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    Maelstrom New Horizons


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Pre Build Mod 13 beta Fix Pack posted!

<!--quoteo(post=160041:date=Aug 31 2006, 10:09 AM:name=PirateSam)--><div class='quotetop'>QUOTE(PirateSam @ Aug 31 2006, 10:09 AM) [snapback]160041[/snapback]</div><div class='quotemain'><!--quotec-->
Adding the option for ship(s) commanded by my officer's to sail to eighter nearest friendly/nuetral port or my settlement if any .

For now any prize ship stay with us till we moore at port but it will be good to be able to order the officer to go to do repaire's and such , but still , when u do that the ship might be attacked by other pirates , a hoistle navy or caught at storm so we should be able to know if such happen <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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There's a "sail away" option in the commands that does pretty much what you've asked for. The ship does not sail in any paticular direction (the friendly port might be directly through the heart of the battle you're currently fighting), but attempts to sail away from the fight.

If your officer has the necessary repair perks and the proper materials, he will repair the ship.

After you've left the battle and gone to the world map, the other ships go with you. Personally, I'd prefer to keep the other ships with me, as you never know what the conditions will be along the way, or at the destination port. I like to escort my prizes back to port. Especially if we're low on provisions and I might have to take another ship to prevent starvation.

Hook
 
<!--quoteo(post=160004:date=Aug 30 2006, 10:27 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Aug 30 2006, 10:27 PM) [snapback]160004[/snapback]</div><div class='quotemain'><!--quotec-->
I don't like the way dead bodies pile up and block my way. Well, they block just about anybody's way. Usually I have to holster my sword to be able to walk through them or reach new enemies (who are similiary unable to reach me). The corpses shouldn't have any bounding box.
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Like Hook said, I changed that on boardings. Unfortunately I have no idea how or if it would be possible to make corpses you can walk through that you can loot as well. The problem is that you can't perform code on corpses that you can walk through, except make them disappear completely. The game considers walk-through corpses almost unexisting. You can, however, set the CORPSEMODE to 0 and enable the LOOT_DEAD_ON setting. Then the corpses work the same way as during boardings on land as well.

<!--quoteo(post=160010:date=Aug 30 2006, 11:16 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Aug 30 2006, 11:16 PM) [snapback]160010[/snapback]</div><div class='quotemain'><!--quotec-->
There's already a bug in the game where if you hit R on the worldmap to increase speed, then hit it again to change back to normal, it goes back to 1.0 instead of the 0.6 set in MAPSPEED.
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Is that a real bug? I know CouchcaptainCharles used this exact same issue to enable the disabeling (does that sound weird or what?) of what he calls the "Age of Sail speed mod". So when you get to the worldmap, the game will act slow (Age of Sail speed). But by pressing R twice, you disable that and continue on the original game's speed.

<!--quoteo(post=160016:date=Aug 31 2006, 01:33 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Aug 31 2006, 01:33 AM) [snapback]160016[/snapback]</div><div class='quotemain'><!--quotec-->
But they <b>do</b> pile up and block the way. <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> The typical multi-opponent fight looks like this: I kill three or four opponents, and their buddies are unable to walk past the corpses to fight me. Neither can I - to walk past them I have to sheath my sword first. <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
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That still happens when fighting on land, yes. During boardings this is changed. Do you know that you can loot these corpses by pressing the [O] key? After looting them, they will disappear and they won't block your path anymore.

<!--quoteo(post=160049:date=Aug 31 2006, 07:54 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Aug 31 2006, 07:54 PM) [snapback]160049[/snapback]</div><div class='quotemain'><!--quotec-->
Well, as long as you've added the ability to visit the decks of your own ship, how about allowing the player to go directly from one to another? Because right now, if I want to go from main cabin to crew quarters, I have to go back to sea view...
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Actually, Pirate_KK said he managed to get that working. He hasn't finished his mod yet. And maybe we shouldn't add that mod into Build 13, but into Build 14 instead.

I'm afraid there are several things that are truly impossible though, because part of the code is hardcoded, so we cannot change it. We can come up with workarounds for most things, but some things remain impossible. Still, modders like Pirate_KK have been able to change several things that I though would have been impossible. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
Hi, great up date so far, but going to put the brakes on <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I have found a boarding bug ohhh no! lol. Heres the problem :- This has happened twice, cannot exit after a deck fight. When your crew is fighting they may not have a weapon causing then to use their fists which can make an enemy crew man unconsious, you cannot kill him when hes knocked out. You and officers picture Icon at the bottom is sill flashing red though its like you are still fighting, but all enemy are knocked out of action. I am going to try and turn the auto loot off ot see if that sorts the problem out.
 
You cannot kill knocked out enemies? Interesting. Try putting your blade away and talking to them. See what happens then.
 
<!--quoteo(post=160073:date=Aug 31 2006, 11:46 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 31 2006, 11:46 AM) [snapback]160073[/snapback]</div><div class='quotemain'><!--quotec-->
You cannot kill knocked out enemies? Interesting. Try putting your blade away and talking to them. See what happens then.
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Hi, just tryed it again with auto loot off, though I can loot them unconsious it still wont let me leave, I have tryed talking to them but atm no joy, The best way to avoid this bug is to make sure every one in a ship battle has a sword <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />. I beleve in a brev version you could kill unconsious enemys, but this version you cant, even trying to shoot them you just fire blanks though I have full ammo shot and powder wierd. Could this be a case for Mulder and Scully? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Interesting glitch there colmaniac! See... I run without bladedamage on, so no one ever uses fists in my game.

I do recall a while back, when playing with bladedamage mod on, that I could still hack up unconcious enemies on boarding. It seems odd that would change though, as dying/going unconcious/ etc are all handled in outside functions, and boarding shouldnt have really made a change to that.

I'm going to look into the functions for getting knocked unconcious...
 
Then the knocked out characters must have been set to immortal. Weird. Even weirder is that talking to them doesn't work. They should have a dialog set when they are knocked out. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

BTW: What do you think about the frequency with which your and enemy blades break? I tried to decrease this frequency to such a value that it does happen occasionally, but does not happen all the time, but I'm not sure if it works the way I want it to ingame yet.
 
<!--quoteo(post=160078:date=Aug 31 2006, 12:27 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 31 2006, 12:27 PM) [snapback]160078[/snapback]</div><div class='quotemain'><!--quotec-->

BTW: What do you think about the frequency with which your and enemy blades break? I tried to decrease this frequency to such a value that it does happen occasionally, but does not happen all the time, but I'm not sure if it works the way I want it to ingame yet.
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hard to tell, it`s better than the earlier versions, not too worried if they break on land but if you are in a sea battle and do a boarding then you have to start all over again. Some one could have a look at the unconsiousness dialog for land and sea to see what causing then not to talk at sea. I am sure it`s one of your officers that cause the problem found one with out a weapon :/. I stock my weapons locker well, Il, give my officers a couple of extra swords just in case <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Do you put any worn blades into the weapons locker? I can't imagine that a blade would go from excellent/good/average to broken in one boarding. Maybe the quality of the blades in the weapons locker decreases after many boardings. In that case you will need to keep an eye on it and make sure you remove any worn blades from the locker.

Anyway: If an enemy is knocked out, that should not be a cause for trouble. You should be able to kill him or resurrect him. Maybe even make it so that you have to kill or knock out all enemies during a boarding to be able to proceed. So knocking out an enemy would be just as good as killing them. Not sure how to do that though.

Also: Does knocking out occur often? This should only occur when a character is fighting with his fists and your fists should NOT be a very useful weapon. And knocking out should defenitly not occur often. I am going to see if I can make fighting with your fists hurt both the enemy and the attack.
 
<!--quoteo(post=160087:date=Aug 31 2006, 12:46 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 31 2006, 12:46 PM) [snapback]160087[/snapback]</div><div class='quotemain'><!--quotec-->
Do you put any worn blades into the weapons locker? I can't imagine that a blade would go from excellent/good/average to broken in one boarding. Maybe the quality of the blades in the weapons locker decreases after many boardings. In that case you will need to keep an eye on it and make sure you remove any worn blades from the locker.

Anyway: If an enemy is knocked out, that should not be a cause for trouble. You should be able to kill him or resurrect him. Maybe even make it so that you have to kill or knock out all enemies during a boarding to be able to proceed. So knocking out an enemy would be just as good as killing them. Not sure how to do that though.

Also: Does knocking out occur often? This should only occur when a character is fighting with his fists and your fists should NOT be a very useful weapon. And knocking out should defenitly not occur often. I am going to see if I can make fighting with your fists hurt both the enemy and the attack.
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Hi, no all my weapons in the locker are top quality ones, I just found out one of my officers didnt have a weapon, he just used his fists.. I will try tommorow doing a ship fist fight, see what happens with the problem.
 
How about instead of blades breaking, they simply do very little or no damage instead? That way you don't have a problem with disappearing blades, and the character will still want to fix or replace a badly worn blade.

Hook
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->How about instead of blades breaking, they simply do very little or no damage instead? That way you don't have a problem with disappearing blades, and the character will still want to fix or replace a badly worn blade. <!--QuoteEnd--></div><!--QuoteEEnd-->
That was ALWAYS my original thought.

"You can still use a broken sword... it has sharp and pointy edges, and still delivers pain..."
 
In the current modpack, you CAN use your broken blade. But you have to equip it deliberately and it will break quickly. I suppose we could make worn/broken blades VERY bad. But I personally like blades being able to break. Otherwise I wouldn't have made that mod. The only thing that really needs to be done is to make sure that blades breaking won't stop the game from continuing. But if anyone wants to tweak my code: Be my guest. But if you change the workings of the code a lot, please add a toggle on it.
 
What´s the "need" for a blade damage mod if the blade doesn´t brake. The archipelago is filled up with newblades. (Yes I hear there are some problems.)

Please don´t spoil this mod.
 
My feeling is, if you want to fix all the problems with characters becoming unarmed in the middle of a fight, be my guest. I'm not touching blade damage, because I'll never turn it on. Hat won't be messing with it either, except to try to fix weirdnesses with quest characters, for example.

I've heard boardings are unable to proceed because there are stunned characters. I haven't looked into it. And I probably won't.

Hook
 
The bladedamage mod doesn't cause weirdness with quest characters. I kept that in mind when making the mod.

The boarding problem is only indirectly caused by the bladedamage mod. The actual problem lies somewhere else: With the way the stunning works. I am going to check it out and I'll figure out a way to fix it. There's no real need to change the way the bladedamage mod works. The only thing that really needs changing is to make sure that if enemies are knocked out, that will not caus you to become stuck.

BTW: If you wait a while, the knocked out characters will wake up again, so you would be able to kill them then.
 
<!--quoteo(post=160227:date=Sep 2 2006, 05:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 2 2006, 05:43 AM) [snapback]160227[/snapback]</div><div class='quotemain'><!--quotec-->
The bladedamage mod doesn't cause weirdness with quest characters. I kept that in mind when making the mod.
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What happens if Danielle is fighting the guards on that first meeting and the guard's sword breaks, he hits her with his fists and she's stunned? I know some dialogs get swapped around.

Hook
 
The knocking out of characters is only an indirect result of the bladedamage mod. But it's still something that needs to be looked at, yes.

Anyway: When a character is knocked out, this character gets the stunned_dialog.c file as dialog file. You can then loot his items through that dialog or resurrect the character. After resurrecting, the dialog is restored. Also: Characters resurrect after a while anyway, even if you don't do so yourself.

I can imagine some problems occurring though, so I suppose we should add another check. Maybe we can use the .nodisarming attribute again: If a character has that attribute, he will not be knocked out, meaning you MUST kill him.

I introduced the .nodisarming attribute for all characters that MUST die for the game to continue. So if we give that attribute to all characters that need it AND make sure that attribute is used wherever nescessary, that should stop the quest troubles without completely disabeling the bladedamage mod.
 
I wasn't suggesting disabling it, just trying to find a way that will make it work. And whether or not I like it, there will be people who do, so any problems need to be fixed somehow. I don't like arcade sailing, but I'd never suggest removing it from the game.

We're pretty close to getting a stable build 13 for release. As long as new code doesn't introduce new bugs, we should be ready in just a few days. It would be nice if all the islands were finished. I'm still tweaking numbers in the boarding code, but it's playable now. Hat's got another load of fixes about ready to publish. There will still be a few bugs and oddities, but nothing that should affect the game much.

This build looks to have fewer bugs than build 12.1, I think. And the game's been enhanced a great deal since then. I can't imagine going back to the old interfaces, for example. I think we've got a build we can be proud of, and one that people should like.

Hook
 
I think I fixed the getting stuck on boarding bug now:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            if(LAi_IsDead(enemy)) DoStun = false;    // Can't stun dead characters
            if(sti(enemy.index) != GetMainCharacterIndex()) DoStun = false;    // Can't stun PChar
            if(bAbordageStarted && enemy.chr_ai.group !=  LAI_GROUP_PLAYER) DoStun = false; // Can't stun enemy boarders
            if(CheckAttribute(enemy, "nodisarm" )) DoStun = false // Can't stun certain quest characters

            if(rand(100) < punch + sti(attack.skill.Sneak) && DoStun)
            // Checks if punch knocks enemy out; character's rank increases chance
            {
                LAi_Stunned_StunCharacter(enemy, 100, true, STUN_STARS, false);
                if(sti(attack.index) == GetMainCharacterIndex()) // Only show the message for the PChar
                {Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"WHACK! You knocked out your opponent!"));}

                float u, v, w;            // coordinates for effects
                GetCharacterPos(enemy, &u, &v, &w);    // determines position of initial target
                CreateParticleSystem("stars" , u, v+1, w, 0.0, 0.0, 0.0, sti(20) );
                // displays the "stars" particle effect on the victim
                SetHostile = false;
            }<!--c2--></div><!--ec2-->

This should prevent enemy boarders from being stunned, so this also prevents you to get stuck because of it. Also: I gave Danielle the .nodisarm attribute, so she won't be stunned either.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->IMPORTANT<!--colorc--></span><!--/colorc-->: We should give the .nodisarm attribute to ALL character who either MUST DIE or may NOT be knocked out for the game to continue.
 
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