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Fixed Sea Relations: Animists cause bad relations to Pirates

Hylie Pistof

Curmudgeon
QA Tester
Storm Modder
Pirate Legend
The Pirates were the ones I had the least bad relations with at -23 until I saved the Montanez from the two Animist ships. Now my relation with the Pirates is -62.

Oh well, it was nice while it lasted.
 
The animists are considered Pirates as far as the game currently is concerned, so your relation with them would indeed drop.
But Pirates shouldn't immediately turn hostile anymore upon your first attack. Did you see the onscreen text on the number of points for those two ships?
Also, do you have a save prior to attacking them so I can check if it does indeed do what is intended?
It sounds like it is doing something it should not be doing with the latest code, so I have to confirm the details of what exactly does happen and why.

That being said, the story indicates that the animists are NOT actually Pirates and the real Pirates don't like them either.
So it probably makes sense to not get a relation hit at this point at all.

Maybe we should put some code in place to consider certain quest ships to not be part of the Pirate Brotherhood so you don't lose points for those.
What other pirate ships in the quests should we do that for? The Black Pearl springs to mind.

On a vaguely related note, what pirate flag do the animist ships use?
If not already done, it would probably be nice to have them all use the same one.
But which one? Perhaps the plain blood red one?
 
Where are flag assignments translated to references to actual flag textures? In "Sidequest.c" the various animist commanders are set to have pirate flag 2:
Code:
ch.Flags.Pirate = 2;
What I saw was the red flag with the white arm holding a scimitar, so that's what I raised when I took my pictures of the alternative Mefisto.


If the Black Pearl is not part of the Pirate Brotherhood then the Flying Dutchman probably isn't either. Or the cursed caravel in "Bartolomeu o Portugues". Basically, anything which is cursed.
 
Here is a save from Oyster Beach heading to Barbados to get the Montanez. There was lots of on screen stuff but I forget what it said.

What about the Mefisto?
 

Attachments

  • -=Player=- Puerto Rico. Oyster Beach. November 15th, 1691.7z
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The Mefisto is probably going to trigger the same issue.
Either we use an existing attribute or add a new one so that pirate quest ships can be excluded from the relation stuff.
Any objections to excluding ALL quest ships? That might be simplest to set up.

@Grey Roger : Skins about right!
If I recall, the character init entries use two lines for the flag definition.
One tells it the texture and the other tells it the number on that texture.
If they all already have the same flag, that at least is one thing that is already OK. :cheeky
 
The original report here was made with an earlier game version, in which the pirates would turn immediately hostile when you sink/capture a pirate ship.
This is no longer the case; you just get some negative points with them for such an act now.

But a few points lost with the pirates is by far not as bad as them immediately turning hostile, is it?
And there are only very few "pirate" ships in the game that aren't actually ordinary pirates.
So while it would be possible to prevent this altogether when attacking specific quest ships, I have to ask if it is worth the effort.

It is up to you guys whether I'll try to do anything further about this.
 
Why not just add the few points to the pirates when the animist quest ships are called up - that way what you lose will be cancelled out - or is that too dirty a fix?
 
Why not just add the few points to the pirates when the animist quest ships are called up - that way what you lose will be cancelled out - or is that too dirty a fix?
Bit dirty, yes. Would probably be just as much effort to just exclude certain ships altogether.
 
Now the pirate ships will attack me but if I land I can trade with the stores. So I should still be able to trade at Turks if I can somehow avoid the fort and the pirate ships and the english ships all around that place.
 
Now the pirate ships will attack me but if I land I can trade with the stores. So I should still be able to trade at Turks if I can somehow avoid the fort and the pirate ships and the english ships all around that place.
If you're hostile with the pirates, but don't have a LoM, you can still trade with them in the stores.
Otherwise you can try to fool them with a false pirate flag. In stores that may already work.
At sea not yet, but that will soon be re-enabled.
 
No LoM ever.
Then you should be good for Turks either way.

Hopefully at some point soon we'll get the game working well again so that you would be willing to use LoMs once more.
Depends on the type of game you're playing, though, of course.
 
And on a related note.... This "PRIVATEER_NATION" does sound interesting.
Might be useful for the non-player ship with flag of Malta that you sink in the Assassin storyline.
Or possible to make some towns on Hispaniola independent in the Napoleonic time period.

Rambling on even further: There is also support in the code for two "guest nations" in each time period.
At the moment we only have America in the last two periods, but it should therefore be possible to add more than we currently have. :rolleyes:

But I suppose that might be better left until Build 15....
Still.... the possibility IS there, even if it might take a bit more doing.

I was going to suggest using one of these other "nations" for the animist ships (and any other appropriate quest ships) rather than PIRATE to avoid the points loss problem there is "UNKNOWN for example, but then I thought does it matter?
 
I was going to suggest using one of these other "nations" for the animist ships (and any other appropriate quest ships) rather than PIRATE to avoid the points loss problem there is "UNKNOWN for example, but then I thought does it matter?
I'm not sure if the few points you lose with the pirates because of this is actually worth the trouble.
Setting them to another nation might get into relation confusion and perhaps the interface flags in spyglass/Sail-To menu wouldn't show correctly either.
You can try, but I'm not sure how well it would work.

My current thinking is that if people run into real quest-related concerns with the new behaviour, we can deal with that when it comes.
It is certainly possible to add some extract attributes to set certain characters outside the default behaviour if need be.
But we need specific examples to know what to address and how, don't we?
 
The following is based on the Animists example from the opening post, but also related to @Grey Roger's note about the Standard Storyline here:
Fix in Progress - Standard Storyline: Considered a Pirate for Playing Main Quest without LoM | PiratesAhoy!

We could add an attribute to specific quest ships.
If you capture/sink any of those, the whole UpdateRMRelation functionality would be skipped and you won't gain nor lose any points for your action there.
We could apply this to all English ships you're forced to fight as part of the Standard Storyline and any pirate ships that aren't officially pirates, such as the Animists.

Does that sound like a workable solution?
 
I have created a new "skipRM" attribute which can be added to specific quest characters to bypass the "update nations relations" function altogether.
This has now been applied to the captains of all animist ships, the Flying Dutchman in all storylines and the Black Pearl in the Standard Storyline.

Note that this means you also GAIN no points for capturing/sinking these ships.
But I think that's OK as they pretty much fall outside the normal concept of "nations" anyway.

As an added bonus, I also added a new "skipFalseFlag" attribute that forces a ship to ALWAYS believe your false flag.
This has been added exclusively to the "Montanez" now so that you can complete the Animists sidequest regardless of whether you're friendly to Spain or not.

If anyone can think of any other characters that need something similar set up, now would be a good time to say so! :wp
 
@Pieter Boelen maybe we should add these skipRM attributes also to coast guard ships? As you can't bypass them because they are set hostile imediatly. Or is there a way to escape from them without your relation going down to much? Or do we want this to happen?
 
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