• 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!

Fleets

cant you add the islands to one of the islands 3d map??... so in that matter you get all islands in one map, and can sail between them??
 
How would we generate the other ships then? I don't think it is possible. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Right, even if it is possible to get all islands to one "cell" or whatever these things are called that define the islands, there would only be a limited number of ships around them and they wouldn´t go anywhere. Skylla and Charybdis...
 
Yep, I am afraid that would not be possible.
Even not in Ages Of Pirates if I understand babelfish correctly,
the wmap works more or less the same.

Didn't Nathan speak about wind in the wmap ?
May be I am mistaking. Sorry about that.
 
A bit of a setback re: time changing. Seems the hourpersec attribute doesn't take effect immediately, so you have to reload the wdmap for it to update...which means we can't simply juggle that and settimescale without reloads to make for changing wind.
And frankly, I'm kinda stumped as to how _else_ to handle it, because it's pretty darn certain that changing the /player's/ coords during wdmap will not do a darn thing (but still worth ironing down)--so there's not much else to do other than your (Trebutor's) approach (with enforced auto-reload based on checking an "actual" pos vs. the known islands and their radii).
The problem is that then the fleet interface will be royally screwed because that too you have to (SFAIK) do a reload whenever you add a group (I got into trouble with this adding a tartana on prisoner release).
 
(Whoops, didn't notice second page <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />)
Yeah, (somewhere) I was talking about juggling wdmap.hourpersec and judicious use of SetTimeScale() to fake differing speeds on the wdmap.

And yeah, it'd apply to everyone (Sofus) and yeah it'd be toggleable (Grimm).

But per previous post that's kinda moot at the moment.

Regarding ship positions. You can certainly set a group to any old XYZ coords you like on load to sea.
The problem is adding a group while _in_ sea mode--you _probably_ can, but I think also it's probably easier to just reload sea (and maybe that's related to my problems with adding a SURRENDER group...).

But there's (IIRC I was reading this in the Polish 1.03 code) limits to the X/Z coords in sea mode, so we can't do a full all-in-one implementation even if the engine (and our PCs!) could handle the polycount.
 
<!--QuoteBegin- Nathan +--><div class='quotetop'>QUOTE( Nathan )</div><div class='quotemain'><!--QuoteEBegin-->Regarding ship positions. You can certainly set a group to any old XYZ coords you like on load to sea.<!--QuoteEnd--></div><!--QuoteEEnd-->
So, that means that we can set coast guards to actually patrol, by setting them a set of patrol points? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> It would be a real challenge early in the game, to try to sneak into an enemy town. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Or does that mean we can set them to spawn anywhere?

<!--QuoteBegin- Nathan +--><div class='quotetop'>QUOTE( Nathan )</div><div class='quotemain'><!--QuoteEBegin-->But there's (IIRC I was reading this in the Polish 1.03 code) limits to the X/Z coords in sea mode, so we can't do a full all-in-one implementation even if the engine (and our PCs!) could handle the polycount.<!--QuoteEnd--></div><!--QuoteEEnd-->
So, even if our PCs could handle it, there are limitations to the size of the sea mode area. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-Rico+Apr 30 2005, 06:43 AM--><div class='quotetop'>QUOTE(Rico @ Apr 30 2005, 06:43 AM)</div><div class='quotemain'><!--QuoteEBegin--><snip>
So, that means that we can set coast guards to actually patrol, by setting them a set of patrol points? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> It would be a real challenge early in the game, to try to sneak into an enemy town. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Or does that mean we can set them to spawn anywhere?
<snip><div align="right">[snapback]103127[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

We can create them anywhere and set their move destination anywhere, yes. And also we can probably add a new handler for task_patrol, so we do a looping series of AITASK_MOVEs.

The reason locators are used near islands is so we know generally they'll be in the "right" position near an island, i.e. not inside it and not leagues away.
 
<!--QuoteBegin-NathanKell+May 1 2005, 02:19 AM--><div class='quotetop'>QUOTE(NathanKell @ May 1 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-Rico+Apr 30 2005, 06:43 AM--><div class='quotetop'>QUOTE(Rico @ Apr 30 2005, 06:43 AM)</div><div class='quotemain'><!--QuoteEBegin--><snip>
So, that means that we can set coast guards to actually patrol, by setting them a set of patrol points? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> It would be a real challenge early in the game, to try to sneak into an enemy town. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Or does that mean we can set them to spawn anywhere?
<snip><div align="right">[snapback]103127[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

We can create them anywhere and set their move destination anywhere, yes. And also we can probably add a new handler for task_patrol, so we do a looping series of AITASK_MOVEs.

The reason locators are used near islands is so we know generally they'll be in the "right" position near an island, i.e. not inside it and not leagues away.
<div align="right">[snapback]103194[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->


That would be a funny sight! Ahoy, there, I be a seasick pirate! And then you get blasted by a MOW inside a mountain as your walking across the jungle. _That_ would be weird!
 
<!--QuoteBegin-Hu Kwan Do+May 1 2005, 12:20 AM--><div class='quotetop'>QUOTE(Hu Kwan Do @ May 1 2005, 12:20 AM)</div><div class='quotemain'><!--QuoteEBegin-->That would be a funny sight! Ahoy, there, I be a seasick pirate! And then you get blasted by a MOW inside a mountain as your walking across the jungle. _That_ would be weird!
<div align="right">[snapback]103282[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->Funny, indeed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I've noticed that the sharks seem to sail through the rocks in the seabed, and the ships that sink also sink nearly completely into the sand/rocks on the seabed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Is this a "bug"?
 
Probably classed as a known issue.
Collision detection is expensive, and Akella's never been (SFAIK) very good at it--viz the patches rather than a real collision-detection handler.
They had other things on their mind, probably. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Funny it's the first time I noticed it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
NK_fleets_pre13_050502.zip is up on the FTP. I fixed an embarassingly large number of my bugs and typo-bugs, and it seems to be, while slow, working OK.
It has persistent fleets, now--i.e. once a fleet's ships and fantoms are generated, they will be saved and reused on next login of the fleet, i.e. if when you fist encounter the fleet it has two caravels named X and Y, the next time you encounter it, it will again. Any ships you take or sink will be removed from the fleet, and if none left the fleet will be cleared.
Fleets will always be logged in (before only when exiting worldmap would fleet ships be gen'd, not when going from land to sea).
Also, I reorganized and added a bunch of stuff to the console, including adding some separate functions to the bottom of the file to make the cheating oh-so-necessary for debugging much easier (add officer of specified type, rank, model; change pchar ship to specified ship and fix everything, reset/repair current ship (sets guns back to default, HP, SP, crew to max), and make wind 30kts.
(Plus a bunch of blocks in the main console function you can uncomment to use).

If you want to sea what the fleet backend is doing, there's a ton of trace() commands you can uncomment in worldmap_encgen.c (where most all fleet handling functions are).

NOTE! YOU MUST START A NEW GAME!
 
i probably already been told but.... whats the adress for the ftp?? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Check the <a href="http://forum.piratesahoy.net/index.php?showtopic=978" target="_blank">Pirates Ahoy! Public FTP Details</a> sticky on the top of the thread list.
 
<!--QuoteBegin-NathanKell+May 3 2005, 06:06 AM--><div class='quotetop'>QUOTE(NathanKell @ May 3 2005, 06:06 AM)</div><div class='quotemain'><!--QuoteEBegin-->NK_fleets_pre13_050502.zip is up on the FTP. I fixed an embarassingly large number of my bugs and typo-bugs, and it seems to be, while slow, working OK.
It has persistent fleets, now--i.e. once a fleet's ships and fantoms are generated, they will be saved and reused on next login of the fleet, i.e. if when you fist encounter the fleet it has two caravels named X and Y, the next time you encounter it, it will again. Any ships you take or sink will be removed from the fleet, and if none left the fleet will be cleared.
Fleets will always be logged in (before only when exiting worldmap would fleet ships be gen'd, not when going from land to sea).
Also, I reorganized and added a bunch of stuff to the console, including adding some separate functions to the bottom of the file to make the cheating oh-so-necessary for debugging much easier (add officer of specified type, rank, model; change pchar ship to specified ship and fix everything, reset/repair current ship (sets guns back to default, HP, SP, crew to max), and make wind 30kts.
(Plus a bunch of blocks in the main console function you can uncomment to use).

If you want to sea what the fleet backend is doing, there's a ton of trace() commands you can uncomment in worldmap_encgen.c (where most all fleet handling functions are).

NOTE! YOU MUST START A NEW GAME!
<div align="right">[snapback]103617[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Let me try to summarize to see if I got this right:
You now encounter a fleet (one of these tiny toy boats on the world map), go to the 3d view, see it´s a big fleet and go back to the worldmap and the fleet does
<u>not</u> vanish as it used to do, but could be followed a while (for example hoping for better weather conditions or a different time of day) and engaged again <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> ? Dito other "fleets" won´t vanish if you go to 3d view and back?

If the answer to both questions is "yes" : <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--QuoteBegin-v_Grimmelshausen+May 3 2005, 04:11 AM--><div class='quotetop'>QUOTE(v_Grimmelshausen @ May 3 2005, 04:11 AM)</div><div class='quotemain'><!--QuoteEBegin-->Let me try to summarize to see if I got this right:
You now encounter a fleet (one of these tiny toy boats on the world map), go to the 3d view, see it´s a big fleet and go back to the worldmap and the fleet does
<u>not</u> vanish as it used to do, but could be followed a while (for example hoping for better weather conditions or a different time of day) and engaged again  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> ? Dito other "fleets" won´t vanish if you go to 3d view and back?

If the answer to both questions is "yes" :  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
<div align="right">[snapback]103645[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Wow, I concur! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I thought I read somewhere that the fleets are invisible-like. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Would be great if it works the way v_Grimmelshausen put it. Will check it all out myself soon.
 
Back
Top