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music distance

morgan terror

Magnificent bastard
Storm Modder
Public Relations
i think the distance at which the ship battle music starts should be increased somehow. it often starts when the enemy ships are already halfway my range distance. way to close. you often finish a battle without hearing the song once. i think that it should be increased to approx. 700 yards because of the fact that you can get range bonuses with abilities and waves.
 
mmm yeah ok - i was kind of noticing that the other day. my question would be does the music only play when you are actualy in battle? If you increased the battle engagement radius to include the total area on your 'radar scope/compass' it would mean you would be in constant conflict when in the 3D sailing mode........

700 yards does sound reasonable though - what range do you think you were when you noticed this issue with that ship you talked about? 500yards or less? remember the range of your cannons also - this might come into play.

And whats the max range of your radar scope - i guess around 2000 yards? Any new adjustment should take this into account to avoid the problem i mentioned preivously.
 
i'll try to figure out the max distance of the radar, but 24 pound CULVERINES (yes, build 12.1) have a max. base range of 575 yards (i think). you can get a 15% increase in range with abilities.(not sure, could be 10% and increased further with professional cannonneer). and as to when the music plays: it plays when it should, but it starts playing at a too close distance. it isn't a bug or anything, just a nuisance.
 
Well, thats the 'battle ready' state change. When this occurs, it means you cannot go to worldmap, nor moor to port/shore. It just plays a different 'heightened' music to make it exciting. Nothing else is done during this state of game.

So, increasing this will only increase difficulty of getting out of a location. Its on the verge of 'fine' for me. A couple times I was exchanging long range fire with someone and the music went to 'happy days', with the worldmap icon showing. So I understand how that could seem a bit ... off.
 
it is indeed harder to escape a battle. i discovered that the max radar view is something like 1400 or maybe 1500 yards.
 
<!--quoteo(post=171897:date=Nov 16 2006, 12:23 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 16 2006, 12:23 PM) [snapback]171897[/snapback]</div><div class='quotemain'><!--quotec-->
...So, increasing this will only increase difficulty of getting out of a location. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, and it might do even worse.
Half way through the numerous Post B12 versions, someone changed the default "battle stations" distance from 500 to 1000 in the name of realism.

It made landing on narrow islands like FdF and QC impossible if the fort was enemy or if there were enemy ships in post or anywhere around the islands.
Even secluded beaches would still be in enemy range.

I pointed it out to Pieter who reset it to stock 500.
 
ah right, i overlooked forts! how closse is the closest beach to a fort? maybe we could increase it a little, but not to much to cuase problems.
 
have a go by all means Morgan Terror, but in light of Petros's comments i'm going to fall on the side of caution unless you can come up with some compelling reasons/figures that might work <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
It's simply too bad that the game engine doesnt have a bit more 'AI' code in place to take into account land masses. Like, a line of sight feature to take into account if battle ready should initiate or not. If you lose them around a cliff, you have a chance to escape etc... but alas, we are stuck with what we got, and forts are nestled in close to the center of the map, and like Petros said... big pain if there is a hostile fort on the OTHER side of the island (like greenford and oxbay in the start).
 
that distance is MUCH larger than 700 yards, so in that case it wouldn't be a problem.
 
<!--quoteo(post=172049:date=Nov 17 2006, 09:02 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 17 2006, 09:02 AM) [snapback]172049[/snapback]</div><div class='quotemain'><!--quotec-->
that distance is MUCH larger than 700 yards, so in that case it wouldn't be a problem.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'd guess that most if not all of the beaches would still be off limits as they are usually up or down the coast from the forts and not directly opposite.

If you want, try increasing the distance and then try to land at FdF beach with the french at war with you.

Also, even though there is no fort, try landing at QC while pirate ships are on the opposite side of the island.
I'm sure the number you get won't be much larger than 500, but no one has tested exact distances AFAIK.
 
We could adjust the elevation on the fort cannons so that they couldn't fire as far. But there's still a problem with some islands where you wouldn't be able to moor even though there aren't any enemy ships in the harbor or near the beach.

If you really want to play with it, look in InternalSettings.h for the two lines:

#define MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER 500.0 // FLOAT - original value is 500
#define MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION 500.0 // FLOAT - original value is 500

And change the 500 to whatever you think is appropriate. I think the stock values should be left at 500, with the player changing these if he wants.

Hook
 
i'd rather not becuase of the warnings. i didn't want it after petros warned me ayway. it would be convenient, but there could be some very annoying problems.
 
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