• 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!

splash splash splash

Actually, I am pretty sure we can't crack them files. We've tried, believe me. As far as I'm concerned, we'd better not waste any time on trying it again. To decompile these files, you need to do a lot of complicated things. What I've heard is that it CAN in fact be done, but it'd take literally forever to manage. Not to mention it would require a lot of effort on the part of somebody who'd know how to do that. Really it's not feasable to try it, I'm afraid. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=219909:date=Nov 2 2007, 05:29 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 2 2007, 05:29 PM) [snapback]219909[/snapback]</div><div class='quotemain'><!--quotec-->Thanks to you CCC, Pieter, and Fudge Dragon, Petros the humble skinner can be counted among the coders. <img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Welcome to the mad... err... club <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Welcome indeed! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=219860:date=Nov 2 2007, 12:31 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 2 2007, 12:31 PM) [snapback]219860[/snapback]</div><div class='quotemain'><!--quotec-->One thing that does keep bothering me: The amount of swimmers depends on the max crew quantity, not the actual crew quantity. Therefore you still get swimmers when the sinking ship didn't have any crewmembers anymore. This happens, for example, when capturing a ship and taking all crew, then abandoning the ship to sink. That always struck me as very odd.<!--QuoteEnd--></div><!--QuoteEEnd-->

Well, you could use GetCrewQuantity(rCharacter) instead of GetMaxCrewQuantity(rCharacter).

And let the whole code run only if(GetCrewQuantity(rCharacter) > 4 )

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Also I think you should only be able to pick up crew and gain the reputation increase if you don't have your maximum crew compliment. After all: You need somewhere to store these guys and you can't if your ship is already filled to the brim with crew.<!--QuoteEnd--></div><!--QuoteEEnd-->
Your sailors will surely be pleased to share their hammocks with those poor survivors <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> (Sleaping in shifts, of course, not together...) Or would you let someone drown just because your ship has no free bunks anymore? (What do they teach you at that school? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Whatever, much success for that exam <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
 
As far as that is concerned, I think there should be three crew numbers for each ship:
1) Minimum crew for sailing the ship at all
2) Maximum crew for sailing the ship effectively
3) Maximum crew the ship can hold

If your crew is smaller than 1), you can't sail your ship. If your crew is 2), your ship will work at maximum effiency. If your crew is between 2) and 3), you will have more men on boardings, but the crew are much more cramped together, so they're less happy and you need more food. If your crew is 3), you cannot hold any more crew at all and cannot even pick up survivors anymore.
 
<!--quoteo(post=218892:date=Oct 25 2007, 06:39 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 25 2007, 06:39 PM) [snapback]218892[/snapback]</div><div class='quotemain'><!--quotec-->Go to POTC\ Resource\ ini\ Particles\ particles.ini
Find this section<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->[geo]
randomnum = 2
file = particles\palka01
file = particles\palka02
file = particles\palka03
file = particles\palka04<!--c2--></div><!--ec2-->
and add this line.<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->file = LowCharacters\Lo_man<!--c2--></div><!--ec2--><!--QuoteEnd--></div><!--QuoteEEnd-->
An assumption:
- the engine randomly takes one model from this list to create a piece of debris.

- If you have five models in this list about 20% of the debris are sailors

- if you add more models to the list (clones of the planks and barrels, or cargo from the swimgood folder) the amount of flying sailors decreases

Not very elegant, but it might work.
 
Good point. Would be worth a try. I was playing the game using this code yesterday and really the amount of flying sailors is TOOOOOOOOOOO funny. Hilarious to the point of being ridiculous. Really there were about ten flying sailors with each broadside! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=220218:date=Nov 5 2007, 10:48 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 5 2007, 10:48 AM) [snapback]220218[/snapback]</div><div class='quotemain'><!--quotec-->.... If your crew is 3), you cannot hold any more crew at all and cannot even pick up survivors anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to disagree again and repeat what I posted before:

We keep captives for ransom in the hold and they don't count as crew.
Our Officers, and Passengers, i.e. potential officers, don't count as crew either.

Think of it this way, the "survivors" are temporary passengers.

Their numbers are not great and would not be so burdensome that we could not care for them, at least long enough to drop them off at the nearest port where they could receive proper medical attention.

We go out of our way to rescue them from certain death by Sun, Sea, Salt, and Shark and take them to safe harbor.

A reputation "INCREASE" is definitely in order here.

BTW, it is so easy to loose reputation, like by just "touching" your crew that always get in the way during deck boarding. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
It takes so long to increase it, rescuing damsels in the jungle is a rare occurrence, for which you sometimes only get paid.
 
<!--quoteo(post=220223:date=Nov 5 2007, 10:56 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 5 2007, 10:56 AM) [snapback]220223[/snapback]</div><div class='quotemain'><!--quotec-->Good point. Would be worth a try. I was playing the game using this code yesterday and really the amount of flying sailors is TOOOOOOOOOOO funny. Hilarious to the point of being ridiculous. Really there were about ten flying sailors with each broadside! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I told you so!

To, CCC
I'm going to try that cloning palka idea. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
With my idea, you would actually get to simulate those events you describe for real in the game. Usually you would sail with a crew close to 2), perhaps a bit over it to have some... pardon me the term... cannon fodder. You can now pick up survivors who are added to the crew. However, since there are too many people aboard then, the crew gets a bit more grumpy and you also get a larger food and rum consumption. So if you do not want this, you have to actually fire some of your crew next time you get to a port. This would simulate letting the rescued sailors go, but rather than pretending we do it, we can actually DO it. Plus it would add additional gameplay challenge: Balancing crew numbers (read: "cannon fodder" and boarding strength) versus the happiness of the crew. Do you want to sail around with a huge, but grumpy crew, or do you prefer to have a smaller but happier crew? Could be interesting. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Or we can completely remove the maximum crew capacity: You can stuff your ship full to the brim with crew, with several officers in one cabin and all the cargo holds filled with people, who have to sleep standing, because there's no space to lay down or something like that. However, the crew will then become INCREDIBLY grumpy and you'd have huge food consumption. Note to mention your ship's effectivity would actually decrease. This would make deciding how many crewmembers you actually want to have aboard your ship much more interesting. I think the player needs to get much more options for interfering with shipboard life and the efficiency of the ship. Basically: more choices can provide more gameplay.

<!--quoteo(post=220245:date=Nov 5 2007, 08:43 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 5 2007, 08:43 PM) [snapback]220245[/snapback]</div><div class='quotemain'><!--quotec-->I told you so!<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed you did. I hadn't thought it would be THAT much! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
i always have max crew, unless i just finished a battle not so short ago. but joining another fight usually gives me more than enough fresh crew.
 
You might as well just rip out "auto-hire on ship repair" from the build while you are at it.
 
That's the whole point. You will always strive to have max crew, because it is simply the best. But what if you can actually go OVER your max crew and get a less well-functioning ship? How about when you DON'T KNOW the best crew number for your ship and you would just need to go by experience? Like "Hey, my ships seems to not perform up to standard with this amount of crew, lets hire some more" until "The crew is becoming too grumpy, even though I treat them well". That would add another challenge to the game, wouldn't it? Trying to find the right balance between ship efficiency, amount of crew (cannon fodder), crew happiness and ration consumption. And of course there would not be 1 perfect amount. It is up to the player to decide whether he prefers to have many crewmembers who are somewhat unhappy or to have a happy, but small crew.
 
<!--quoteo(post=220246:date=Nov 5 2007, 02:52 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 5 2007, 02:52 PM) [snapback]220246[/snapback]</div><div class='quotemain'><!--quotec-->...<!--quoteo(post=220245:date=Nov 5 2007, 08:43 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 5 2007, 08:43 PM) [snapback]220245[/snapback]</div><div class='quotemain'><!--quotec-->I told you so!<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed you did. I hadn't thought it would be THAT much! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Now you know what I mean when I use words like "ridiculous", "excessive", and "distracting" and why I though it would have been good to have a toggle.

I really think they are funny though. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<!--quoteo(post=220250:date=Nov 5 2007, 08:57 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 5 2007, 08:57 PM) [snapback]220250[/snapback]</div><div class='quotemain'><!--quotec-->You might as well just rip out "auto-hire on ship repair" from the build while you are at it.<!--QuoteEnd--></div><!--QuoteEEnd-->But that's <i>easy</i>... I think IF we were to implement my COMPLETELY RANDOM AND POSSIBLY BAD idea, we should <i>keep</i> Auto Hire, but make it so that auto hire always gives you an adequate number of sailors, but not the perfect number. Or perhaps add an interface to the game where the player can set the number of sailors he wants aboard his ship and the auto hire function will always hire that amount of sailors. Actually, I think that is not such a bad idea if we go with my thoughts. That way you get to decide the amount yourself, but can still use auto hire as well as you always could. The only difference would be that now the player needs to decide the best number himself.
 
well, there should be a way to calculate your required crew though. the max crew should stand for what would fit on the ship. a precentage of that would be ideal.
 
<!--quoteo(post=220252:date=Nov 5 2007, 09:03 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 5 2007, 09:03 PM) [snapback]220252[/snapback]</div><div class='quotemain'><!--quotec-->I really think they are funny though. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->There is no doubt about that. Incredibly funny. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
the player should know what he needs to run the ship. otherwise he'll never stop guessing.
 
The thing that I would want to acchieve is that there IS no ideal amount. You might have a number that works effeciently, but the effiency is decreased with each crewmember that is killed in battle. So then you can decide to hire MORE than the most effient amount of crew. So the crew will be somewhat grumpy by default and food consumption will be somewhat pricy, but you can afford to lose some men in combat while retaining a good effiency. If you really have a lot of crew aboard, the effiency of the ship will be lower than maximum because there is too many people. But you can afford to lose a LOT of crew and it would actually HELP your effiency. Choices, choices.
 
Back
Top