• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. jsv

    Awaiting Info WorldMap: Serious Lapses in Coding Logic?

    Based on what we've seen in the console, I'd say that calls to GenerateMapEncounter_Merchant/War in Encounters_map.c indeed do not work as intended.
  2. jsv

    Awaiting Info WorldMap: Serious Lapses in Coding Logic?

    Ah, you're already looking at it :)
  3. jsv

    Awaiting Info WorldMap: Serious Lapses in Coding Logic?

    Ok. So, from your console examples, 'ref' is a type (internally, probably a structure incapsulating a pointer). & makes that 'ref' of something. And operators like '=' change their behavior depending on the types of their operands (not a big surprise, given that + works differently for strings...
  4. jsv

    Fixed Officers' salaries in Brave Black Flag

    Nope. I haven't looked at this since my original report.
  5. jsv

    Awaiting Info WorldMap: Serious Lapses in Coding Logic?

    That "old" was used in a good sense of old, as in "hopefully written by someone with at least some understanding of how those things are supposed to work" :) I know how those things work usually. I'm not familiar with the specifics of the Storm engine. Here's your typical passing by value...
  6. jsv

    Fixed Officers' salaries in Brave Black Flag

    I had a full party, he was one of the 3 companions. I tried different party setups as well. In all setups I've tried he was the only one asking for money and I haven't figured out what triggers that.
  7. jsv

    Fixed Officers' salaries in Brave Black Flag

    That makes sense story-wise, but not initializing variables is not a right way to implement that ;) In my test Brian Darcy's price was increasing after just walking around for a while, before any level-ups. Don't ask me why him and not the others. :rolleyes:
  8. jsv

    Awaiting Info WorldMap: Serious Lapses in Coding Logic?

    Well... This code you've quoted looks old and I think it's more or less how the calls to GenerateMapEncounter are supposed to look: void wdmShipEncounter(float dltTime, float playerShipX, float playerShipZ, float playerShipAY) { //Идентификаторы энкоунтеров int i1 = -1...
  9. jsv

    Fixed Remove unnecessary code duplication in SBGetShoreLeavePay

    There are always more things to fix and even more things to break, but yes, I've done what I initially planned.
  10. jsv

    Fixed No salary screen when skip past paydate

    I think it was better a couple of years ago. But I also thought the wounded were healed properly back then... and now we know they never were. :) In any case, in beta 14 it's broken almost completely, especially on Ironman. I've only seen a working salary screen in my debugging sessions. When I...
  11. jsv

    Fixed No salary screen when skip past paydate

    It also works OK when spending night at sea. I don't remember if it works from the time skipping dialog, but it certainly works if you simply accelerate time and wait till daily update. And it better to be the night from 1st to 2nd of the month, or chances are the screen was already skipped and...
  12. jsv

    Fixed No salary screen when skip past paydate

    Additional observation: when spending a payday (paynight?) in a tavern, the salary screen actually appears on the screen, but it's immediately closed and you get transferred to your room before you have a chance to pay. In comparison, when skipping paydate by unloading cargo in a shop, the...
  13. jsv

    Included in Build Unrecognized Text in Questbook!

    I had this problem yesterday and in my case it was related to options corruption. The garbage in the questbook looked exactly the garbage from the end of the options file (minus unprintable symbols). Removing the latter removed the former as well. :shrug
  14. jsv

    Solved Nation Relations: FINAL(!) Request for Suggestions on a Simplified Mode

    I'm not at all against fantastic elements in otherwise realistic game. As long as the core mechanics is sound, an occasional mermaid here and there could even be adding to the feeling of authenticity. After all, people believed in such things then and still believe in them now.
  15. jsv

    Solved Nation Relations: FINAL(!) Request for Suggestions on a Simplified Mode

    Oh no! Bugs are not exactly in short supply as it stands. We absolutely do not need more as an option. :)
  16. jsv

    Solved Nation Relations: FINAL(!) Request for Suggestions on a Simplified Mode

    Same as @Grey Roger, I'm unlikely to play in that arcade mode, so no useful suggestions from me. You mean, that would make local governors not to care all that much about formal alliances, established somewhere halfway across the globe? Somehow, that doesn't strike me as extremely unrealistic...
  17. jsv

    Included in Build Crew hiring cost.

    Uh... I've completely forgotten to remove a no longer used argument from GetCrewHireCost. :facepalm Here's an updated version. It touches 4 more files for no user-observable effect, but I guess the code will be a bit clearer this way.
  18. jsv

    Included in Build Improving the Smuggling System

    @Levis: In my current game a have only 4 persons in the opium buyers list. Is that within the norm? The list was longer in all my other games. There are only 4 opium dealers in the entire Caribbean, and 3 of them are Dutch.
  19. jsv

    Fixed Remove unnecessary code duplication in SBGetShoreLeavePay

    Partially resolved here: Crew hiring cost. The code now uses common function for difficulty and leadership adjustments, crew and officers' salary on the leave are calculated more uniformly. It would be nice to factor out the "loop across captains and their subordinates and collect...
  20. jsv

    Included in Build Crew hiring cost.

    OK, here we go. The attached enforces a bit more uniform payment calculation through the code. That is, now there is only one place where that (1 - leadership * (1 + iron_will)/40)*(0.5 + difficulty/2) formula is calculated and it's used consistently when various officer and crew payments are...
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