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Feedback from Ardent playthrough

Here's the requested save games. Currently doing the epilogue with no hiccups.
 

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  • ArdentInvestigation.zip
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Thanks! The problem is that French soldiers' AI is fouled up. My guess is that there was some shenanigans on Saint Martin. If you talk to Dutch soldiers in Philipsburg, it can trigger a raid by French soldiers; or if you talk to French soldiers in Marigot, it can trigger a raid by Dutch soldiers. I don't recall having seen this cause trouble in Pointe a Pitre in "Ardent" before, though I do have a vague memory of someone having trouble during the "Search For Peter Blood's Ship" sidequest - you need to talk to someone standing outside the brothel in Pointe a Pitre and the local soldiers killed him. The difference with "Ardent" is that you must have been to Saint Martin before Guadeloupe as part of the "Hunt for Valerie Downing" quest, which makes it more likely to trigger this problem. The solution was to reset all French soldier AI just after talking to the sailor in the tavern.

Using your savegame in the tavern allowed me to see what was happening and try some experiments with "console.c". Using the savegame at sea just outside port allowed me to check that the fix worked. There was another piece of AI stupidity; I'd fixed the AI so the soldiers didn't kill Valerie Downing, got arrested, escaped from prison, and watched some soldiers attack other soldiers. This was also fixed after I'd reset all French soldier AI, not just the part which affected Valerie Downing.

So, thanks for the savegames! If you want, I can upload the fixed storyline code here so you can try it yourself. Otherwise, have fun with the Imperial princess...
 
Glad it was possible to bugfix. I've finished playing Ardent and listing some general thoughts (in the spirit of the thread):
-Played through as a heroic Helen on Mariner difficulty (to contrast the Nathaniel hawk playthrough I just finished) but picked the Pirate start
-Married Edmundo
-Allied with Spain
-Used Two Dogs the entire game and finished his tribe's quests (literally spamming 100+ healing consumables while my MC is getting peppered to death with arrows)
-Did the majority of side quests unique to New Horizons after chasing the convoy (did not try to 1v3 the French)\
-Allied with the British in Antigua for help at Port Royale
-Sank the boss battle ship by cracking their masts and kiting in an (stolen from France) Tier 2 advanced battleship
-Enjoyed the Epilogue and kept the San Lorenzo named in honour of Constantino

This was a very fun story that an improvement over the traditional story and I even played for another couple hours after (was familiarizing myself with the privateering ranking system until Spain & France became peaceful in 1694). The missions were fun and weren't hard to follow. The dialogue was entertaining and narrative was pretty good. Kind of fixed my qualms about the base-game story of not having a strong enough antagonist presence. I had to consult the guide and the forums right at the start and then chasing the Downing quests. Great job to everyone that worked on this storyline!
 
Glad you enjoyed it! :cheers

Peace between Spain and France is nothing to do with the storyline. After "Imperial Escort", the game switches to FreePlay - the story is over so you're free to continue as if you had chosen "FreePlay" as the storyline. International relations can change randomly.

Did you visit Gilbert Downing's museum?
 
Just my luck then that during Free Play everyone I had a LoM with was at peace with France.
I did visit the museum and was a fun end. What was the easter egg with the Animists I missed out on?
 
Remember right at the start of the game when you had to follow Two Dogs from Havana to the slave camp to rescue your crew? Along the way, you'll have gone through a jungle section with three exits - one back the way to Havana, one towards the slave camp, and you'll have been there again during "Imperial Escort" because the third exit leads to the beach. In the middle of this area is a small hill with a tree, next to which is a monkey. Unlike any other monkeys you meet, this one is friendly - very friendly. It follows you around for evermore and talks to you, sometimes loudly, whenever you move from one area to another. There is only one way to get rid of the monkey, and that's to take it home, which is the same small island where you find the Satanists' lair. (They're not Animists any more. Look up Animism on Wikipedia. There probably are Animists still in the game and you've met some of them, namely the various Indians, including Two Dogs' tribe.)

The story was first written in 2016, which in the Chinese zodiac was the Year of the Monkey, which is why this Easter egg was added. Originally you couldn't get rid of the monkey at all. However, perhaps you've heard of the old adventure game "Secret of Monkey Island". It turns out that there is a real Monkey Island. It's a small island next to Puerto Rico whose only permanent inhabitants are a group of monkeys and whose only human inhabitants are researchers who go there to study them. It's actually to the east of Puerto Rico but the game has nothing there. It does, however, have the Satanists' island to the south. And so that becomes Monkey Island for the purposes of the Easter egg.

The monkey is still in the jungle area so you haven't missed out. Just make sure you've completed "Strange Things Going On in the Caribbean", or at least progressed it far enough to allow you to visit the island, before you collect the monkey...
 
Great job to everyone that worked on this storyline!
Unless I'm very much mistaken, it was a solo effort by @Grey Roger himself. :bow

Peace between Spain and France is nothing to do with the storyline. After "Imperial Escort", the game switches to FreePlay - the story is over so you're free to continue as if you had chosen "FreePlay" as the storyline. International relations can change randomly.
And it then enables Changing Relations?
Clever!

The story was first written in 2016, which in the Chinese zodiac was the Year of the Monkey, which is why this Easter egg was added. Originally you couldn't get rid of the monkey at all. However, perhaps you've heard of the old adventure game "Secret of Monkey Island". It turns out that there is a real Monkey Island. It's a small island next to Puerto Rico whose only permanent inhabitants are a group of monkeys and whose only human inhabitants are researchers who go there to study them. It's actually to the east of Puerto Rico but the game has nothing there. It does, however, have the Satanists' island to the south. And so that becomes Monkey Island for the purposes of the Easter egg.
Real Planet of the Apes stuff! :rofl
(Sorry... my colleague recently made me watch all those movies, so anything "monkey" gets " aped" by me now.)
 
And it then enables Changing Relations?
Clever!
It was your idea originally, though in "Hornblower", not "Ardent". There's a line in "quest_reactions.c", case "assigned_to_atropos5":
Code:
AddStorylineVar(FindCurrentStoryline(), "CHANGING_RELATIONS", "1");        // PB: Enable changing nation relations
I copied both the idea and the line. ;) "Ardent" then disables it during the "Imperial Escort" extension and re-enables it once more when that ends.

Real Planet of the Apes stuff! :rofl
(Sorry... my colleague recently made me watch all those movies, so anything "monkey" gets " aped" by me now.)
It's a madhouse. A madhouse! :g2
 
It was your idea originally, though in "Hornblower", not "Ardent". There's a line in "quest_reactions.c", case "assigned_to_atropos5":
Code:
AddStorylineVar(FindCurrentStoryline(), "CHANGING_RELATIONS", "1"); // PB: Enable changing nation relations
I copied both the idea and the line. ;) "Ardent" then disables it during the "Imperial Escort" extension and re-enables it once more when that ends.
Oops; it seems I accidentallhy called myself clever then.
But I know you're certainly at least just as clever yourself. :cheers

t's a madhouse. A madhouse! :g2
Sure is!!
:rofl :rofl
 
Between coding and testing the Devlin Opera I'm now replaying Ardent for the dont-know-how-many-th time, but this time, I'm too dumb to find the object in the Mayan temple. The skull signs lead to a dead end where the walking path seems to end in the middle of the corridor, which happens in several places. Plus there is a single skull sign in a completely other place, which leads to the "russian room". Plus there is the room with the mosaic at the wall, which is otherwise empty. Plus there is another room where I can see Mayan warriors, but can't get to them because once again the walking path seems to end.
 
Pretend you're playing "Tales of a Sea Hawk". Follow the signs until shortly before the turn towards where you would place the idol. Somewhere along the way you should automatically stop, turn, and get an on-screen message. You'll be looking at a room with mosaics on the wall and something small on the floor. (The item should be on the floor even if you manage to miss the enlarged locator which triggers you to stop and turn.)
 
Something must be off then, because 1) the only room with a mosaic I can find is nowhere near the trail of skull signs 2) there is no rug in there 3) no locator triggers to make me stop and turn 4) there is nothing interesting near the trail of skull signs and 5) the trail of skull signs leads to an invisible wall.
 
You must have found another trail of signs, then. They're supposed to lead you to a large room with a spot in the middle where you place the idol to open the way to the teleporters and ultimately to the bird-god statue which destroys the temple. Admittedly, that's the temple on Cozumel and the teleporters only work in "Tales of a Sea Hawk". This temple is on Hispaniola, there's no icon in "Ardent", and it has no bird-god statue. But the labyrinth is copied straight from the one on Cozumel, including the room with the spot in the middle.

From the entrance, you go past some rubble, down the central passage. You go up a short staircase. There's probably an Akellani on the right of the staircase, but the trail you want starts on the left. If I remember correctly, about the first thing that happens on that trail is that the corridor turns right, with another Akellani just round the corner. At some point you go a little way down a corridor and automatically transfer to another part of the labyrinth, minus any officers you had - you're on your own in this part. It is in this part that you should stop and turn left - or, if you're playing "Tales of a Sea Hawk", you don't stop, you follow the last sign to turn right instead of left, and that takes you to the room to place the idol.
 
Oo-kay, problem solved :modding

Pretend you're playing "Tales of a Sea Hawk".
I haven't in a long time, so I didn't remember that...

At some point you go a little way down a corridor and automatically transfer to another part of the labyrinth
And this is exactly where I ran into invisible walls, because for some reason, it doesn't reload to the next location automatically. But all I had to do was hit space or F3.
 
Did you save game inside the temple and then reload? I've seen it sometimes happen that if I save and reload, automatic reloads don't happen, I also need to press space.

Have you found the place where you stop and turn?
 
Something else (by the Kinks)

When I choose to do the "wedding ring shopping" ruse with the guard that follows me around, then the only option is to have my ship in the port, right? But I came from the beach, thinking the fort will probably recognise my ship - considering it's called "Siroco" and has previously been stolen by me right in front of the fort's eyes. ;)

Not a problem, I leave the "Siroco" in Port au Prince for a while and use the cheapest lugger to go to Santiago. I just think it's funny that the roles are almost reversed for once. :p
 
Something else (by the Kinks)

When I choose to do the "wedding ring shopping" ruse with the guard that follows me around, then the only option is to have my ship in the port, right? But I came from the beach, thinking the fort will probably recognise my ship - considering it's called "Siroco" and has previously been stolen by me right in front of the fort's eyes.
You can moor at Bahia de Moa. In that case, when the time comes to run, you'll tell Lucia to run for the town exit, not the ship. (You don't want to moor at the other beach within walking distance of Santiago, which is Playa de Sierra Maestra. That is where you stole the Siroco and it's in range of the fort. :pirate41:)
 
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