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    Maelstrom New Horizons


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  1. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Any idea why the forums reject my zipfiles today? It used to accept them just fine. Here then: https://dl.dropboxusercontent.com/u/719028/fixhealing.zip I've tested the healing process itself, seems to work fine. @Pieter Boelen, please take a look at Ship_ApplyCrewHitpoints (AIShip.c). As I...
  2. jsv

    Fixed WorldMap: Names Missing for Small Islands

    Right mouse button. Shows the name and the ownership on whatever you press it over. It's definitely better now. I'm not complaining. :)
  3. jsv

    Fixed WorldMap: Names Missing for Small Islands

    Too late :)
  4. jsv

    Fixed WorldMap: Names Missing for Small Islands

    Works for me (after wdmInit() from the console). :bow I always was pressing rmb to see what those rocks are and thinking it works as intended.
  5. jsv

    Fixed WorldMap: Names Missing for Small Islands

    In my experience (Iron Man, usually), Petit Tabac is found north from La Grenade. Meaning, for directsail purposes, not south. ;) Still, I usually can go towards Bonaire - Curaçao - Aruba from La Grenade without visiting Petit Tabac. But not to Martinique. That's more or less corresponds to what...
  6. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Shouldn't be very hard. Few of those functions are ever called, and rarely at that. Not the original Akella team, then. It seems he was visiting the forums not so long ago, so maybe one day he'll beat us for mistreating his code. :) What I can't understand is that I kinda remember that feature...
  7. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Well, if the entire set of *WoundedCrew* functions was designed to manage both the "Ship.Crew" and "Ship.Crew.Wounded" attributes and to ensure the attributes remain consistent, it does make sense as one of possible designs. Although I must say if that was the intention, then the functions are...
  8. jsv

    Fixed Crewmen who die from gangrene are actually healed

    @Pieter Boelen: I propose to rename RemoveCharacterWoundedCrew to HealCharacterWoundedCrew, because that's what it does. It's used elsewhere only once, so that's not a laborious task. Then add a proper RemoveCharacterWoundedCrew (or maybe KillCharacterWoundedCrew?) and use it here in...
  9. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Changing the code in DailyCrewUpdate like this: if (wounded_qty > 0) { int healed_qty = GetWoundedHealedPerDay(chref); if(healed_qty > wounded_qty) healed_qty = wounded_qty; // AddCharacterCrew(chref, healed_qty); RemoveCharacterWoundedCrew(chref...
  10. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Medications do not matter, it's simpler that that. The problem is that RemoveCharacterWoundedCrew actually adds ex-wounded crewmembers back to active service. There seems to be no method for sending them to the Davy Jones' Locker instead, short of updating the attribute directly. Was the...
  11. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Ok, I was able to reproduce it and I think I see where the problem is... to be continued... :)
  12. jsv

    Fixed Remove accidental hits on friendly ship

    There is this variable in InternalSettings.h: #define EXTRA_HIT_CHECK 1 // BOOL - Enable stray shot hits on friendly ships to cause hostility // USE_REAL_CANNONS must be set to 1 for this setting to take effect...
  13. jsv

    Fixed Crewmen who die from gangrene are actually healed

    It's certainly is puzzling. If not for @morgan terror 's confirmation, I'd be wondering whether I had imagined the entire episode. Not that I'm much given to such flights of imagination, but still... Well, I guess when I have a free evening, I'll try calling SetWoundedCrewQuantity from the...
  14. jsv

    Engine Limitation Different Flags Mod: Flags Shown on Mast of Wrong Ship

    In my recent free play games I had my personal flag changing its appearance (to another personal flag) from time to time as well. As there was no much harm in that, I haven't look deeper, though.
  15. jsv

    Solved Whose skill/perk should affect officers' salaries?

    I haven't looked into divide and plunder much yet. I only know that the crew is comparing their share of plunder to the salary they would have for the same period. And that potential salary is calculated with full contribution from officers' leadership. :)
  16. jsv

    Fixed Crewmen who die from gangrene are actually healed

    The total amount of wounded is reduced by the amount of healed before it gets to any killing. And there are checks to prevent more wounded than you actually have from dying/healing. So that scenario with 2 died 2 healed should not be happening. Probably. :)
  17. jsv

    Fixed Crewmen who die from gangrene are actually healed

    I think it was "0 healed and 2 died", but I can't be sure. At the moment I had no reason to pay very close attention to that message.
  18. jsv

    Fixed Crewmen who die from gangrene are actually healed

    In my game, it was like that: I check F2>Ship>Crew, it shows 16/2. Then on daily update I have 2 died from gangrene, then F2>Ship>Crew shows 18. I doubt that :) // PB --> if (GetWoundedCrewQuantity(otherCh) > 0) GameInterface.strings.Crew =...
  19. jsv

    Solved Whose skill/perk should affect officers' salaries?

    That's how things work right now. All salaries are reduced by leadership skill and Iron Will perk. The leadership skill used for both crew and officers salaries is always what's returned by "GetShipSkill(main_character, SKILL_LEADERSHIP)". The perk, on the other hand, is checked by...
  20. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Here is the relevant part of DailyCrewUpdate: // KK & PB --> int wounded_total = 0; int healed_total = 0; int killed_total = 0; for (i = 0; i < 4; i++) { cn = GetCompanionIndex(pchar, i); if (cn < 0) continue; chref = GetCharacter(cn); int...
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