Hi all.
Here you have my mod for realistic spyglasses.
Can be used with a saved game (just use the "I")
Returns unaccurate info.
To use it, substitute the file C:\Program Files\Bethesda Softworks\Pirates of the Caribbean\PROGRAM\BATTLE_INTERFACE\ispyglass.c
and add this code to BuildSettings.h (it's also attached)
//**********KBLACK SPYGLASS MOD SECTION****************************************
//---- Makes the info given by spyglasses unaccurate and depending of distance
// (all nautical terms are in spanish - except those I know in English)
#define KBSPG 3 // Define the behaviour about the mod
// Values
// 0: Deactivate mod
// 1: "Fun" settings of parameters (not too hard, for beginners)
// 2: "Realistic" set of parameters (values as near as reality as it can, adjusted to the distances of the game
// 3: "Hard" set of parameter - for experts - very few info, very inaccurate, need to close
// 4: Fine tuning - the mod will use the values settes below
//------------- KBSPG - Fine tuning section (set by default to "Fun" ) ---------
// ---Accuracy parameters
#define KBSPGACCSPG1 4 // Accuracy parameter of Cheap Spyglass
#define KBSPGACCSPG2 3 // Accuracy parameter of Standard Spyglass
#define KBSPGACCSPG3 2 // Accuracy parameter of Good Spyglass
#define KBSPGACCSPG4 1 // Accuracy parameter of Mastercraft Spyglass
// --- Range parameters. Further modified by Accuracy of spyglass
#define KBSPGRANGEHULL 750 // Range in yards to start getting info about hull status
#define KBSPGRANGECLASS 750 // Range in yards to start getting info about class of ships ( number of decks and details of hull )
#define KBSPGRANGECANNONS 750 // Range in yards to start getting info about number of cannons (counting "portas")
#define KBSPGRANGENAME 750 // Range in yards to start getting info about name of ships (you've to be close to read it)
#define KBSPGRANGELOAD 750 // Range in yards to start getting info about type of ammo loaded
#define KBSPGRANGESAILS 1500 // Range in yards to start getting info about sails status (easy to see from far away)
#define KBSPGRANGENATION 1500 // Range in yards to start getting info about nation - if you see the sails, you see the flag - further away you get
//"UNKOWN" nation
#define KBSPGRANGESPEED 1500 // Range in yards to start getting info about speed - although more inaccurate with the distance, you can guess it
//from the waves the ship makes, and the change in distance, and the rigging deployed
#define KBSPGRANGECREW 350 // Range in yards to start getting info about number of sailors (in realistic, fun or tuned, you'll get the fraction
//of sailors in the topo deck, and have to calculate depending the number of decks the ships has - a lugger, what you
//see it's what you get; a manowar, you have most of the crew in the lower decks
#define KBSPGRANGEMORALE 350 // Range in yards to start getting info about morale of crew
#define KBSPGRANGECALIBER 350 // Range in yards to start getting info about caliber of guns
#define KBSPGRANGETYPE 350 // Range in yards to get the type of ship - really funny to have to guess the ship by the shape
// No need for RANGE - but also spyglasses return unaccurate info about distance
// --- Variability of the info - scalar to tune how wide is the range of variable info. I't multiplied by accuracy of spyglass.
#define KBSPGVARHULL 5 // Default 5 - Higher more unaccurate
#define KBSPGVARCANNONS 20 // Default 20 - Lower more unaccurate
// No need for KBSPGVARCLASS
// No need for KBSPGVARNAME
// No need for KBSPGVARLOAD
#define KBSPGVARSAILS 1 // Default 1 - Higher more unaccurate
#define KBSPGVARSPEED 100 // Default 100 - Lower more unaccurate
// No need for KBSPGVARSAILS
#define KBSPGVARCREW 10 // Default 10 - Lower more unaccurate
// No need for KBSPGVARMORALE
// No need for KBSPGVARCALIBER
// No need for KBSPGVARTYPE
#define KBSPGVARRANGE 20 // Default 20 - Lower more unaccurate
//---> END KBLACK SPYGLASS MOD SECTION ***********************************
Here you have my mod for realistic spyglasses.
Can be used with a saved game (just use the "I")
Returns unaccurate info.
To use it, substitute the file C:\Program Files\Bethesda Softworks\Pirates of the Caribbean\PROGRAM\BATTLE_INTERFACE\ispyglass.c
and add this code to BuildSettings.h (it's also attached)
//**********KBLACK SPYGLASS MOD SECTION****************************************
//---- Makes the info given by spyglasses unaccurate and depending of distance
// (all nautical terms are in spanish - except those I know in English)
#define KBSPG 3 // Define the behaviour about the mod
// Values
// 0: Deactivate mod
// 1: "Fun" settings of parameters (not too hard, for beginners)
// 2: "Realistic" set of parameters (values as near as reality as it can, adjusted to the distances of the game
// 3: "Hard" set of parameter - for experts - very few info, very inaccurate, need to close
// 4: Fine tuning - the mod will use the values settes below
//------------- KBSPG - Fine tuning section (set by default to "Fun" ) ---------
// ---Accuracy parameters
#define KBSPGACCSPG1 4 // Accuracy parameter of Cheap Spyglass
#define KBSPGACCSPG2 3 // Accuracy parameter of Standard Spyglass
#define KBSPGACCSPG3 2 // Accuracy parameter of Good Spyglass
#define KBSPGACCSPG4 1 // Accuracy parameter of Mastercraft Spyglass
// --- Range parameters. Further modified by Accuracy of spyglass
#define KBSPGRANGEHULL 750 // Range in yards to start getting info about hull status
#define KBSPGRANGECLASS 750 // Range in yards to start getting info about class of ships ( number of decks and details of hull )
#define KBSPGRANGECANNONS 750 // Range in yards to start getting info about number of cannons (counting "portas")
#define KBSPGRANGENAME 750 // Range in yards to start getting info about name of ships (you've to be close to read it)
#define KBSPGRANGELOAD 750 // Range in yards to start getting info about type of ammo loaded
#define KBSPGRANGESAILS 1500 // Range in yards to start getting info about sails status (easy to see from far away)
#define KBSPGRANGENATION 1500 // Range in yards to start getting info about nation - if you see the sails, you see the flag - further away you get
//"UNKOWN" nation
#define KBSPGRANGESPEED 1500 // Range in yards to start getting info about speed - although more inaccurate with the distance, you can guess it
//from the waves the ship makes, and the change in distance, and the rigging deployed
#define KBSPGRANGECREW 350 // Range in yards to start getting info about number of sailors (in realistic, fun or tuned, you'll get the fraction
//of sailors in the topo deck, and have to calculate depending the number of decks the ships has - a lugger, what you
//see it's what you get; a manowar, you have most of the crew in the lower decks
#define KBSPGRANGEMORALE 350 // Range in yards to start getting info about morale of crew
#define KBSPGRANGECALIBER 350 // Range in yards to start getting info about caliber of guns
#define KBSPGRANGETYPE 350 // Range in yards to get the type of ship - really funny to have to guess the ship by the shape

// No need for RANGE - but also spyglasses return unaccurate info about distance
// --- Variability of the info - scalar to tune how wide is the range of variable info. I't multiplied by accuracy of spyglass.
#define KBSPGVARHULL 5 // Default 5 - Higher more unaccurate
#define KBSPGVARCANNONS 20 // Default 20 - Lower more unaccurate
// No need for KBSPGVARCLASS
// No need for KBSPGVARNAME
// No need for KBSPGVARLOAD
#define KBSPGVARSAILS 1 // Default 1 - Higher more unaccurate
#define KBSPGVARSPEED 100 // Default 100 - Lower more unaccurate
// No need for KBSPGVARSAILS
#define KBSPGVARCREW 10 // Default 10 - Lower more unaccurate
// No need for KBSPGVARMORALE
// No need for KBSPGVARCALIBER
// No need for KBSPGVARTYPE
#define KBSPGVARRANGE 20 // Default 20 - Lower more unaccurate
//---> END KBLACK SPYGLASS MOD SECTION ***********************************