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WIP Officer System Modifications

There already is a Master at Arms role that is given to certain quest officers like Baldewyn Coffier and the Maltese Knight. What would be good for one? Melee, gunnery, accuracy, defense, grappling.

I don't think the officer system was ever finished but just made good enough.
 
Comrade-in-Arms is used a generic position used for quest officers that don't have a type defined.

The system never was 100% finished.
 
I just got some new stuff from Aconcagua, who has done a tremendous amount of work on the game's Officer System. See attached for the file.

This is what he had to say:
I changed the create officer routine to better consider the primary and
secondary skills of the officer type - using the table we once created
in officers.c.

Additionally, I modified the perks routines such that a carpenter now
can get the two carpenter skills. On the long term, I'd prefer to select
the all the perks for the <PerkType>Value based on these lists, too, but
for now, I didn't.

Rush and another skill (the deadly gunner, I think) were forgotten to be
removed from the perks list of the character when creating a new one.
Fixed this by removing the complete list and re-adding it as empty
(don't know if there is somewhere access to it without checking existence).

That's all so far.

Had to notice that I don't see the ship images in the ships overview or
shipyard screens any more. Apart from that, 14.3 is a great advance
in game play. However, we lost some flexibility in configuration - e. g.
can't have realistic mode without unrealistic item bony any more without
modifying internalSettings.h. Well - at least I can adjust such settings
at all...

One of the quests selectable at start is linked twice, might fix this
some day (if not anyone is faster...).

At first was shocked by the new feature of having a new game entry for
each quicksafe, but that proved to be practical... Only: we should
introduce a configuration option allowing to limit the number of
quicksafe entries to a desiered value. As default, I propose 0
('unlimited' - in the screen, this word should be shown perhaps), '1'
would correspond to the previous behaviour, '7' would keep the youngest
seven quicksafes and drop any one older. Perhaps I can address this, too.

Just a little bug fix:

free perks were not calculated correctly - got always 0...
 

Attachments

  • OfficerSystemUpdate.zip
    12.3 KB · Views: 102
So what is the verdict of this new system?
 
I mean the update :p, does it need further looking at (for now)?
 
And another update by Aconcagua. I included also all my own and Levis' new changes.

Edit: File removed. DON'T use this for now.
 
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:ahoyAhoy! Sire! When will the official update patch be posted/uploaded in the beta 3 progress thread?
 
Well, not until after I get back home for starters. I'm gone throughout the week now and only at home during the weekends.
Also, I might hold off for another two weeks and release a Beta 3.1 update at the end of the month.
 
I just installed this update and started a new game.

POTC is now unplayable! :sick

All is well on land. Even standing on the end of the dock all is well. But when I went to sea not only did frame rates plummet but it was staggering along, stopping and starting. It was acting like it does when there is a big program running in the background but worse.

This is a video problem I believe as the sound was fine with the music playing perfectly.
 

Attachments

  • compile.log
    3.9 KB · Views: 94
  • error.log
    426.2 KB · Views: 109
  • system.log
    1.8 KB · Views: 97
Update: This problem is somehow related to the islands. When away from the islands all is well, but when close to land the game is unplayable.
 
I strongly agree with Sire Hylie. Just tried it myself. All good in land but its very laggy on sea. I even deleted my options file before even playing but that's the result.
 

Attachments

  • compile.log
    14.6 KB · Views: 99
  • error.log
    250.9 KB · Views: 113
  • system.log
    9.2 KB · Views: 115
You're absolutely right! Actually, it looks like a coding problem. Just check that error.log file.

Looks to be because the officer system has been rewritten and the new system doesn't have all required types.
These ones are missing:
Code:
#define OFFIC_TYPE_REGCAP      "captain"// NK -->
#define OFFIC_TYPE_CAPMERCHANT   "merchant captain"
#define OFFIC_TYPE_CAPNAVY      "navy captain"
#define OFFIC_TYPE_CAPPIRATE   "pirate captain"
#define OFFIC_TYPE_RANDCHAR    "fighter"
#define OFFIC_TYPE_CIVILIAN    "civilian"// NK <--
#define OFFIC_TYPE_ABORDAGE    "deck fighter"// MAXIMUS <--
#define OFFIC_TYPE_TRADER     "trader" // KK
The "captain" one are the especially crucial ones.

Uhm.... So don't use that file I posted for now. :shock
 
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So I now have a broken install. Can it be repaired or should I make a new install?
 
If I don't get word from Aconcagua today, I'll see if I can fix it myself tomorrow. I've got a fair idea of how to do it.
 
I think I fixed it. Extract attached to your main game folder. No more lag at sea and no more error.log messages.
 

Attachments

  • Code15Nov2013.zip
    768.5 KB · Views: 120
Thanks! :cheers

20 minutes later: It seems to be fixed. The only oddity is that when I got on my ship and started tacking out of the harbor I could hit "R" and get fast time, but then it would immediately fall back to normal time.
Since I was anxious to get going I went to the world map and sailed to the next island, then dropped back to direct sail well out there. I sailed all the way in until dropping anchor hitting the "R" and "G" buttons repeatedly but they always worked normally.
Hopefully it was a one time glitch.
 
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