• 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!

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I will. Don't you worry. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Cool! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Finally we have found a secret way to kill people <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ...making them to laught out loud to their death. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
"Ik lach me dood!" <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Yes, there ought to be a disclaimer issued with this mod: We take no responsibility for any injuries suffered from out of control laughter. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
we should definatly put that in the readme file. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> i'm going to have SO much fun with this! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Sail the sunny Caribbean... <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
<img src="http://i218.photobucket.com/albums/cc220/Cylon13/sailing.jpg" border="0" class="linked-image" />

...Meet new people in new places... <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
<img src="http://i218.photobucket.com/albums/cc220/Cylon13/meetnewpeople.jpg" border="0" class="linked-image" />

...And blow them away! YARRR!!! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
<img src="http://i218.photobucket.com/albums/cc220/Cylon13/blowthemaway.jpg" border="0" class="linked-image" />

Enjoy! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
Now, every time I have a sea battle, I end up laughing out loud.

It just corrupts the seriousness nature of the game. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

A mod like this should come with a disclaimer:
"Grumpy, serious gamers, who want to stay that way should avoid using this mod, as it may prove hazardous to your mood"
 
I got the second model into particles.ini to vary the effect.

Then I thought the swimmers should have more variety as well so I added it there as well.
However, not being good at code I just added the line:

AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0, iSwimQuantity); to CCC's code in AISeaGoods.c
The effect is good but I think I doubled the number of swimmers by doing so.
For my own game play I don't mind as it gives me more sailors to rescue, but I guess the total number should remain the same. Any hints on how to do this? The original code is<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // ccc rescue survivors
         AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels
         for (i=1; i<5;  i++)            //runs loop four times
         {
            //survivor calculation for tutorial:  iSwimQuantity  = rand(20)  would work, but...
             iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0,  iSwimQuantity);   //floats a "fake" salvagegood with a sailormodel
         }
         AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
         // ccc rescue survivors end<!--c2--></div><!--ec2-->
<img src="http://www.pix8.net/pro/pic/7888greeb/1074314.gif" border="0" class="linked-image" />
 
The first time I saw that happen in <b>Sid Meirs Pirates: Live the Life</b> I was hysterical. It never gets old. The more variety of the sailors being blown off the better. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
You could try this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // ccc rescue survivors
         AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels
         for (i=1; i<5;  i++)            //runs loop four times
         {
            //survivor calculation for tutorial:  iSwimQuantity  = rand(20)  would work, but...
            iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships
            //floats a "fake" salvagegood with a sailormodel
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0, iSwimQuantity/2);
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0, iSwimQuantity/2);
         }
         AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
         // ccc rescue survivors end<!--c2--></div><!--ec2-->Now half the sailors should have model "Lo_Man" and the other half should have model "Lo_Ma2", while the total would remain the same. I hope that works.

Once you're done with the flying and swimming crewmembers mod, could you please put it on the FTP? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
keep in mind though that every group of crew you rescue gives you 1 rep. bonus. having a lot more of them might make getting a good rep. too easy. meanwhile, that's an awesome-looking ship! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
The idea is to add some variety to the models WITHOUT changing the number of the crew.
 
well, that sounds good. i was beginning to find the excuse of a uniform a bit of a weak one. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=219246:date=Oct 28 2007, 02:32 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 28 2007, 02:32 PM) [snapback]219246[/snapback]</div><div class='quotemain'><!--quotec-->meanwhile, that's an awesome-looking ship! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

You mean that Corvette SS in my game? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Well i added de03.tga.tx texture for that ship masts too so it would match with the texture what deck is textured. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--quoteo(post=219216:date=Oct 28 2007, 06:32 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 28 2007, 06:32 AM) [snapback]219216[/snapback]</div><div class='quotemain'><!--quotec-->You could try this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // ccc rescue survivors
         AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels
         for (i=1; i<5;  i++)            //runs loop four times
         {
            //survivor calculation for tutorial:  iSwimQuantity  = rand(20)  would work, but...
            iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships
            //floats a "fake" salvagegood with a sailormodel
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0, iSwimQuantity/2);
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0, iSwimQuantity/2);
         }
         AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
         // ccc rescue survivors end<!--c2--></div><!--ec2-->Now half the sailors should have model "Lo_Man" and the other half should have model "Lo_Ma2", while the total would remain the same. I hope that works.

Once you're done with the flying and swimming crewmembers mod, could you please put it on the FTP? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Will try that.
If you guys like I could try to get a 3rd or even 4th model in there for variety.
I guess that 3 would be iSwimQuantity/3
I just dread dividing by 3 might produce some fractional-math-lag-bug-thingy.
 
<!--quoteo(post=219246:date=Oct 28 2007, 08:32 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 28 2007, 08:32 AM) [snapback]219246[/snapback]</div><div class='quotemain'><!--quotec-->keep in mind though that every group of crew you rescue gives you 1 rep. bonus. having a lot more of them might make getting a good rep. too easy. meanwhile, that's an awesome-looking ship! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
That is why I wrote, "but I guess the total number should remain the same. Any hints on how to do this?"

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->well, that sounds good. i was beginning to find the excuse of a uniform a bit of a weak one<!--QuoteEnd--></div><!--QuoteEEnd-->
What the H*** are you talking about? Who is excusing what?
 
<!--quoteo(post=219304:date=Oct 28 2007, 05:56 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 28 2007, 05:56 PM) [snapback]219304[/snapback]</div><div class='quotemain'><!--quotec-->If you guys like I could try to get a 3rd or even 4th model in there for variety.<!--QuoteEnd--></div><!--QuoteEEnd-->I would like that. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=219304:date=Oct 28 2007, 05:56 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 28 2007, 05:56 PM) [snapback]219304[/snapback]</div><div class='quotemain'><!--quotec-->I guess that 3 would be iSwimQuantity/3
I just dread dividing by 3 might produce some fractional-math-lag-bug-thingy.<!--QuoteEnd--></div><!--QuoteEEnd-->Good point there. That could even occur with deviding by two though as I originally suggested. I think that the MakeInt() function might actually be meant to prevent that by rounding fractional values to whole ones. Otherwise the <i>iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))))</i> could cause the same trouble as it uses the square root function. In that case the following should work with no such problems:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // ccc rescue survivors
         AISeaGoods.ModelsPath = "LowCharacters";   //path to the crewmodels
         for (i=1; i<5;  i++)            //runs loop four times
         {
            //survivor calculation for tutorial:  iSwimQuantity  = rand(20)  would work, but...
            iSwimQuantity = MakeInt(1 + rand(sqrt(GetMaxCrewQuantity(rCharacter))));   //... this adds more survivors for bigger ships
            //floats a "fake" salvagegood with a sailormodel
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0, MakeInt(iSwimQuantity/2));
            AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Ma2", 1000.0, MakeInt(iSwimQuantity/2));
         }
         AISeaGoods.ModelsPath = "SwimGoods";   //reset path to the salvagemodels
         // ccc rescue survivors end<!--c2--></div><!--ec2-->The only change is the addition of the MakeInt()s around the devides.
 
<!--quoteo(post=219317:date=Oct 28 2007, 07:34 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 28 2007, 07:34 PM) [snapback]219317[/snapback]</div><div class='quotemain'><!--quotec-->me is excusing the multi-cloned swimmers.<!--QuoteEnd--></div><!--QuoteEEnd-->

That is the HELL what he is talking about. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo(post=219360:date=Oct 28 2007, 06:23 PM:name=Cylon13)--><div class='quotetop'>QUOTE(Cylon13 @ Oct 28 2007, 06:23 PM) [snapback]219360[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=219317:date=Oct 28 2007, 07:34 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 28 2007, 07:34 PM) [snapback]219317[/snapback]</div><div class='quotemain'><!--quotec-->me is excusing the multi-cloned swimmers.<!--QuoteEnd--></div><!--QuoteEEnd-->

That is the HELL what he is talking about. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps it the pain in my jaw, but I still don't get it. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Anyway, Pieter, I left it at two models for flyers, put 4 models in for swimmers.
However both methods of divide by 4:
1. AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0, iSwimQuantity/4);
2. AISeaGoods_AddGood(rCharacter, "Oil", "Lo_Man", 1000.0, MakeInt(iSwimQuantity/4));

produce too many swimmers, e.g.

A Packet Brig with 18/170 survivors produced 5 swimmers.
A Brig MM with 74/150 survivors produces 12 swimmers.

Crew and officers did look nice in the water. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
[attachment=1240:swimmers.gif]
 
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