<!--quoteo(post=250381:date=Apr 14 2008, 06:25 AM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 14 2008, 06:25 AM) <a href="index.php?act=findpost&pid=250381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oddly enough the comment in the file states that the stock value was 500 but it was actually 400.<!--QuoteEnd--></div><!--QuoteEEnd-->Perhaps 500 was the value in the previous Build version then? I don't remember. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
<!--quoteo(post=250381:date=Apr 14 2008, 06:25 AM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 14 2008, 06:25 AM) <a href="index.php?act=findpost&pid=250381"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm wondering if anyone can explain what this string from worldmap_globals does?
#define FLEETSEA_DISTSCL_MIN 1000
#define FLEETSEA_DISTSCL_POW 0.5
#define FLEETSEA_DISTSCL_COEFF 31.622776601683793319988935444327 // must be MIN ^ POW<!--QuoteEnd--></div><!--QuoteEEnd-->I have NO idea. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=250464:date=Apr 14 2008, 09:59 PM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 14 2008, 09:59 PM) <a href="index.php?act=findpost&pid=250464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER set to 600
WDM_MAP_TO_SEA_SCALE set to 80
These values have given me the effect that I was looking for.<!--QuoteEnd--></div><!--QuoteEEnd-->What about being able to enter back into map mode after engaging, thus making it too easy too flee? Or otherwise, when you do get in an engagement, making it too hard to flee. Especially in, for example, the escape from Oxbay mission during the main quest.
<!--quoteo(post=250464:date=Apr 14 2008, 09:59 PM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 14 2008, 09:59 PM) <a href="index.php?act=findpost&pid=250464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There is however one small issue. Cannon ranges seem to change in proportion. For example, my 32lb's were quite capable of hitting at distances of 1270 yards according to my spyglass. Likewise the enemy had extended range as well.<!--QuoteEnd--></div><!--QuoteEEnd-->WAAAAT??? That sounds REALLY weird. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="

" border="0" alt="piratesing.gif" />
<!--quoteo(post=250464:date=Apr 14 2008, 09:59 PM:name=Unlucky Jack)--><div class='quotetop'>QUOTE (Unlucky Jack @ Apr 14 2008, 09:59 PM) <a href="index.php?act=findpost&pid=250464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So now maybe you can see why it was so important to me to find and make these changes. It makes a fundamental change to sea engagements which is the main reason I play this game, I love to do age of sail naval tactics, not just swap broadsides and hack my way through boarding.<!--QuoteEnd--></div><!--QuoteEEnd-->You play Build 13, right? You might just want to install the <a href="http://www.piratesahoy.net/potc/ccc%20experimentals/Directsail_jan25.zip" target="_blank">DirectSail</a> mod on top. It allows you to sail from island to island in 3D sailing mode without requiring the worldmap. Also you will encounter ships along the way, so then you can use your spyglass to identify the ships and decide to engage or not. Also you could encounter other surprises along the route. Be sure to read the accompanying ReadMe.