know about it at all - but would imagine it could have caused me a headache if i ran into it! - nice find Morgan Terror <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry for that. It seemed so obvious to me, but those who don't know the technical details of this mod can not know this of course. I'll add some screen message.
<!--QuoteEnd--></div><!--QuoteEEnd-->


@ CCC ....please can you tell me, where can i download your latest updates on CCC-Direct Sail-Mod ???
 
<!--quoteo(post=176656:date=Dec 22 2006, 07:51 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 22 2006, 07:51 AM) [snapback]176656[/snapback]</div><div class='quotemain'><!--quotec-->
......
RE: the boatswain dialog: If you choose "I don't care, we sail on" no encounter will appear, right? Well, IMHO that doesn't quite fit into the mod. The idea was to make the sailing experience more "realistic" and to force the player to fight or evade any encounter that appears on the horizon. Why should a ship disappear cause the player doesn't care.
But I don't insist on my philosophy. If that boatswain dialog works and players like such an option feel free to add it to B14.

RE: screenshots: we have a lot of nice ones by now, so it's difficult to choose. I'll chicken out of the decision and leave the choice to our publisher Pieter <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Or shall we vote?
......
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IF its possible i think a better version of the boatswain dialogue would be to allow an option to run BUT have it's succesful outcome based either on your ships speed+sailing skill vs the encountered ship. Or if thats too tricky it could be a % roll against your own luck, sailing skill etc. Anyway something that wont ALWAYS allow you to get away. a certain randomness would compliment this option imho.

I think having this Boatswain dialogue is a good way to go(I wrote as much to CCC in the folder of those screenshots i gave him including that old pirates! encounter screenshot) - just would be great if it could be tied in to your actual skills. This would provide a 'short-cut' out of an encounter if the player so wished, but not an automatic one - of course they can still choose to fight also.

RE: the screenshots i like Maximus's efforts very much - they fit very nicely into the style of the game, they would be near perfect if someone could find a decent(+prefreably period) picture of a sailor looking through a spyglass in side on profile. Then that could be put maybe in the bottom left of the screen(looking inwards). lol i just have this desire to see a guy looking through an actual spyglass for these screens!

Anyway it's not a real issue - just my 2 pence on one way to make those screens a little more representative of the info they are getting across <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=176678:date=Dec 22 2006, 02:44 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Dec 22 2006, 02:44 PM) [snapback]176678[/snapback]</div><div class='quotemain'><!--quotec-->
IF its possible i think a better version of the boatswain dialogue would be to allow an option to run BUT have it's succesful outcome based either on your ships speed+sailing skill vs the encountered ship. Or if thats too tricky it could be a % roll against your own luck, sailing skill etc. Anyway something that wont ALWAYS allow you to get away. a certain randomness would compliment this option imho.

I think having this Boatswain dialogue is a good way to go(I wrote as much to CCC in the folder of those screenshots i gave him including that old pirates! encounter screenshot) - just would be great if it could be tied in to your actual skills. This would provide a 'short-cut' out of an encounter if the player so wished, but not an automatic one - of course they can still choose to fight also.
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Dialog works by this way right now <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Surely it must be tested - I took a piece of code from WorldMap SailHo screen <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

DirectSailDialogFix.rar on FTP in folder MAXIMUS
 
<!--quoteo(post=176695:date=Dec 22 2006, 04:18 PM:name=Maximus)--><div class='quotetop'>QUOTE(Maximus @ Dec 22 2006, 04:18 PM) [snapback]176695[/snapback]</div><div class='quotemain'><!--quotec-->
.............
Dialog works by this way right now <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Surely it must be tested - I took a piece of code from WorldMap SailHo screen <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

DirectSailDialogFix.rar on FTP in folder MAXIMUS
<!--QuoteEnd--></div><!--QuoteEEnd-->

Great! - i hadn't tested it so didnt know that. Well its all sounds about perfect imho <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

hmm you are doing alot of fantastic improvements recently Maximus, i guess the reason i haven't tried tham out is due to not knowing which are build 13 compatible or not - more info like that in the posts would be great imho.
 
<!--quoteo(post=176656:date=Dec 22 2006, 08:51 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Dec 22 2006, 08:51 AM) [snapback]176656[/snapback]</div><div class='quotemain'><!--quotec-->
RE: the boatswain dialog: If you choose "I don't care, we sail on" no encounter will appear, right? Well, IMHO that doesn't quite fit into the mod. The idea was to make the sailing experience more "realistic" and to force the player to fight or evade any encounter that appears on the horizon. Why should a ship disappear cause the player doesn't care.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Good point. What I do like about the dialog screen is that it should be reasonably easy to add new on-sea events in the dialog screen as well. How about mutinies or sailors who don't obey the rules and you need to decide how to deal with them, etc? So there isn't just a chance of encountering ships at sea, but there would be other events as well. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=176817:date=Dec 23 2006, 10:21 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 23 2006, 10:21 PM) [snapback]176817[/snapback]</div><div class='quotemain'><!--quotec-->
Good point. What I do like about the dialog screen is that it should be reasonably easy to add new on-sea events in the dialog screen as well. How about mutinies or sailors who don't obey the rules and you need to decide how to deal with them, etc? So there isn't just a chance of encountering ships at sea, but there would be other events as well. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
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I think that would be a fantastic addition.

I'm also very interested by the thoughts on the 'weather change improvements' from earlier in the discussion. Its one of the most frustrating things to have the wind direction change by 180 degrees. It becomes an excellent additional frustration when its rare, but it does happen too frequently. If its possible to encourage the wind to be loosely based on the speed and direction it had previously (with a chance of completely random change), I think that'd be brilliant. At least that way it would feel possible to predict / expect changes in the weather and attempt to compensate, rather than always being at the mercy of random wind-changes.

And, as suggested previously, it'd be great if its possible to trigger storms as a consequence of deteriorating weather, or via the lookout saying: "Arrrgh! Captain, we're sailing into stormclouds!"

a: "Nonsense, its only a summer squall...keep our course." - 90% start storm. 10% "Captain: I told you so..."
b: "Aye, we'd best try to escape the worst of it" - time wasted detouring, plus 20% chance of hitting the storm anyway.


I think if those three *can* be combined, then Direct Sailing could easily be the way of the future, given that it would then replicate all of the features of the 3d map in a more realistic and more entertaining way.
 
that is a good idea, however, storms are rare, and i think that the chance of ending up in the storm should be increased. storms where in reality not that rare at all, but sailors usually went around. i think that it would be better like this:

the lookout notices a storm in a certain direction, allowing the player to avoid it. however, there is a certain chance that the player doesn't avoid the storm, no matter from which direction it came. the storm just expanded, causing the player to end up in it anyway. of course, it wouldbe great if this would be dependant on the wind direction. if the storm would be blowing toward the player, he would have an 80% chance of ending up in it, and when blowing away from the player, a 10 or 20% chance.
 
If we're able to add in a function to call storms, then we would also be able to determine their frequency. The chances of being hit by a storm could be variable by different situations...and you wouldn't need to depend on wind direction. The event could state that the storm is blowing towards the ship, or that its brewing off one of the bows, etc. to indicate the respective chances of escape.

The key problem with storms and the direct sail mod, to my understanding, is that storms are generated by putting the player's ship in the 'Open Sea' area, with the only way out being to return to the world map. Obviously, this wouldn't work with Direct Sail unless there was some way of saving the ship's location, sending the ship to the Open Sea area and, when the storm was done, automatically returning the ship back to its previous location (perhaps with a degree of error added). Storms wouldn't be allowed to occur around islands, only in the sea (e.g. Battle Rocks).

To be honest, I'm not even sure if its possible to do that. It may be more feasible to trigger sending the ship to a storm location when it changes between one of the sea zones...or it may be impossible to include storms at all.


Another thought I had regarding direct sail, if you wanted to be particularly realistic / nasty, would be to add navigational error as an accepted curse of the sea...

For example, a captain leaves Oxbay and, when prompted, declares to his navigator that they're setting a course for Redmond. They would be able to change this via chatting to someone below decks, if they decided against it. Now, once that destination has been indicated the relevant people on the ship (Captain, Navigator...possibly Lookout, if there is no navigator) do their best to help steer the Captain in the right direction.

This could be done with a single sea zone (e.g. Battle Rocks) and a lot of trickery in the coding.

The idea is that compass directions are a bit slightly relative in a sail boat. The winds and currents may drag you substantially off course to the point where a compass bearing alone isn't always enough, hence the reliance on the stars - which aren't exactly the easiest things to navigate by at sea.

So, lets say that you go into Battle Rocks intending to sail to Redmond. Having left Oxbay, you'd have the code check that in order to get to Redmond (having just left Oxbay), you need to go 2 sea zones to the north. Having that predetermined would mean that you would be asked to sail in roughly the right direction indicated by the map.

If you leave Battle Rocks by the 'right' direction (north in this example), then you're reloaded back into Battle Rocks, but now only need to go 1 sea zone to the north. If you leave by the north this time, you'd end up at Redmond. This is assuming that Battle Rocks is being kind and unchanging and that the player has perfect knowledge. Mess about with both and the fun begins...

Another player tries the same voyage. On reaching Battle Rocks, the game randomly determines that the correct direction for him to leave in is NW, N or NE (as he may have drifted with the currents, held a bad course, etc.). The player doesn't know this. He just knows that its *somewhere* to the north.

On the route, depending on luck and navigation skill (and the same attributes of his navigator), the player may receive indications of where they are. For example, the navigator checks the star charts and predicts that Redmond is about {2 days} travel to the {north}.

This might be right. It might be wrong. On leaving by the 'wrong' exit, the ship is reloaded into Battle Rocks, but still has to travel another 2 sea zones. Having been unsuccessful, the correct direction of travel may be kept the same, or could instead be modified by one compass point to indicate the fact that they're now off course in a specific direction:

Example:

Stage 1: Correct direction = NE. Player exits Battle Rocks to N.

Stage 2: Correct direction = E (modified due to player's exit direction). Other possibility would be NE.


The advantage of this would be that players would find it possible to actually miss an island and have to double-back (rather than sail 10 zones to the north on a journey that should only take 2 zones, which just makes it seem like the distance is random).

On successfully exiting a sea zone, the next target would be the same as the previous one, with the possibility of one compass point error:

Example:

Stage 2: Correct direction = E. Player exits Battle Rocks to E.

Stage 3: Correct direction = E. Other possibilities would be NE / SE.


To prevent infinite frustration, the chances of successfully detemining the correct direction to leave Battle Rocks could increase with each failure, so that players will never be stranded forever (although short journeys might take a lot longer than first planned). Easy routes such as Redmond-Oxbay could also be coded to require less skill to determine correctly.

Ideally, you could also track the locations (direction / distance) of each island relative to the start point. That way, it would be possible to accidentally end up at the wrong island, or aim for a different island mid-way through your journey and still have to sail in the right direction / distance according to the map.


The system described might produce some odd results over short distances (e.g. it would be possible in two sea zones' travel for the correct direction to change by 180 degrees), but if the number of zones required for any given route is expanded and the chances of random changes by Battle Rocks to the correct exit are reduced to be, say, 1/3 rather than 1/2 then it should be a fairly decent way of implementing navigational error...a mild irritant to experienced navigators, but a terror to inexperienced captains trying to make cross-Caribbean voyages.
 
some problems with your ideas:

you are right about the bit with the storm. however, when you go from the world map to the sea, the directsailmod no longer works. it only works when you don't go to the world map at all.

redmond is on the direct opposite side of the carribean when sailing from oxbay.

it takes half a day to sail all the way from redmond to oxbay. i tried adjusting the time speed, but making it correct in comparison to the distance would make sea battles impossible. you wouldn't be able to board a ship, as all neutral ship dissapear after every hour.
 
<!--quoteo(post=177791:date=Jan 3 2007, 10:03 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 3 2007, 10:03 PM) [snapback]177791[/snapback]</div><div class='quotemain'><!--quotec-->
some problems with your ideas:

you are right about the bit with the storm. however, when you go from the world map to the sea, the directsailmod no longer works. it only works when you don't go to the world map at all. <!--QuoteEnd--></div><!--QuoteEEnd-->

Exactly. Which is why you'd have to find some way to artifically bypass the world map and return yourself to Battle Rocks automatically. I'm not sure if that's possible.

<!--quoteo(post=177791:date=Jan 3 2007, 10:03 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 3 2007, 10:03 PM) [snapback]177791[/snapback]</div><div class='quotemain'><!--quotec-->

redmond is on the direct opposite side of the carribean when sailing from oxbay.

it takes half a day to sail all the way from redmond to oxbay. i tried adjusting the time speed, but making it correct in comparison to the distance would make sea battles impossible. you wouldn't be able to board a ship, as all neutral ship dissapear after every hour.
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I'm not quite sure what you're getting at, I'm afraid...

I'm assuming you're referring to how the DirectSail mod currently works with regard to time / distance travelled. What I'm proposing wasn't a way of implementing the 'correct' distances as seen on the world map, but a smoke-and-mirrors way of creating navigational inaccuracy.

My use of the Battle Rocks sea zone is to replicate the miles and miles of open sea between islands. Every time you leave an island sea zone, you go to Battle Rocks. Depending on where you enter Battle Rocks from, the game uses code to determine what you have to do in order to leave Battle Rocks and get to an island sea zone. This intentionally includes passing through Battle Rocks several times (ie, there's code preventing you simply sailing out of it to a specific destination).

Perhaps the best way to imagine it is a massive great octagonal grid, say 100 x 100. In that grid are placed a set of islands with specific co-ordinates. To sail from one island to another, you have to move correctly from one octagonal square to another until you reach your destination. You could also change direction and head for a different island. It doesn't particularly matter what route you take - direct, or zig-zag, etc. As soon as you get to the correct co-ordinates, you reach that island.

In this grid format, you can't simply set a course of 024 degrees and travel in a straight line to your destination. You might have to go N, N, N, NE, for example. In this gridmap, though, the majority of sea squares are wasted space that would never be sailed in...and, if you know that N, N, N, NE is the route from one island to another, that's what you'd sail. You might vary it by going NE, N, N, N but, ultimately, you're sailing on a grid and you know it.

What my suggestion does is replicate the same situation with the grid and the islands, but only using one blank square. Rather than being directly connected, the blank square is a detached hub that you teleport to, which then tracks your virtual location depending on which edge you leave by and requires you to meet its conditions (ie, a set number of successful exits) before it allows you to teleport to an island square.

The { days } entry was intended as a way of indicating rough distance between your current location and your destination. It doesn't necessarily indicate the exact time of travel required, nor does the unit of time have to be measured in days.

The key part isn't the distance between islands, but the time taken in GAMEhours to sail out of a sea zone. The minimum time taken to complete a journey using the navigation method I'm suggesting would be the GAMEhours taken to travel out of the Battle Rocks sea zone multiplied by the number of times you have to leave the Battle Rocks sea zone. The actual time could be longer if navigational errors come into play.

For arguments' sake, lets say that all of the time speeds are left unchanged so that the game plays as it currently does and that all the travel times used in my following example are completely arbitrary.

Journey: Island 1 to Island 2 (2 sea zones distance required)
---------------------------------------------------------------------

Island 1 - Battle Rocks (5 hours)

Battle Rocks - Battle Rocks exit (10 hours). Player reset in Battle Rocks. (1 zone travelled)

Battle Rocks - Battle Rocks exit (10 hours). Player passes to Island 2 sea zone. (as 2 zones travelled)

Journey time: 25 hours


The above is the example I was working with in the navigation mod and assumes that the player leaves the Battle Rocks zone by the correct exit. Its a short, easy journey.

If you wanted to make it more interesting, you simply increase the number of sea zones of travel required to complete the journey. The chances of error then grow larger, so the actual number of sea zones you need to travel before you successfully complete the journey will also increase.

Provided there are no technical hitches, you *could* use this as way to get the journey time to be realistic, but it'd make long journeys take up to 100 sea zones' worth of travel. That's going to take a horribly long time to sail, and would require greater speeds of time compression...which would, of course, make the sailing dull, pointless and dangerous if you ended up unexpectedly in combat.
 
well, increasing the time comparison to 1 real second is 10 seconds game-time helps a lot. it worked for me, but i changed it back. it can be changed in the internalsettings. i think that a setting of 1 to 25 would make the time correct in comparison to the time you'd need to travel the same distance on the world map. you could try if it works. i don't think so, but if it works, great. i think that it was timescalar that you need to change. there is a discription behind it to show that you have the right one. note: this does NOT change the passage of time on land!
 
<i><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>A summary of my suggestions for this mod:</b><!--sizec--></span><!--/sizec--></i>
Continued from <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=9200&view=findpost&p=178348" target="_blank">here</a>, because I think this can better discussed in CCC's own thread.

I will try to explain my ideas based on an example voyage from, say, Oxbay to Redmond. Let's assume that the player ship's speed is 15 knots and the distance to Redmond is 1800 nautical miles. The player sails 15 * 24 = 360 miles per day. This voyage will take the player 1800 / 360 = 5 days.

The players walks up to his boat to row to his ship that is anchored in Oxbay port. The player goes into 3D sailing mode.
[<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->RANDOM SUGGESTION<!--colorc--></span><!--/colorc-->: What if the player DOESN'T go into 3D sailing mode just yet, but is first reloaded to his ship's deck, where he can talk to sailors and officers and where, perhaps, an officer comes to talk to the player with news, such as things that happened while the player was on land. Or perhaps the officer will tell the player that he doesn't want to continue work for the player. Perhaps the player can also tell the officer where to which island he wants to sail. After the player has handled all things that need to be done before leaving, the player can choose to set sail, after which the player IS reloaded to 3D sailing mode.]

The player gets into 3D sailing mode and sails out of port, past the French ships and fleeing/sinking/capturing any possible hostile ships. No Direct Sail updates occur as long as land and/or other ships are within a predefined radius. As soon as the player is outside this predefined radius, the player will get Direct Sail updates every hour. Let's assume it takes 2 updates to get out of the island worldmap radius. Once the player exits the island worldmap radius, the Direct Sail updates will now occur just as frequently as before, but with each update a whole day passes rather than just an hour.

The game will calculate how far the player is from all near islands, based on the player's course, speed of the slowest ship in the player's fleet, location and distance to the islands and time passed. As soon as the player comes within the worldmap radius of one of the near islands, the Direct Sail updates go back to being every hour and the player is reloaded to the next island. In our case, this will happen five updates later, which is equal to 5 days. The player will then continue to sail to the anchorage of his choice, in this case Redmond port, the same way as sailing away from the previous island, Oxbay. Let's again assume it takes 2 updates for the player to get near to the island where no more updates occur. After that, the player sails to the anchorage like usual. When the player is at the anchorage, he'll anchor and be teleported to Redmond port. It is now five days later in game time, but it took the player just 9 updates to get to Redmond rather than the 5 * 24 + 4 = 124 updates it would take if the updates would keep occurring every hour during the entire voyage.
[<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->RANDOM SUGGESTION<!--colorc--></span><!--/colorc-->: With my random suggestion of above, when the player anchors, he will not be teleported to the port, but to his ship deck instead, where again he can talk to crewmembers and officers about important matters. The player can then reload to port by going to the "rowboat locator" as used in the Build 14 Alpha tutorial.]

At every Direct Sail update, a dialog will start, similar to the ones currently in the Build 14 Alpha version. In this dialog, an officer or crewmember will give the player all the relevant news. This might include:

<b>- Ships sighted</b>
Depending on the skill of the lookout (officer or crewmember), he might give an accurate or inaccurate summary of the ships coming closer. For example: An inexperienced officer might claim that a small fleet of English ships is coming your way, while in fact it is a big fleet of French warships. The player can check the lookout's report using his spyglass. During the game, the lookout will become more experienced and his reports will become more accurate. Ship sightings might occur once every few days and can be enemy ships or friendly ships.
[<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->RANDOM SUGGESTION<!--colorc--></span><!--/colorc-->: It would be great if the player could perform a "friendly instant boarding" on neutral ships to talk to the captain and get the latest news and do goods transactions and other things.]

<b>- Storm coming up</b>
The lookout might report a storm brewing. The player can decide to try and sail around it, which will make the voyage take longer, or sail through it. When the lookout is inexperienced, he might report storms that aren't actually there. So the player might then sail around it while it isn't really nescessary. Or the lookout might report them too late, so the player will end up in the storm anyway. This would occur once every few voyages.

<b>- No wind</b>
If this occurs, it simply makes the voyage take longer. This can occur several days in succession, which results in poor morale for the crew. If this occurs many days, the crew might begin to think there is a Jonah among the crewmembers. You will then be given the choice of throwing him overboard, which will increase the crew's morale, but decrease your reputation. Or you don't throw him overboard with the result that the crew's morale will be even worse, but your reputation doesn't take a hit.

<b>- Events aboard the ship</b>
Every now and then there'll be a random event on the ship, such as a crewmember caught stealing and you have to decide what to do with him. Also sickness might occur. This could result in all your crewmembers becoming poisoned and when boarding an enemy ship, your crew might die of their own accord. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

There should also be things to do for the player during the voyage which are not triggered by random events, but instead by player actions. The player should be able to walk around the ship, talk to crewmembers and do all sorts of things to kill the time. Examples could be: Taking sword practice with the boatswain (just like with Malcolm in the tutorial), taking dinner with the officers (improves your relation, but does cost more food and rum) and all sorts of other things.

To add some additional interest and difficulty to the mod, there should also be navigational errors. Each day your navigator will tell you how far you are from your destination island and which direction it is. However, based on his navigation skill, he might be pretty wrong. Also: Currents, winds and other influences might have moved you away from the location were you think you are. You can tell your officer to find your position based on the stars and after that, the officer will give you the newly updated info. However, he can again be wrong about this. So there would be a slight risk that you don't actually reach the island you want to. Or the voyage might just take a lot longer than it needs to.

I'm sure many other ideas can be come up with. I just wrote some down to give an idea. But I think it is clear that if we manage to implement a bunch of these ideas, that the voyage to the next island won't just be a boring nescessity but that we would actually be able to make the voyage itself a main feature of the game. I think it would certainly immerse the player more into the PotC world. Because, frankly, at the moment voyages are really boring. You need to do voyages, but it's no fun at all. The only fun during voyages are the sea battles. I think it would be great to add a whole array of other things to make the voyage itself more interesting.
 
seems godd to me. but let's first figure out how to change the hours into days first.
 
Shouldn't be all that difficult. Just add some code that does "current time = current time + 23 hours" in the weather update function that is only executed when far away from anything.

It would be a shame to miss the night scenes though. We should need to think up something to keep them. How about: Direct Sail update every HALF a day or something like that?
 
good, but it should start at noon then. otherwise you still wouldn't get night half the time.
 
I like those ideas, Peter...and what I particularly like is that they don't sound too unreasonable to attempt.

Methinks every half day sounds reasonable. The alternative might be something like forcing a dialog box to appear once a day to give updates on position, food, crew morale, etc. but then leaving other updates to generate a dialog box if required.

Assuming you go for 8 hour updates (ie, 3 per day) when you're out of the island worldmap radius, then the first of those would be the major 'news' update. The other two would be potential encounters / events, etc. By spanning 16 hours, at least one would be at night and one would be in daylight, irrespective of whether your daily update falls in the day or night.
 
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