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Fixed Full taverns and related

Yes. The latest beta 3.3 is broken with no merchant in Orangestad and those VCO locations.
 
I just checked, but the merchant is right where he always was in Oranjestad.
Turns out that while the port is bigger now, the old town is also still there and that is where he is.
 
Now that I re-implemented the Beta 3.2 random locator fix, does this still happen? Much?
 
As per the latest Beta 3.3 WIP, is this still a problem? Do I need to remove the Extra Atmosphere mod altogether?
 
I will say the same as Hylie: Less soldiers in the taverns.
 
Looks like I'll be doing some more WinMerging with old code next week then.
 
I'm still on 3.2, I think nobody 'll mind if I test around a little bit with the new changes in 3.3, I also WinMerge hard, haha, I like that :cheers


Reducing the taberna's soldiers was one of the first things I did, me was changing the DAY soldiers, they are just WAY to many, I did it in the "LandEncounters\LEnc_monsters.c"
Code:
  Random_sailors_sit_tavern(2+RAND(3), GetLocationNation(location));
  Random_guard_sit_tavern(1+RAND(2), GetLocationNation(location));
  Random_sailors_group(1+RAND(3), GetLocationNation(location));
  Random_guards_group(RAND(2), GetLocationNation(location));

May not be perfect but I like my soldiers on duty during daytime and not taverns full of 'em. By the way, I like how, during daytime, Joshamee Gibbs has sometimes 1 or 2 soldiers sitting "inside" of him, this change fixes that, too.

Also, why are we randomly attacked during the day or night by guards saying "You are a stinking pirate, die NOW!", this changed very soon on my game:
in "Dialogs\random_guards_group_dialog.c"
Code:
  if(rand(10)>8)
  {
  Dialog.Text = DLG_TEXT[7] + GetMySimpleName(PChar) + DLG_TEXT[8];
  Link.l1 = DLG_TEXT[9];
  Link.l1.go = "exit";
  LAi_group_SetRelation("random_guards_group", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
simply DELETE THE
Code:
LAi_group_SetRelation("random_guards_group", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
 
Nice one!

Would people be happy with the number of soldiers reduced as suggested but not completely return to the original Beta 3 state?
 
Yeah esp. on the night-shifts it's kinda neat to have at least some soldiers pass the night in the tavern, but the day was overboard ;)

I'm always going the way of the littlest work, so reducing the numbers and playing around with them was what I did and seems to be the best ;)
 
Nice one!

Would people be happy with the number of soldiers reduced as suggested but not completely return to the original Beta 3 state?


i like the soldiers :D would love it if they were a little more friendly to , the only problem with them is that if a gambler spawns with the soldier model and you start the "girl won in a card game" quest off of him the quest breaks.
 
So let's think if we can come up with some new defaults:

We have two cases: Day and Night
We have two types of characters: Sailors and Soldiers
We have two extra options: Sitting or Walking

So how many such characters maximum do you guys think there should be in the tavern at night?
I suppose day time should be decidedly less. And how many soldiers vs. sailors?

Also, why are we randomly attacked during the day or night by guards saying "You are a stinking pirate, die NOW!", this changed very soon on my game:
in "Dialogs\random_guards_group_dialog.c"
Looks like that code is already completely disabled in the Beta 3.3 WIP.
 
So how many such characters maximum do you guys think there should be in the tavern at night?
I suppose day time should be decidedly less. And how many soldiers vs. sailors?
These would be my suggested numbers:
Code:
      //Levis Extra atmosphere -->
       if (ivcskip != -1)
       {
         if (Whr_IsNight())
         {
           //Night
           if(sti(GetStorylineVar(FindCurrentStoryline(), "WR_PUZZLES")) > 0 || sti(GetStorylineVar(FindCurrentStoryline(), "BUG_PUZZLES")) > 0)
           {
             //JRH
             Random_sailors_sit_tavern(3+RAND(3), GetLocationNation(location));
             Random_guard_sit_tavern  (  RAND(2), GetLocationNation(location));
             Random_sailors_group  (1+RAND(3), GetLocationNation(location));
             Random_guards_group  (  RAND(1), GetLocationNation(location));
           }
           else
           {   // PB: Total number of characters: Between 2 and 9
             Random_sailors_sit_tavern(1+RAND(2), GetLocationNation(location)); // 1-3 sitting sailors : always one sitting sailor
             Random_guard_sit_tavern  (2*RAND(1), GetLocationNation(location)); // 0-2 sitting soldiers: they come together or not at all
             Random_sailors_group  (  RAND(2), GetLocationNation(location)); // 0-2 walking sailors
             Random_guards_group  (1+RAND(1), GetLocationNation(location)); // 1-2 walking soldiers: always one walking soldier
           }
         }
         else
         {
           //Day
           if(sti(GetStorylineVar(FindCurrentStoryline(), "WR_PUZZLES")) > 0 || sti(GetStorylineVar(FindCurrentStoryline(), "BUG_PUZZLES")) > 0)
           {
             //JRH
             Random_sailors_sit_tavern(1+RAND(1), GetLocationNation(location));
             Random_guard_sit_tavern  (  RAND(2), GetLocationNation(location));
             Random_sailors_group  (  RAND(3), GetLocationNation(location));
             Random_guards_group  (  RAND(1), GetLocationNation(location));
           }
           else
           {   // PB: Total number of characters: Between 1 and 5
             Random_sailors_sit_tavern(1+RAND(1), GetLocationNation(location)); // 1-2 sitting sailors : always one sitting sailor
             Random_guard_sit_tavern  (  RAND(1), GetLocationNation(location)); // 0-1 sitting soldiers
             Random_sailors_group  (  RAND(1), GetLocationNation(location)); // 0-1 walking sailors
             Random_guards_group  (  RAND(1), GetLocationNation(location)); // 0-1 walking soldiers
           }
         }
       }
       //<--Levis extra atmosphere
Note also the comments to explain what this code now means.
I think that is about as low as we can get it without completely losing the point of this feature.

This is definitely less than before, since it used to be 4-14 characters during DAY and 5-15 characters at NIGHT.
Now it is 1-5 characters during DAY and 2-9 characters at NIGHT.
This cuts down the day crowd by nearly 75% and the night crowd by almost 50%.
 
Whoa, these reductions do seem pretty steep:O
I think these are pretty much the lowest reasonable limits.
If people consider it OK, we can see about increasing the numbers a bit again.
 
The number of sailors is too low and the number of soldiers is too high IMO. But my opinion is that there are waaay too many soldiers all over the place anyway, which is why I play the less militarized early periods. The later periods are set up so the colonies are military bases with a few civilians to support the soldiers.
 
Those changes are pretty much what I did haha, I forgot to post the full code, but ok you got the basic idea ;)

They are not steep in any way, you have to remember the couple different options, there's sitting and walkin soldiers, and so on. It looks steep in the code but in game its a whole different story, that "little amount of soldiers" still makes up a pretty good amount of them. Taverns are small to begin with, right, and roaming sailors + sitting sailors + ditto soldiers, that's a hell of a amount of people in a ratsnest that small.

Looks like that code is already completely disabled in the Beta 3.3 WIP.

That's good to see but I'm still trying to rambo together and customize the 3.2 version to my liking so I came up by myself with them things :)
 
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