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"sail to" with companions

You can add <i>ch.Ship.AI.Task = "runaway";</i> in a character init file entry or add the <i>Ship.AI.Task = "runaway"</i> attribute to a character elsewhere. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Thanks Pieter. <img src="style_emoticons/<#EMO_DIR#>/treas1.gif" style="vertical-align:middle" emoid=":treas" border="0" alt="treas1.gif" />
 
Back on topic, perhaps someone that understands the coding and mechanics better than I do could take a look at how AOP handles the situations of sail-to and entering combat off the world map. The distances from the opponent seem to be set well in that game. I can't recall ever ending up without maneuvering room in world map spawned encounters. I'll have to go back in and check how the sail-to works with other ships in my fleet. I'm not sure how similar the mechanics of this are in the two games, but worth looking into.
 
<!--quoteo(post=256933:date=May 14 2008, 10:23 PM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ May 14 2008, 10:23 PM) <a href="index.php?act=findpost&pid=256933"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The code which decides about ship location after SailTo is in PROGRAM\SEA_AI\AISea.c in three procedures: void SeaAI_SailToEndFade();, void SeaAI_SailToLocator(string sLocName); and void SeaAI_SailToCharacter(int iCharacterIndex);. Unfortunately, after first insight into this code I guess that only one location is set there (maybe for player's flagship, or is it some "averaged" location?) and rest of ships, as well as their behaviour depending of orders they have is handled by engine itself. Thus, I suspect that changing locations of separate ships would require total rewriting of that code.

BTW: did you noticed that although there is couple of commands player can give to his "fleet" the only whose are actually implemented are "drift" (when simply mean to strike all sails) and "sail away" (after which ship sails randomly around). Task "Attack" is implemented (but its quality isn't "top"), while "Defend" and "Abordage" isn't implemented at all! I checked AoP code, but Akella didn't change anything there. After finishing this Alpha I plan to code it somehow.

pirate_kk<!--QuoteEnd--></div><!--QuoteEEnd-->
So I guess I really am becoming more familiar with how this game makes things happen. I don't think that its worth the effort you have described to fix this, but then thats just me. I can live with this oversight and adapt. In fact I've learned to use it to an advantage in some cases with the bigger ships in my fleet. I can pick and choose which ships to take when using "sail to" by simply using the "heave to " command, resulting in more surrenders instead of sinkings. In fact I think once it is understood, its not an issue at all.
As for the commands not working, I find they work for the most part but sometimes I have to issue the command more than once. If I command a ship to defend another ship, it will just try to follow it and shoots at any enemy in range along the way. With captured ships, commands usually take several times before the captain will follow his orders and is actually quite smart. For example I captured a MOW and told it to sail away. It did so immediatly. Then the scenario changed and I ordered it to attack instead. after issuing the command 5 times it was still refusing the order. Then I realized that it only had the bare minimum crew. So I got out of the engagement long enough to transfer crew to it, and it obeyed the attack command the next time I issued it. It seemed to know it didn't have enough crew to manage its guns and so continued to run away. Pretty cool.
Another example of how smart this game can be is when I had ordered my companions to heave to without checking their positions. The wind was 30 knots so they were moveing along at a good clip when they struck sail. I noticed 2 of the ships where on a head to head collision course and was about to tell one to "defend" so he would change course. Instead I saw one of the ships raise sail just long enough to turn quickly and then it stuck sail again, on a new course with no intervention from me. problem solved. It was quick too, as there was only about 100 yards between the MOW and a Lineship. There is no substitute for an all 10's Captain I guess. lol.
I don't remember seeing an "Aboardage" command, but then I haven't really looked for one. Why would I let a NPC have all the fun?
I agree the attack command isn't very good, but thats because they don't have any decent attack tactics. Their tactic is simple. sail at the enemy ship until they are in range, fire bowchasers then go port or starboard to bring broadsides to bear. Usually, the enemy ship has sailed out of range by the time broadsides are on target so the ship has to begin the attack run all over again. What I usually do is reduce the enemy to 25% sail or less before ordering an attack, then go after another target. By the time I'm done my foray at another enemy, my companion has either forced a surrender or sunk his target. Given enough time though, they will get the job done provided they don't get to badly damaged in the proccess.
 
<!--quoteo(post=257235:date=May 16 2008, 10:27 PM:name=Rum Runner)--><div class='quotetop'>QUOTE (Rum Runner @ May 16 2008, 10:27 PM) <a href="index.php?act=findpost&pid=257235"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Back on topic, perhaps someone that understands the coding and mechanics better than I do could take a look at how AOP handles the situations of sail-to and entering combat off the world map. The distances from the opponent seem to be set well in that game. I can't recall ever ending up without maneuvering room in world map spawned encounters. I'll have to go back in and check how the sail-to works with other ships in my fleet. I'm not sure how similar the mechanics of this are in the two games, but worth looking into.<!--QuoteEnd--></div><!--QuoteEEnd-->
Can't help you much with AOP, but have you seen this? <a href="http://forum.piratesahoy.net//index.php?showtopic=11787" target="_blank">http://forum.piratesahoy.net//index.php?showtopic=11787</a>
 
Yes, what abordage command are we talking about? I don't recall seeing one. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Sounds pretty cool, Unlucky Jack. I never noticed all that. But then I hardly ever play the game. Goes to show that I still have a LOT to discover if I ever find the time to do some more actual playing. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
the fact that one of your ships didn't turn to attack was that it had too little crew to actually turn the ship around. i often kill of the crew first so the enemy can't steer to fire on me.

i've seen a ship try to avoid another countless times. but they hit it quite often anyway. i've seen what you describe quite a lot.
 
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