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post build 12 question thread

Stowaway

Landlubber
Hi. I installed the post build twelve mod + update a few days ago and I am having alot of fun with it. Awesome AWESOME job to all you modders!!! I have a few questions about it though:

1.) Some of the ships I capture and assign an officer to are leaving my captured shiplist during battle. This didn't happen when I first installed and seems more likely to happen when I give that ship an order. Any ideas on how to fix this?

2.) I'm having problems ransoming prisoners from the character or passenger interface. I've tried differant ransom locations in the buildsettings but I still have no luck. Is there a special button to press to ransom captives on land instead of the deck?

3.) When I ransom prisoners from the deck do I get the full redemption amount or do I just get the money they said they saved?

4.) How do I board surrenderd ships after a sea battle is over?

5.) How can I tell how much spending money I have on hand from the F2 screen? Is there a way for me to add it so that I can see it every time I open my inventory?

Thanks in Advance
Stowaway
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Some of the ships I capture and assign an officer to are leaving my captured shiplist during battle. This didn't happen when I first installed and seems more likely to happen when I give that ship an order. Any ideas on how to fix this?<!--QuoteEnd--></div><!--QuoteEEnd-->

I don't really know what would cause this. The only order I give in combat is "sail away". This is the kind of thing that I wouldn't worry about as long they come back so you can sell them.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm having problems ransoming prisoners from the character or passenger interface. I've tried differant ransom locations in the buildsettings but I still have no luck. Is there a special button to press to ransom captives on land instead of the deck?<!--QuoteEnd--></div><!--QuoteEEnd-->

Ranosm is really different now. All your prisoneres are kept on you cargo deck. In order to ransom them you have to go to them and initiate a dialouge by pressing the space bar. This dialogue gives you many options. In the new version they generally don't have the capacity to pay full value so they offer a lower sum. Good luck.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->When I ransom prisoners from the deck do I get the full redemption amount or do I just get the money they said they saved?<!--QuoteEnd--></div><!--QuoteEEnd-->


You get what they saved.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->How do I board surrenderd ships after a sea battle is over?<!--QuoteEnd--></div><!--QuoteEEnd--> Are you refereing to enemy ships, if so sometimes when they strike you get the barding icon upper left, hit F3. If you don't get that sail up to them and board in the usual way.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
How can I tell how much spending money I have on hand from the F2 screen? Is there a way for me to add it so that I can see it every time I open my inventory?<!--QuoteEnd--></div><!--QuoteEEnd-->

AFIK you can only see it in one of the exchange screens, chest, officers, store, or shipyard.
 
<!--quoteo(post=152402:date=Jun 26 2006, 12:25 PM:name=Stowaway)--><div class='quotetop'>QUOTE(Stowaway @ Jun 26 2006, 12:25 PM) [snapback]152402[/snapback]</div><div class='quotemain'><!--quotec-->
1.) Some of the ships I capture and assign an officer to are leaving my captured shiplist during battle. This didn't happen when I first installed and seems more likely to happen when I give that ship an order. Any ideas on how to fix this?

5.) How can I tell how much spending money I have on hand from the F2 screen? Is there a way for me to add it so that I can see it every time I open my inventory?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I haven't checked the code, but...

When you capture an enemy ship, the crew morale is very low. Treacherous. If you assign an officer to sail the ship back, and stick around the same area to do battle, the surrendered crew might mutiny. Especially if the assigned officer has low leadership skills.

Another possibility is that the ship is getting sunk by your other enemies. There's probably a legitimate reason for your ship disappearing.

I'll look at the code for the Character Screen to see if there's an easy way to add ship wealth to it.

Hook
 
I'd second the notion about putting the "Party Gold" in a few easier to glance at locations. Mainly the Character Sheet that is initially shown when you hit F2. A Personal Gold, and a Party Gold would be MOST beneficial on this screen.
 
Well, that was certainly easy enough. Only took a few minutes.

In the character.c file, line 679, change

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    else GameInterface.strings.Salary = "";<!--c2--></div><!--ec2-->

... to...

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    else CreateString(true,"Salary",MakeMoneyShow(sti(xi_refCharacter.money),MONEY_SIGN,MONEY_DELIVER),FONT_NORMAL,COLOR_MONEY,460,470,SCRIPT_ALIGN_LEFT,1.0);    // LDH change<!--c2--></div><!--ec2-->

Hook
 
i know there is a character.c file in the Character folder but I couldnt find that string there, is there a character.c file elsewhere ?
 
<!--quoteo(post=152402:date=Jun 26 2006, 07:25 PM:name=Stowaway)--><div class='quotetop'>QUOTE(Stowaway @ Jun 26 2006, 07:25 PM) [snapback]152402[/snapback]</div><div class='quotemain'><!--quotec-->
2.) I'm having problems ransoming prisoners from the character or passenger interface. I've tried differant ransom locations in the buildsettings but I still have no luck. Is there a special button to press to ransom captives on land instead of the deck?
<!--QuoteEnd--></div><!--QuoteEEnd-->
To ransom captives, you should first sail to an island where they can be ransomed (a captured French captain can only be ransomed/released at a French island). Once you see the "anchor" icon, go to your deck and talk to the prisoner. I am not entirely sure how it works anymore; Maximus changed it a lot. The ransoming used to not work at all, but he recently fixed it, so please check if it does work now.

<!--quoteo(post=152402:date=Jun 26 2006, 07:25 PM:name=Stowaway)--><div class='quotetop'>QUOTE(Stowaway @ Jun 26 2006, 07:25 PM) [snapback]152402[/snapback]</div><div class='quotemain'><!--quotec-->
5.) How can I tell how much spending money I have on hand from the F2 screen? Is there a way for me to add it so that I can see it every time I open my inventory?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Click the Ship tab, then select Crew > Crew Pay. That is the way I usually find that money. You are right that an easier way is required. I will try Hook's code. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=152485:date=Jun 27 2006, 05:32 AM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 27 2006, 05:32 AM) [snapback]152485[/snapback]</div><div class='quotemain'><!--quotec-->
i know there is a character.c file in the Character folder but I couldnt find that string there, is there a character.c file elsewhere ?
<!--QuoteEnd--></div><!--QuoteEEnd-->
PROGRAM\INTERFACES\character.c, I think.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->To ransom captives, you should first sail to an island where they can be ransomed (a captured French captain can only be ransomed/released at a French island). Once you see the "anchor" icon, go to your deck and talk to the prisoner. I am not entirely sure how it works anymore; Maximus changed it a lot. The ransoming used to not work at all, but he recently fixed it, so please check if it does work now.<!--QuoteEnd--></div><!--QuoteEEnd-->


I found that in the BuildSettings.h File you can tweak the Ransom settings


/ PRISONER RANSOM OPTIONS Based on code by Stone-D and Nathan Kell, all credit and thanks to them <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
// You can't get ransom for your prisoners at sea anymore but at certain landlocations only. Choose ONE locationtype from the list. Can be changed during saved games.

#define RANSOMSITE "all" // type=loctype, desc="You can overwrite 'town' with 'jungle', 'dungeon', 'residence', 'church' or 'tavern'."
// Set to "all" to reenable ransoming everywhere.

#define RANSOM_AT_HOME 0 // type=bool, desc="If you set this option to 1 you must take the prisoner to his 'homeisland' to get ransom (i.e. the island with the prisoners nation)"
#define RELEASE_AT_SEA 1 // type=bool, desc="If enabled, you can only /release/ captives at sea (for 0 gold); you must go to the ransomsite to ransom them. If ransomsite 'all', you must go to land."
 
I'm not sure if these settings are still used. I think they're not used anymore, actually... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Thanks for the help <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

The captured ships that were lost during some of my battles must have been caused by low morale. I raised my officers rank and leadership and was able to give the ships orders without it happening again.

I was still having troble boarding surrenderd ships once the sea battle was over when the map icon shows up in the upper left hand corner ( usually were the bording icon is) so i disabled ships abality to surrender in InternalSettings.h by setting SURR_GLOBAL_SCL to 0. More fun that way anyway <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I set ransom location to all so I can go to my deck as I am pulling into port before I moor. I like the differant captive dialog and options for ransoming or hiring captives.

To HooK:
Thanks for the money change. Ill try putting it in and see what happens. With all the theifs in the game, its hard to keep track of your money.


I am having alot of fun with the build but I have a few more questions:

1.) I cant locate the merchant in Tortuga. Every time I go into his shop he is not there. I try all differant times of the day and while the store is open the merchant is missing. Any Ideas on how I can fix this?

2.) How much grain do I need to deliver to increase townsize. I've been plundering enemy ships and selling their grain + cargo at Dowenson for ages but the locals sill say that the town has 1200 people?

3.) I havent used the building set yet. Can I use it to help Dowensons econemy by placing farms, etc?

4.) I like the promotion system. I am already at + 160 relations with Holland but I am only a Vice Admiral. How high do I have to get relations to get promoted to the Highest Rank?

Thanks
Stowaway
 
Sorry for the double post.
I wanted to bump this thread and use it for a bunch of questions.

I found the answer to #4 already. I needed +575 relations with Holland to be promoted to Markies.

I am still wondering about questions 1-3 above and any help would be much appreciated.

Thanks
Stowaway
 
1) As soon as I add the new Tortuga to the modpack, there will be a merchant, just like there should be.

2) I don't know. I don't even know if that is possible at all... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

3) Placing farms will not improve the economy. You will get profit from it yourself, but the town will not.
 
Thanks
I think I improved Dowensons economy by selling my captured cargoes. The merchant had more gold and goods to sell but I couldnt find out an increase in population size. I think I have to look in the game files for that. Does the post build 12 use files from build 10.1? I found this from the 10.1 readme:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Towns now have populations, which can increase or decrease over time, depending on the amount of food available. A chunk of the population is killed / leaves town, when you sack the town. Troops in forts, and crew available for hire in taverns, and goods available in stores, are based on town size. Goods' prices are based on the quantity of the good vs. the size of the town, and price updates for each unit of goods purchased. Note: goods price calculations take time--if your game looks like it's frozen up, give it a minute; it's just calculating cost. The town now also has a set amount of gold, which changes based on population size and in trading with the merchant and shipwright; if they don't have enough money, you can't sell...this gold is also used to find how much booty you take when you sack the town (and that gold is then subtracted from the town's gold). XP on sacking is based on number of troops; after sacking a town, population decreases (as does number of troops), and then slowly grows back.
Town gold is displayed on the right side of the “gold bar” when trading with merchants or shipwrights; your party’s gold is on the left. When buying and selling goods, the current price to buy or sell a unit of that good is displayed in the center of the bar. The average price per unit is displayed in parentheses after the total price to buy/sell.<!--QuoteEnd--></div><!--QuoteEEnd-->

It would be cool to add more economic options in future builds to give the player more things to do with all of his money.
Stowaway
 
<!--quoteo(post=155326:date=Jul 25 2006, 08:34 PM:name=Stowaway)--><div class='quotetop'>QUOTE(Stowaway @ Jul 25 2006, 08:34 PM) [snapback]155326[/snapback]</div><div class='quotemain'><!--quotec-->
It would be cool to add more economic options in future builds to give the player more things to do with all of his money.
Stowaway
<!--QuoteEnd--></div><!--QuoteEEnd-->
That does sound like a good idea. After all, what good is several million going to do a player?

Perhaps an easy start would be to use the amount of gold deposited at the local loan shark to factor into the town's economic increases.

Hook
 
<!--quoteo(post=155330:date=Jul 26 2006, 12:00 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 26 2006, 12:00 PM) [snapback]155330[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=155326:date=Jul 25 2006, 08:34 PM:name=Stowaway)--><div class='quotetop'>QUOTE(Stowaway @ Jul 25 2006, 08:34 PM) [snapback]155326[/snapback]</div><div class='quotemain'><!--quotec-->
It would be cool to add more economic options in future builds to give the player more things to do with all of his money.
Stowaway
<!--QuoteEnd--></div><!--QuoteEEnd-->
That does sound like a good idea. After all, what good is several million going to do a player?

Perhaps an easy start would be to use the amount of gold deposited at the local loan shark to factor into the town's economic increases.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->

Agree.

That sounds like a good idea there, Hook.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
To Stowaway: Build 12 and Build 13 are based on Build 10, so the code from Build 10 is still in there, but it might be changed/improved/complicated now.
 
I'll do some more testing and see what happens.

In POTC and most RPGs you get to a point in the game where you have more money then you know what to do with. I can chase ships around all day with POTCs fun naval combat, but I lose intrest in the game because of its: limited economic options, skill caps, nation relation caps, reputation caps, limited quests, and stupid sword fighting system <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

I know alot of these things are hardcoded into the game and can not be modded and I'd like to thank the modders for making this game much more enjoyable. I think more economic options or a new pricing system would make the game play out longer.

I think many other people feel the same way about this game and I wonder if any of you use special ironman rules to keep me playing a level 60+ character <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

Stowaway
 
I think the points you bring up are some important ones to consider for future mods. We should balance the game so the game remains challenging and interesting, even on high levels. BTW: You do know you can increase the difficulty, don't you? That should make things more interesting. The highest difficulty level is so hard it's almost unplayable. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I've been playing at adventurer level in my previous games. Its funny because in swordfights and boardings I dont even have to block anymore. I stand there slashing my sword at the enemy till he/she dies. It takes a while when they have +1000 hp. Maybe adding swords that are +200 piercing would make the combat quicker. Are there any cool blades/guns that people have made with SWAK?

I am going to try a new game at swashbuckeler level. I'll get LoMs but skip the titles and the land from the govenors. I'll sign articles and see how much wealth and reputation I can get that way. I wont deposit money at the loansharks but instead divide all of my money with the crew. These things should help the game play out longer. It should be interesting because in my previous games all I was concerned about was getting land, titles, and wealth. I'll let you know how this game goes <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

Stowaway
 
<!--quoteo(post=155901:date=Jul 30 2006, 07:56 PM:name=Stowaway)--><div class='quotetop'>QUOTE(Stowaway @ Jul 30 2006, 07:56 PM) [snapback]155901[/snapback]</div><div class='quotemain'><!--quotec-->
Maybe adding swords that are +200 piercing would make the combat quicker.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, y e s, Y E S!!!! MORE INFLATION!!! Not only in money-wise aspects, let's also extend this to the combat!!!

This is just plain wrong a way... imHo
 
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