• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. I

    AI Sailing into the wind

    Well, i am just debugging and tweaking my latest method for AI tacking, this one is a lot more sophisticated and has ships staying to one side of the wind for a specified time, then crossing. The trick is - how long do you keep them out of the wind, and what values do you use because if you do...
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    AI Sailing into the wind

    Ok Ive finally figured out how to set character attributes. Turns out I was doing too much, not too little. Take this example: float BS = arCharShip.bla; float BS2 = BS + 2; float BS3 = BS2 + 3; archarship.bla = BS3; Log_SetStringToLog("bla " + arCharShip.bla + " BS " + BS + " BS2 " + BS2 + "...
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    Bombs - anti personnel, not anti hull

    If i remember correctly, in stock POTC they were very effective against hull. And in build mod, the fact that forts use them (and forts hurt) suggests otherwise. Basically, if they are purely anti-personnel weapons, they shouldnt be doing significant hull damage, much like grapeshot, which...
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    Bombs - anti personnel, not anti hull

    Hey all, just thought id mention something interesting i found on bombs. http://mysite.du.edu/~jcalvert/hist/navalwar.htm So bombs were more like a fragmentation grenade than explosives designed to shatter the hull. If thats true its a good thing the build mod disabled bombs on everything...
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    AI Sailing into the wind

    Thats true, sometimes it really does feel like the engine is out to get us! What ship were you using and did you have your sails down? Crossing the wind is much faster with sails at 50% and some momentum than at 0%. The method I am using uses the same value for all AI ships, regardless of...
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    AI Sailing into the wind

    That there is what we would call 'superstition' :lol: As far as i know the wind changes to a limited degree from what it was previously, and following an overall 'trend'. I dont think player ship's facing is an issue! Even if it did, im not sure paranoid AI turning into the wind every hour is...
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    Thankyou! and Ship Berthing

    Yes this is one of those great features of the build mod - when attacking or being attacked you have to choose wisely between cargo or speed. It would be even better if cannons themselves had a weight. Real cannons were very heavy, rule of thumb being 300lb (135kg) of metal for each pound of...
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    La Belle 1684

    This is great, we dont have enough quality models of small ships in the game, especially considering smaller ships were the most common ships in the Caribbean. Its hard to sail a stock (albeit re textured and with changed rigging) schooner or sloop in POTC when you have amazing works of art like...
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    Thankyou! and Ship Berthing

    Well as you know a ship with full holds wont go as fast as an empty one - try dumping all that cargo overboard (just to test) and seeing how quickly you go in that wind.
  10. I

    AI Sailing into the wind

    Arrr! happy to come aboard captain :cat Thanks! It took a lot longer than i thought it would, but fortunately the method works, and quite convincingly. Thanks for the increase to 10mb, im running into that atm! I managed to get ships to 'remember' attributes through using them as a...
  11. I

    AI Sailing into the wind

    Oh wait a second. Its not possible to have it as anything other than a boolean? Im trying to store values in it - bummer. Looks like ill have to devise a different way
  12. I

    AI Sailing into the wind

    I definitely could have, and was about to make an if (fSeaExpTimer > 5) { Set_Sail_State ..) limit. However, I then stopped and thought - this script is loading right at the start in any load, and at least one function has already crapped out - what if its not the only one? Will 5 seconds of no...
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    AI Sailing into the wind

    Thanks for your help, its invaluable! Thats a very good workaround; I will put that in the next version for redundancy along with my current workaround. Per above my workaround right now is to use fSeaExpTimer to stop the script doing anything until 5 seconds have passed - in practice the issue...
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    AI Sailing into the wind

    Success! - Crash issues WORKAROUND FOUND, allows for version where AI furl sails again By using fSeaExpTimer, which starts whenever a load occurs (including sail ho, land ho and load) and delaying my script until this timer reaches at least 5 (5 seconds), I have been able to continue using...
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    Ship Pack Details and Updates

    I very much look forward to it, that is my favourite ship!
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    AI Sailing into the wind

    Crashes CONFIRMED and MITIGATED - Crashes on Sail Ho, Land Ho and load at sea. New version without AI furling sails and thus crashes. I also had crashes on load at sea, sail ho and land ho - all were solved by removing the following command: Ship_SetSailState(iCharacterIndex, 0.25) Im obviously...
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    Ship weight vs Cargo weight vs Speed

    Thats my favourite ship, and youve just made it better! Thanks
  18. I

    AI Sailing into the wind

    Ahh! Thanks. I was using archarship.myattribute = xx correctly, but it wasnt working! No matter what i did, my attribute read = 1 with log output. I guess i didnt initialize it. Ill try that On the crashes - short answer is that ive even been able to load a savegame where ships were facing...
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    AI Sailing into the wind

    Sure, thats no problem. Ill just download his and insert the code in. Btw, a better version now with ships that furl their sails to 0.25 sail state (good balance between turning and speed loss). Again, these are no nautical masters. But at least between the La Couronne, Single deck corvette...
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    AI Sailing into the wind

    Yes, thankyou! I also VERY much need a way to set ship specific globals. A counter of sorts. Right now, my floats are getting wiped each time the thing runs and setting a global in sea.c is useless since it is not ship specific. This has very much limited the functionality because while i have...
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