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CCC's SWAK & Stormy Start mod

The spacebar and other key functions seem indeed somehow to be related to the Euro issue. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Does resettin' de keyboard defaults help at all? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Thanks for the feedback everybody. I have made an improved version that hopefully fixes the mentioned problems. I tried to post it at the fileserver but I keep getting a "Error uploading: directory problem" So I am afraid I must bother Cat once again <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->
1) I can't talk using spacebar anymore; I now have to use the mouse button (I didn't even know that was possible. WAS that even possible?)
2) I ALWAYS end up in the Conceicao blacksmith when using the stormy start option
3) I seem to have trouble getting the blunderbus to fire. It doesn't always work, though I did get it to work some once
4) The intro movies don't play anymore
(I have what I believe to be a European UbiSoft version of PotC)

That is what I found and can remember. Hope this might help getting rid of the bugs. [/quote]

It certainly does, thank you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

1. & 2. should be fixed with the upcoming next version.

3. Did you hear some sound, and did the targetperson light up in red?

4. Sorry, I disabled the Intros cause I thought nobody would like to waste time with them anyway.

To reenable them open Seadogs.c, find this section

void Main_LogoVideo()
{

int i = sti(InterfaceStates.videoIdx);
trace("Main_LogoVideo() " + i);
switch(i)
{
/*
case 0:
{
InterfaceStates.videoIdx = 1;
StartPostVideo("WaltDisneyLogo",1);
return;
}
break;

case 1:
.....
break;
*/

/*case 3:
{
InterfaceStates.videoIdx = 4;
StartPostVideo("intro",1);
return;
}
break;*/

And delete the outcommenting /* and */
Case 3 was already disabled by someone else, faik it plays the invasion video.

The dialogcontrols have been messed up by my version of the controlsinit_pc.c file. The upcoming fix will contain a init_pc that I took out of a b12 download, so it the controls should work like before. Though it may still be a good idea to reset the controls to default first, like Fred Bob suggested

If you want to use the mousebutton for talking, open controlsinit_pc, find

CI_CreateAndSetControls( "DialogControls", "DlgAction", CI_GetKeyCode("VK_SPACE"), 0, false );

and replace VK_SPACE with VK_LBUTTON (for Left mousebutton)
 
Something must've gone wrong; I now have a major amount of new troubles: <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

- The stormy start mod simply doesn't do what it's supposed to anymore. After the storm movie, I stay in my cabin, which I cannot leave. I'm not transported to any remote beach or even to the Conceicao blacksmith.

- After you leave the tutorial, you are automatically provided with:
1 Borgiablade (Seems to be working perfectly properly)
1 Sandbag (Same for this one...)
1 Thief's knife (...and this one; This one isn't supposed to be stealthy, right?)
1 Blunderbuss (Works most of the time, but sometimes refuses to fire (no sound; no target lighting up in red - could that be because it's supposed to blow up in my face, but doesn't? I haven't had it blowing up in my face yet))
4 Grenades (Effect looks great, but they don't seem to be doing much damage, unless thrown from quite closely, which also damages/kills yourself. They also don't seem to be removed from your inventory after useage)
4 Etherbottles (They don't seem to stun anyone and they aren't removed from my inventory either)
4 Poisoned Throwingknifes (Seem to work fine, but are apparently only removed from my inventory when I actually hit and poison somebody. So by missing, it is not removed)
4 Stinkpots (Haven't noticed them working yet and don't seem to have the same `removing-from`-inventory problem like the others above)
4 Cobblestones (Work fine, but are only removed from the inventory when having had any use)
Shouldn't you be provided with just a selection of these things instead of with all of them? And should you even automatically receive them after the tutorial instead of having to find them in chests or so. This way, you get an awful lot of overly useful weapons at the beginning of the game.

- When there are new Oxbay guards (haven't tested on any other island) generated because they are fighting with me, they have no weapons.

- People who are stunned still cower when I come close.

I'm not totally sure about the accuracy of above mentioned troubles. I seem to have noticed them, but am not totally sure if they actually are happening. I suppose some of them are, but these might've been caused by something wrong wrong with my installation. After all, it did work `more-or`-less properly yesterday. Just thought I'd let you know what I found in case you can do something with it. Might I find some more, I'll post them too.

About the intro movies: You're right about them being a waste of time, but it just truck me as odd that they were gone. It's weird to have a game without any sort of intro. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
For me personally, I don't need them totally disabled. I can skip them, which is fine enough for me.

Hope you can do something with all this...
 
I can, but I can't change all of it. I used functions of the stock game to determine the initial target and the people around it. Especially the "getNearCharacters" function sometimes selects not near characters but someone rather far away. Or no one. That may explain some of the oddities you mentioned. I'm afraid some of it must be accepted as being the "unreliability of 17th century weapons" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

In the cases where weapons didn't have any effect, were the targets unarmed citizens? People friendly to you are protected from many weaponeffects. Admittedly not very realistic, but otherwise it would be next to impossible to use some of the weapons with citizens or your officers getting in the way.

To your (most welcome) hints in detail:
Amount of weapons after tutorial:
Yes, that's a bit generous, but that way you can test them right away. But it might be a good idea to reduce them in a finaly version.

The guards without weapons is the same problem that Cat had when boarding ships with unarmed defenders. Should be fixed in the next version.

As for weapons only being removed when you actually hit someone: that is supposed to be that way, or rather, I can't change it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> . True, it looks a bit odd, but the gamefunction where I plugged in the SWAK functions runs only if you hit a target. Without a target it lacks the basic data to run.

Etherbottle: Stunning works only if the targets are not warned of the attack, i.e. if they haven't drawn their weapons yet.

That stunned people cower if you are near is part of the "LAI_poor" animation which I used for "being stunned". Again, I must ask you to overlook the oddity cause I can't change that. Let's suppose that the shock of your appearance arouses them from their stupor <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> At least I was able to make them "talk" to you even though you are hostile, so that you can rob them <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

The stinkpots should create some fire, do moderate damage and poison the targets. The poisoning may take some time to kill.

That the grenades don't do much damage at a distance shouldn't be that way, I'll have a look at that, maybe changing their stats will help.

If the blunderbuss misfires you should suffer some damage yourself.

Yes, the thief's knife use will be noticed by the victim.

Thanks again for your observations, I'll check them all out again.
 
The grenades are such a lovely idea, but too often they kill me in the process, even if I'm just about maximum distance away...

By the way, I hereby declare the Borgiablade to be mankind's greatest ever invention. All I have to do is knick a guy once, and then stand there blocking as he exerts himself till he just keels over. It's very satisfying.

So, of the two versions of the swak you sent me in email the other day, CCC, neither is the latest release with the fixes that we should wait for?
 
<!--`QuoteBegin-alan_smithee`+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->The grenades are such a lovely idea, but too often they kill me in the process, even if I'm just about maximum distance away...[/quote]
Would it it be better if I restrict the "selfdamage" part to only a small wound ( " a stray splinter hit yourself..." ) ?
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->So, of the two versions of the swak you sent me in email the other day, CCC, neither is the latest release with the fixes that we should wait for?<!--QuoteEnd--></div><!--QuoteEEnd-->

SWAK&StormyStart3 contains the fixes I have mentioned. I would have posted it for everybody if I only could get the upload to work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Will contact Keith about it.
 
Sorry, I'm here, been a bit busy today. Got it up. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

This is on the PiratesAhoy FTP -

<a href="ftp://files%40piratesahoy%2Enet@ftp.piratesahoy.net/SWAKnStormyStart/" target="_blank">ftp://files%40piratesahoy%2Enet@ftp.pirat...AKnStormyStart/</a>

If it asks you for a password, it is <span style='color:red'>piratesahoy</span> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

That said, I have been testing the various Stormy Starts and they seem to work well. Sometimes you are left in quite dire straits - one crewman left and 2% hull and almost NOTHING to sell to get you out of the problem you are in... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> Starting off at Khael Roa in this condition is EXCEPTIONALLY difficult! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Ended up in a Tartane a number of times! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> But I guess that's part of the FUN! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

I notice that Malcolm did not show up in Oxbay, after I'd dismissed him. He wasn't standing in his usual spot. Is this intentional? I was looking forward to trying the thief's knife on him, LOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I used the thief's knife on the two pirates walking about in the QC harbor area - worked pretty good, no guards to call, LOL!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I've had the blunderbus explode on me - and on the officers I gave it to... Brilliant that it has limited use before it explodes in your face! Absolutely brilliant!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

I'm having a bit of trouble getting used to the quick `re-arm` - haven't had enough of a certain item to do this a lot...

Are the blunderbusses supposed to be available for sale from the merchants? I hadn't thought so, but they are. Is this just me (vestiges of my Sneaky Trader mod interfering), or is it so?

In the beginning of your Stormy Start mod, I try to empty the ship as much as possible so I can pick up more lucrative trading missions... Probably unrelated, but I've noticed this problem - if you sell off all your ammo except balls, and tell your crew to load balls, they do - but it seems that after a trip to the shipyard the cannons are all set again to the default bombs - of which I have none. ??? How can we keep this default switch from happening?

That's about it for now... I didn't mind the grenades that much - they are handy, and I didn't get hurt. You just have to remember that you need to throw at a target far away from you! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I quickly tested the new version and it works a whole lot better. I did find a small amount of things that might still be fixed though:
- You still receive that big amount of SWAK weapons after the tutorial.
- When skipping the tutorial (but not using stormy start), I have no equiped sword when arriving in the Oxbay harbour (have to equip a sword manually) and Malcolm Hatcher doesn't want to talk to me anymore.

I'll be testing some more later and tell you if I find anything else.
Otherwise: Tremendously great job. Works a charm! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
- I seem to be having troubles getting into the blacksmiths (there isn't even a closed/open door symbol when I reach their doors; I can knock on it, but not enter)
<span style='color:red'>Edit 2:</span> This hasn't got anything to do with your mod either. I just found out I must've done something wrong with the blacksmith mod and I don't have the installation file anymore. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
- I've got some troubles with loading screens disappearing after installing this mod and the other post Build 12 mods. Also in the hire sailors screen, there disappear parts of the interface. This doesn't happen after just installing your mod, but does happen when I try to install some extra stuff.
<span style='color:red'>Edit:</span> Never mind. I just found out this problem even shows up when not installing your mod. I don't know what happened to my PotC installation, but it can't have been pretty. Trying to get it to work properly again right now.
- Malcolm Hatcher does want to talk to me when playing the full tutorial.

I was wondering what this piece of code is meant for in PICTURES.ini:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// ccc special weapons mod

[ITEMS_SPWP]

sTextureName    = goods.tga

wTextureWidth  = 1024

wTextureHeight  = 512


;    goods pictures list

picture = itm1,128,256,256,384;BALLS

picture = itm2,256,256,384,384;GRAPES

picture = itm3,512,256,640,384;KNIPPELS

picture = itm4,384,256,512,384;BOMBS

picture = itm5,256,128,384,256;SAIL

picture = itm6,384,384,512,512;PLANKS

picture = itm7,256,384,384,512;SLAVES

picture = itm8,0,128,128,256

picture = itm9,896,256,1024,384

picture = itm10,512,0,640,128;CHOC

picture = itm11,384,128,512,256

picture = itm12,768,0,896,128;WINE

picture = itm13,640,0,768,128

picture = itm14,128,128,256,256;RUM

picture = itm15,512,128,640,256

picture = itm16,0,384,128,512

picture = itm17,768,256,896,384;MAHAG

picture = itm18,640,256,768,384

picture = itm19,768,128,896,256

picture = itm20,0,256,128,384

picture = itm21,384,0,512,128;FRUIT

picture = itm22,128,0,256,128

picture = itm23,256,0,384,128;OIL

picture = itm24,896,0,1024,128

picture = itm25,896,128,1024,256;CLOTHES

picture = itm26,0,0,128,128

picture = itm27,128,384,256,512

picture = itm28,640,128,768,256;LEATHER

// ccc special weapons mod end<!--c2--></div><!--ec2-->I found the code that gives you all SWAK weapons when skipping the tutorial and removed that as I thought you should find them yourself. Seems to work fine.

I'm trying to fix some stuff myself, but doubt I'll manage with my still minimal knowledge of coding.
 
hm... dozens of unused goods pictures? We really do need new ones. Maybe more food, like with a purpose -- water, meat, etc. And loads of weapons to transport... maybe some fine art. It could all have a double purpose.

The first part is CCC's interface picture set thingy, though I don't think it's used now; I made him a file "ccc_swak.tga" or something that should also be mentioned in that text file there.
 
Thanks a lot for posting the update, Cat <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> I hope that I can manage that myself soon so that I won't have to bother you anymore <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Good that this version works better than the first, and thanks to your feedback. We will surely get the remaining deficiencies ironed out as well.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm trying to fix some stuff myself, but doubt  
I'll manage with my still minimal knowledge of coding.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes please, I am always happy if people start to work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> with my mods. You have already done well, so your knowledge can't be that minimal <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Post what you have done, and ask if need to know something.


The [ITEMS_SPWP] section in pictures.ini is in fact not used anymore, will delete that (but it does no harm, just superfluous). I initially used stock goods interfacepictures for the new weapons, before Alan made the nice new pics that you can enjoy now.


The loading screens do not appear in my game either. The reason is simple, and it is again a Euro issue: the European loading.tga files are in the resourcetexturesloadingNATIONNAME subdirectory, but the build searches for them in the resourcetexturesloading rootdirectory. You can easily fix that if you copy all files from loadingNATIONNAME into loading.


If you use the "stormy start" option in the tutorial dialog Malcolm will indeed be intentionally removed. Two reasons:
1. In StSt you are supposed to spend some time on other islands before you return to Oxbay, and it would look odd if Malcolm would greet you there as if you had just arrived.
2. Malcolm has in the past often messed up things because he got involved in questfights in Oxbay, or even attacked you.
Therefore I thought it would be better if I remove him completely, but if players miss him I can change that.
If you wan't to change that yourself, this line in questsboth_reaction.c removes him:

ChangeCharacterAddressGroup(CharacterFromID("Malcolm Hatcher"), "none", "", "");

if you delete that line he'll remain in the cabin, if you replace that with

ChangeCharacterAddressGroup(CharacterFromID("Malcolm Hatcher"), "Oxbay_town", "goto", "goto23");
LAi_SetWarriorTypeNoGroup(CharacterFromID("Malcolm Hatcher"));
LAi_warrior_SetStay(CharacterFromID("Malcolm Hatcher"), true);
LAi_warrior_DialogEnable(CharacterFromID("Malcolm Hatcher"), true);

he'll appear in Oxbay. (Though the dialog may not fit)

That you have no equiped sword at the gamestart is intentional as well: Enemies won't attack you without equiped sword, so you can test any location unmolested. (If people use that to cheat, well, so be it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )

What's not intentional is that Malcolm doesn't talk to you. I'll check that.


I will remove the part that gives you a lot of SWAK weapons upon quiting the tutorial once we have had a thourough testing.


I'll try to find where the switch to bombs as default ammo happens.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Are the blunderbusses supposed to be available for  
sale from the merchants? I hadn't thought so, but  
they are. Is this just me (vestiges of my Sneaky  
Trader mod interfering), or is it so?  <!--QuoteEnd--></div><!--QuoteEEnd-->
That is being set by this line in Itemsinit_items.c:

itm.skiptrade = false;

So it wasn't you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Must be set to true if the weapon shall NOT be for sale. What do you think, is it a good idea that you can't buy special weapons but must hunt for them? I am not sure.


If you happen to be drifted to KhaelRoa/Devils Island you are in fact down and out. That's the "really demanding challenge" event (if you think it's too hard I'll mollify it). At least you have some extra planks, and you should be able to recruit junglebandits as sailors.


Hope I have adressed all your observations (if not remind me <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ) Please do keep them coming !
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If you happen to be drifted to KhaelRoa/Devils Island you are in fact down and out. That's the "really demanding challenge" event (if you think it's too hard I'll mollify it). At least you have some extra planks, and you should be able to recruit junglebandits as sailors.  <!--QuoteEnd--></div><!--QuoteEEnd-->
Please don't change it! This sounds so exciting I want to play right away...
 
IS it ok for download and play now??

Thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Yay for Most Extreme Elimination Challenge version of POTC. Here's my thought on how these things should be available: I've noticed an awful lot of trapdoors and things in various models, like in the floor or behind staircases... they're eithere modelled in or textured, but none of them are used. We should set up a whole underground network of contraband goods and weapons.

And I may make some new models for the items... like, do you think a smaller dagger for throwing would be better?
 
Oh no, don't change it, CCC, it's great!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Alan, I've always thought those trap doors in the merchant shops should reveal the kind of "back room black market" trading that might be done by smugglers - or gunrunning - or something like that...

And there are trap doors everywhere!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I see you also fixed the blacksmiths not being paid bug. I was wondering if it would be possible to have the fixing of blades be paid with your personal wealth instead of with your party's wealth. That way you can't possibly get the extremely good swords at the beginning of the game as you'll need to have progressed some in the game before having enough personal wealth to pay for a really good sword being upgraded. Just a thought...

I'm currently working on getting all post Build 12 mods to work properly in the game and seem to be having a lot more success than the past two days (thanks again Cat!). I'm also trying to fix some extra bugs. I found a few small things that I changed in the SWAK files. With a bit of luck, I can upload a fixed and updated PotCMods.zip. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I like the idea of having to hunt for the special weapons. Makes them all the more special.

If you end up on Khael Roa, can you get off the island once your ship's seaworthy? The entrance to the island is sometimes blocked and it's a bit stupid to be stuck on that island all game long. There aren't supposed to be any jungle bandits on Khael Roa, are there? Just Alkanelli indians...
(BTW: For some reason there are smugglers in the temple; can that be changed into Alkanelli or cursed pirates or something? And I don't mean by changing the BuildSettings.h setting so it's changed for all locations; I just want it changed for that particular location.)
 
Oh, no bandits on KR? Then it can really become a deathtrap. Well, that may add to the thrill, and you can always stormstart a new game if your beching doesn't suit you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
But whenever was stranded there I could leave (in any case via the worldmap)

What type of random characters are being generated in a location depends on the .type attribute of a location (see locationsinit files) The generation is largely being done in LandEnqountersLEnc_monsters
 
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin--> I found a few small things that I changed in the SWAK files. [/quote]

Go ahead <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> I am sure that there are a lot of things that can be improved <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

But please do not just overwrite the old codelines but outcomment them ( // ) And please comment your changes <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And if you can spare the time post your changes here so that we all can learn from them <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
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