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Few questions on sea combat

Doober

Buccaneer
Storm Modder
Ahoy all! Few questions for you on the pre-build 13 sea combat.
-What influences the number of enemies and their hp's when you board? I took a tartane and boarded a fast merchantman and took it over easily. Is there a way to make it more difficult?
-Is there a way to use realistic sailing but to avoid the enemy ships getting stuck facing the wind?
-Is there a way to have the ships begin at a further distance when you meet them on the high seas? I seem to always start right in their line of battle, making for a rather odd first few minutes of battle.

Thanks for any answers! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=160376:date=Sep 3 2006, 03:08 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Sep 3 2006, 03:08 PM) [snapback]160376[/snapback]</div><div class='quotemain'><!--quotec-->
Ahoy all! Few questions for you on the pre-build 13 sea combat.
-What influences the number of enemies and their hp's when you board? I took a tartane and boarded a fast merchantman and took it over easily. Is there a way to make it more difficult?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Play at a higher difficulty level. The total number of friendly and enemy boarders is determined by the size of the deck. Larger areas have more boarders, from 4 in the tiny cabin to 20 on the large upper decks. The actual number of boarders on each side is determined by the number of crew on each ship, with the number capped so there will never be greater than 2:1 odds.

Enemy HP is determined by enemy captain's rank, adjusted so that it's closer to your own rank (just for the enemy boarder HP) and the difficulty level you're playing. Since at higher difficulty levels enemy captains are generated with higher ranks, you kind of take a double hit on this one. I'm still working on getting a good balance.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-Is there a way to use realistic sailing but to avoid the enemy ships getting stuck facing the wind?<!--QuoteEnd--></div><!--QuoteEEnd-->
I wish. We may look at doing some adjustment before passing the orders to the game at some point, so the ships will actually tack properly. I don't know yet if this is possible.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->-Is there a way to have the ships begin at a further distance when you meet them on the high seas? I seem to always start right in their line of battle, making for a rather odd first few minutes of battle.<!--QuoteEnd--></div><!--QuoteEEnd-->

Change your sail-to distance in BuildSettings.h file:

#define SAILTO_DISTANCE1 200.0 // type float, desc="Closest you'll find yourself to enemy when using sailto. Stock is 40.0. Used in AI_Sea.c"
#define SAILTO_DISTANCE2 400.0 // type float, desc="Farthest you'll find yourself from enemy when using sailto. Stock is 100.0."

I think the default numbers are half these. The numbers above are what I use in my game.

Hook
 
Thanks, Hook! One other question, you mentioned that the number of enemy boarders is calculated from the number of crew they have. I often run into ships that have very low crew to start with. Is there a way to have them start out with higher crews? Thanks again!
 
Not any way I know of. Again, possibly playing at a higher difficulty level would give you more enemy crew.

I actually boarded a tartane last night, and there were more enemy boarding crew on deck than there left on the ship! I'm not going to try to fix that one. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
Just a question: What modpack version are you using at the moment? The latest from my site? If so, get a newer one by IncredibleHat and Hook <a href="ftp://swankyplace.com/potc/BM13_beta5_update_28_8_2006.zip" target="_blank">here</a>.
 
Because it was released without me having any part in it. The latest modpack update I made it available from my site. I will release another one, including IncredibleHat's and Hook's fixes. I am waiting until they release their next batch of fixes though, because I want to have those included. It would be no use if I release a modpack update and they release another one the next day. Or worse: We releasing them at the same time. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
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