It's nice to see this being worked on as on the few occasions when I managed to capture Silehard he always jumped ship.
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Maybe change it to allow ransoming and see if anything breaks...That doesn't make much sense to me. Avoiding them to be hired makes sense, I suppose. But why shouldn't you be able to ransom them? Especially when one method does work, but the other doesn't?
As far as I can tell from a Windows search, it's called:Also: Does 'ClearCharacter' ever get called on prisoners that jumped ship?
He still might do that. The intent here is to arrange that, if he hasn't jumped overboard by the time you get to Port Royale, you can collect the reward for bringing him in alive. It's up to you to get to Port Royale as soon as possible to reduce his chances of escaping... (Which, incidentally, the storyline does not encourage you to do. One of these days I'll get round to rewriting the ending so that it behaves sensibly if you go to Port Royale first. At present it wants you to go all the way to Barbados to release Clement Aurentius, then go to Port Royale. That might have made sense with an earlier map layout, but doesn't make sense now that Jamaica is much closer to Cozumel while Barbados is pretty much the opposite end of the map.)It's nice to see this being worked on as on the few occasions when I managed to capture Silehard he always jumped ship.
I'm mainly concerned about regular non-Silehard captains.As far as I can tell from a Windows search, it's called:
Are we sure that indeed works? If so, then there's no worries there.A character who has jumped ship is removed from your passengers, so he isn't an ally any more, so he's fair game for 'FindFreeCabinCaptain()'.
RemoveOfficersIndex(_refCharacter,sti(_refPassenger.index));
int PsgQuantity = GetPassengersQuantity(_refCharacter);
int psgNum = GetPassengerNumber(_refCharacter,sti(_refPassenger.index));
if(psgNum==-1) return PsgQuantity;
if(psgNum==-1) // GR: if actual _refPassenger not found, see if a prisoner clone with the same name exists
{
int cn;
ref cr;
for(i=0; i<PsgQuantity; i++)
{
cn = GetPassenger(_refCharacter,i);
if(cn==-1) break;
cr = GetCharacter(cn);
if(HasSubStr(GetAttribute(cr,"id"), "Enc_CabinCaptain") && GetMySimpleName(cr) == GetMySimpleName(_refPassenger) && GetAttribute(cr,"model") == GetAttribute(_refPassenger,"model"))
{
psgNum = i;
if (CheckAttribute(cr, "passenger")) DeleteAttribute(cr, "passenger");
break;
}
}
}
if(psgNum==-1) return PsgQuantity;
What I was wondering... Should perhaps "questch" characters get their character names and outfits locked?There is one potential loophole. If you rename another of your passengers to "Robert Christopher Silehard" and give him the same model, the code might pick him instead. Probably not, because you can only change outfit on your officers and they'll have the "Enc_Officer" prefix instead of "Enc_CabinCaptain". But as far as I'm concerned, if someone goes to all that trouble to stitch up one of his other passengers in order to save the Silehard clone, fine - that's who will be removed by the governor's troops.![]()
As far as I know, you can cycle through ALL passengers, companions and prisoners in the F2>Character menu.Next time I play, I'll need to check if you can change the name or outfit of a passenger who is not an officer.
The file is PROGRAM\INTERFACE\character.c .Where would I find that code?
SetSelectable("RENAMEBOX",!LAi_IsBoardingProcess() && !LAi_group_IsActivePlayerAlarm());
SetNodeUsing("B_CHARNAME",!LAi_IsBoardingProcess() && !LAi_group_IsActivePlayerAlarm());
SetSelectable("B_CHARNAME",!LAi_IsBoardingProcess() && !LAi_group_IsActivePlayerAlarm());
SetNodeUsing("B_CHARNAME",!CheckAttribute(xi_refCharacter,"prisoned") && !IsTrader(xi_refCharacter));
SetSelectable("CHANGE_OUTFIT", !LAi_IsBoardingProcess() && !LAi_group_IsActivePlayerAlarm() && !CheckAttribute(MainChar, "DisableModelSelect") && !CheckAttribute(xi_refCharacter,"prisoned") && !IsTrader(xi_refCharacter) && !CheckAttribute(xi_refCharacter, "model.old")); // grey out button
Fair enough; scratch that idea then.Blocking quest characters from being renamed or having outfits changed might not be a good idea; I know at least one player likes giving his officers new outfits even if they're quest characters.
Good to hear!But Silehard is safe. You can't change the name or outfit of a prisoner. I tried. Clicking on Silehard's name does nothing, and the "Change Outfit" button is greyed out. The same goes for a couple of non-quest prisoners.
Sometimes characters are set to "follow" the player around, without being added to the "Passengers" list.Sabine Matton and Marc Blacque are another matter - they can both be renamed and have new outfits even while they're still passengers because you haven't delivered them to their respective destinations. So it seems that passengers who are not prisoners are treated the same as officers - you can even assign them roles from the "Passengers" interface.
That's the spirit!Oh well, worth a try, and I learned something in the process...