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About Compass and Spyglass (Company : PiratesAhoy! Community : Forum : PotC Gameplay Experience : About Compass and Spyglass) Locked
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May 31 2011, 3:45pm Anchor
Pieter_Boelen wrote:Sounds good. Let me know what final ideas you've got, then I can sort out the code and get it working.
I'll probably remove the Advanced Options spyglass stuff altogether; it'll be either on (on your custom settings in Realistic Game Mode or the default Build 13 settings in Arcade Game Mode) or it'll be off (in Iron Man mode).

When you say, "or it will be off (in Iron Man mode)" you mean screwfaces code will take over right?

So we've got:

Arcade Game Mode = PotC default spyglass settings(nice and easy, with progression through the spyglasses as you upgrade)
Realistic Game Mode = KBlacks Spyglass mod(with settings that i've been testing above, and player changable within InternalSettings.h)
Iron Man mode = Screwfaces ultra realistic spyglass mod(only gives ships name)

Is that what your thinking?

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 4:18pm Anchor

Yeps. Progression through the spyglasses in both Arcade and Realistic Game Mode, though with Iron Man mode, only the zoom factor will improve.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 1 2011, 6:28am Anchor
Pieter_Boelen wrote:Yeps. Progression through the spyglasses in both
Arcade and Realistic Game Mode, though with Iron Man mode, only the zoom
factor will improve.


Cool sounds good.
I have hit a snag in testing spyglass ranges. I didn't know the spyglass
can see through rock!! It will allow you to see through an island to be
able to id a ship on the other side! So we need some new maximum ranges
for KBlacks mod compared to the ones i had been testing. And Actually
this way well be why forts fire into the mountains if the range of their
cannon is high? They ignore the island like the spyglass does?

Anyway here is a new list of data for KBlacks Spyglass mod(in InternalSettings.h) for 'Realistic Game Mode':

// --- Range parameters. Further modified by Accuracy of spyglass

Original Old Test New
#define KBSPGRANGEHULL 750 700 700
#define KBSPGRANGECLASS 750 2250 1500
#define KBSPGRANGECANNONS 750 1200 600
#define KBSPGRANGEGUNPOWDER 750 250 250
#define KBSPGRANGENAME 750 400 450
#define KBSPGRANGELOAD 750 250 250
#define KBSPGRANGESAILS 1500 2000 1400
#define KBSPGRANGENATION 1500 1800 1300
#define KBSPGRANGESPEED 1500 1000 1000
#define KBSPGRANGECREW 350 550 450
#define KBSPGRANGEMORALE 350 250 350
#define KBSPGRANGECALIBER 350 450 500
#define KBSPGRANGETYPE 350 2750 1800

this should cut down the instance of 'seeing through islands', while giving a further duration in which the player can try and use their personal knowledge of the ships to guess the Type and Class etc before the Spyglass gives them the info. Also it keeps to the scale of realism in terms of what info you would see at the various ranges of Long(800-1800 yards and over), Medium(550-750 yards) and Short(in battle range(250-500 yards). A quick test on this last night(along with your new Ships.c) and i didn't get as many instances if 'X-ray' Spyglass effects(still the odd one depending on island shape etc, but i think this must happen in the stock game in certain places as well). Overall a decent compromise i think?

Edited by: BlackBart

Pieter_Boelen
Pieter_Boelen Third Officer
Jun 1 2011, 8:54am Anchor

Indeed I don't think forts care about the islands either.

Can you upload your InternalSettings.h file somewhere?

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 1 2011, 9:52am Anchor
BlackBart wrote:
Hmm i'm not sure i know all the features well enough to give a definitive answer. I'd add, as 'at least' options for 'Iron Man' mode to be difficulty set at 'SwashBuckler', and maybe the chance of death thing being around '60-80'(as the max 130 = certain death, so aim for 50-70% chance of death). Maybe that would be it.

Belay that. The difficulty level should be fluid to allow all players to participate in a feature. And the death chance thing is a matter of personal taste, so please ignore these two suggestions! :)

Pieter_Boelen
Pieter_Boelen Third Officer
Jun 1 2011, 9:59am Anchor

We can leave the death chance as it is and allow people to set it to whatever they want.

BTW: The main PiratesAhoy! should be operational again.

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 1 2011, 11:07am Anchor
Pieter_Boelen wrote:Indeed I don't think forts care about the islands either.

Can you upload your InternalSettings.h file somewhere?


Yes...are your sure!! O_o Is it safe! I might have made some other changes in it(i know i had set the ADD_SKILLPOINTS_PERLEVEL to 1, to counteract the fast leveling using Direct Sail - it's back to the default now). I guess you can simply copy/paste over the KBlack stats into yours? or use winmerge to check what else might be in it!? I'll stick it on the ftp in my BlackBart folder anyway.

Actually i'll stick my initItems.c file there as well.

I've made some changes here in terms of prices(also the map prices increases to go with the new less detailed archipelago map, and the 'appear in random loot is 1 (on)' change, for people to try out, if they end up being too common in loot then we can switch it back to 0, and rely on the cost to control purchase).

I've extended Zens Armour mod = -1 melee to apply to the other two armour types as well, and comented why etc. This was tricky as when i tried to include it all in Zen's original line, within the brackets etc it just crashed all the time, so the way i've got it is the only way i've been able to get it work.

I've removed a whole bunch of Skill bonus points that were given out for all sorts of things like jewels etc. I've increased the value of gems and jewels to componsate that loss, and besides they are all very rare in the game it seems, i think i've found a few in about the dozen or so games i've been running, so they are not common items as they used to be. Extra value, no bonus skills seems good to me?

I've kept book bonus, but changed them a bit, toned them down and reduced the negative values they would give out, and increased the overall price to buy them. Again they are not that common, so you might find a few over a good stretch of the game, but i imagine it is hard to find them all?

I've commented any changes or additions i've made. Anyway have a look, i'd definately use winmerge to compare these files now to what is current default, so you can make a clearer call on what seems good or not etc.

Edited by: BlackBart

Pieter_Boelen
Pieter_Boelen Third Officer
Jun 1 2011, 11:20am Anchor

WinMerge makes it perfectly safe. :-P

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 1 2011, 2:45pm Anchor

Edit: moved to own thread.

Edited by: BlackBart

Miklkit
Miklkit curmudgeon
Jun 1 2011, 3:45pm Anchor

If you are trying to level out how quickly you advance, then getting rid of all of the "lucky charms" is the best way to do it. That is how I play. I only use the mechanical items like compass and clock to boost my level.

Ack! I like the long range of the forts. Many times I have been running for my life for a fort to get under its protection. Also, it may seem like they have a very long range, but they are mounted quite high and possibly can elevate more than ship guns.

Jun 1 2011, 3:54pm Anchor

have a look at the initItems.c file i posted on the 'ftp' - i've reduced 80% of the skill bonus effects, amongst other things.

I hear you on being thankfull of the protection of the forts cannon!! Still in terms of reducing the occurances of screen clutter bug, and the quite common sight of seeing forts firing into the mountains around them, not to mention the maybe slightly long ranges compared to examples i've been able to dig up and research on, I think i'll test lowering ranges a bit. I'll post more on that in the thread specific for cannon.

Miklkit
Miklkit curmudgeon
Jun 2 2011, 2:34pm Anchor

Ok, I started a new game with your inititems.c and internalsettings.h installed. It's a slow slog so far.

Jun 2 2011, 5:26pm Anchor

Yeah it should slow down the rush to skill level 10 chars a bit, but if you use Direct Sailing, not that much. I think you still get the 1 Ability + 2 Skill upgrades on level up in the version on the ftp? I play with 1 Ability(i'd like .5 an Ability, but you can't have everything) + 1 Skill upgrade per level up out of preference.

I never did understand why the stock game was such a 'rush to the top level' kind of game, the whole game setting, the whole length of the main quest line, and the relaxed vibe of the music, plus the non fps like combat(in that combat didn't have the depth of play of a good fps or run as quick), and you could create a top character after about 4 hours of game time(or there abouts). Over the years the Build Mod has reduced that pace of level-up, to make it more suitable for an age-of-sail simulation imho. But i have concerns that Direct Sail rewards far too much XP currently, too often at least. So you will find(unless you spend a long time in Direct Sail mode) that your chars will level up slower, and your ability to get all the best kit takes a bit longer. The aim is to give you more time in the game as a basic character, so the rewards when they come, are that little bit sweeter.

It's been especially prevelent in console gaming(but is also more or less normal in PC gaming now(well AAA that is)), to make games for short attention spans, with easy acheivements and lots of quick gratification. It's almost as if all you have to do these days is switch the console on and hit the 'I win! I'm the best!' button and move on to the next game - very boring to my mind. I like slow buring games, games that take time to get the rewards, and that is in principle what this ealry test-stage effort is aiming to be part off. But keep in mind you are talking with someone who, when not testing, Direct Sails everywhere in this game! Yes i even tack back and forth for hours on end if need be - i used to sail for real, i know what it is like - it's wonderful! :sail:

Edit: our 'smilies' are not working as they used to.

Edited by: BlackBart

Pieter_Boelen
Pieter_Boelen Third Officer
Jun 2 2011, 5:33pm Anchor

The smilies work on PA! but not on the ModDB.

Have you tried tweaking the "skill increase speed" setting in Advanced Options?

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 2 2011, 6:06pm Anchor

Yes set to the lowest setting. I tried to look through CCC's code for direct sail, but could seem to find where, or if it handled the XP you get at sea in the 3D mode, it seems to use a different setting to the onland section of the game?

Pieter_Boelen
Pieter_Boelen Third Officer
Jun 2 2011, 8:42pm Anchor

I found the sailing experience code; it is in PROGRAM\BATTLE_INTERFACE\LogInterface.c marked with LDH .

Edited by: Pieter_Boelen

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 3 2011, 6:21am Anchor

Aha! thank you so much - i'll see what i can come up with :beer:

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