Lrv
Sailor Apprentice

I'm looking to increase the difficulty of the game, and make for a toughest challenge, If you have any ideas please share them!
For now I'm testing with weather, my "whrgeneratevalues.c" file looks like this:
switch(month)
{
case 1: rainrisk = 65; break;
case 2: rainrisk = 55; break;
case 3: rainrisk = 45; break;
case 4: rainrisk = 55; break;
case 5: rainrisk = 65; break; // beginning of the wet season
case 6: rainrisk = 75; break;
case 7: rainrisk = 85; break;
case 8: rainrisk = 95; break;
case 9: rainrisk =100; break; // twister maximal risk
case 10: rainrisk =100; break; // twister maximal risk
case 11: rainrisk = 95; break;
case 12: rainrisk = 75; break; // dry season
I'm seeing more rain and fog, but actual storms not so much, I'm not really sure if its working so I'm going to test it all at 100 later today.
Talking about bad weather, I've noticed that sometimes you get the tipical storm that breaks bit a bit the ship, some thunder hits, fire in the ship etc, (also the rolling angles and seasicknes, love those) but sometimes the "storm" passes, and the waves remain really huge, maybe a bit less than full storm, but the others details (ship dmg, thunder hits etc) are already gone, is there any way where I can put that kind of sea as default? (or anything similar) and make the "flat" sea a rarity?
Also, if thats posible, is it posible to make the AI sail normally on these conditions? so far I only see them just furl the sails
Also I'm not sure but I dont remember finding a storm if its not on a loaded zone with an Island, could that be? (Direct sailing/ironman)
From the difficulty options the game gives you, so far I've only seen that they change DMG on player and Ship, any idea if they change anything else? like shop prices, encounters or anything? I usually just stick to sea dog, and dont go on the higher one mainly because the mele combat/getting one-shoted
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What about this line: "refShip.SpeedDependWeight = 0.3;"
Can it be added something similar for turning? (I'm not sure how weight afects IRL on turning a ship, someone knows?)
What about something like "TurnDependSpeed" /inertia? In-game when ships are dismasted they usually stop being able to turn, or do so extremely slow, but a ship without DMG on sails/masts, can start turning with no wind/inertia, that dosnt make any sense right? Unless the crew droped the lifeboats, and tried pulling the ship with some lines
EDIT: what does this code on WhrWeather.c do?:
//#define MAX_WEATHERS 804 // Old Mithrandir values
#define MAX_WEATHERS 384
If you have any ideas or sugestions please share!

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