• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 8.5

<!--quoteo(post=304690:date=Mar 5 2009, 01:13 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 5 2009, 01:13 AM) <a href="index.php?act=findpost&pid=304690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Here's your fix for zero pay. It's in the interface.c file.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks again! Must remember to include this in the weekend! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=304690:date=Mar 5 2009, 01:13 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 5 2009, 01:13 AM) <a href="index.php?act=findpost&pid=304690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Since Hornblower is running the ship, he's responsible for getting the crew paid, but the money will come from his superiors. Just make sure he gets money each month to pay the crew and officers (and himself, btw).<!--QuoteEnd--></div><!--QuoteEEnd-->I think Short Jack Gold was looking into setting the crew pay to 0 for the Hornblower storyline. Since you start out as a midshipman, it doesn't make much sense to have to pay your crew. Actually it doesn't make much sense to be sailing the ship either, but complete realism in this respect would make for lousy gameplay. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=304700:date=Mar 5 2009, 03:11 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 03:11 AM) <a href="index.php?act=findpost&pid=304700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, Pieter, im not sure about it: I made (out from a Shnyava) that Brig-rigged sloop (after Aubrie's Sophie, if I remember its name correctly) with steering wheel, compass, etc., and given her a huge flag, and its rope for the last sail. Do you also received its british navy painting texture? And I found my modified, detailed corvette also, with flag. Did I sent you that one finally? Or I disappeared, as usual...<!--QuoteEnd--></div><!--QuoteEEnd-->I think you sent the Sophie to Pirate_KK during my first sea-going absence. I'm pretty sure she's in the game. Just one version though, so the second of your skins is missing. You did send me the detailed corvette through MSN at some point, but I forget if I included it or not. Can you please check if there's any of your content that isn't in the current version?

<!--quoteo(post=304710:date=Mar 5 2009, 04:53 AM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 5 2009, 04:53 AM) <a href="index.php?act=findpost&pid=304710"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Tried to play Bartholomen o Portogues, gee that guy's confused <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Nearly every time he goes thru a gate the poor bugger finishes somewhere else <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Trying to go to that smugglers village he went thru the gate to find himself in the army barracks, nobody else there and could not get out again trying the same gate! Had to do it several times to get out again!! Same thing in town go thru a gate, your in the jungle, do it again, your some place else <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Got to the stage to find the ship on the beach, sailed to Port au Prince and the fun started all over again and it's very windy on the island as well! All told, this is going to be a very nice game once the bugs are sorted <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->What the CRAP? This is when just starting the quest, right? I played through to the meeting with Luc Merin in Martinique and that worked fine for me! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=304719:date=Mar 5 2009, 06:21 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 06:21 AM) <a href="index.php?act=findpost&pid=304719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oh, noooo....

New horizon (eh, the stock storyline)

[...]

Please tell me, that I can correct this without starting a new game... XD
To edit the savegame, and its variables inside, (turn frenchattack from 0 to 1 XD)
or to edit the quest itself somehow... To trigger the next step, and to unlock port door again...<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds REALLY confused! Can you (or somebody else) try the tutorial a couple of times and check if this occurs frequently? You don't actually need to finish all the tutorial quests before the French attack can occur. If you set sail, the French attack occurs and the tutorial quests are removed even if you didn't actually finish them. Of course there's also a difference between playing it with Malcolm or doing it on your own.
 
<!--quoteo(post=304719:date=Mar 5 2009, 06:21 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 06:21 AM) <a href="index.php?act=findpost&pid=304719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also: how can I tweak the gunfire smoke? It seems to lag the game very mutch when it occurs.<!--QuoteEnd--></div><!--QuoteEEnd-->There should be a setting in the Options>Advanced Options interface, I think.

<!--quoteo(post=304719:date=Mar 5 2009, 06:21 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 06:21 AM) <a href="index.php?act=findpost&pid=304719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Edited: Is it normal, that my crewmembrs onshore are lv33 monsters, with 360 or more hp, (finally found the o key ^^)<!--QuoteEnd--></div><!--QuoteEEnd-->Not quite sure. I'm not entirely convinced on the correctness of all HP values. I did make a mod to give you 1 HP per level to try and make the game harder, but that's been turned off by default. Since Hook forced this to occur properly when turned on, the game was being rather a bit <i>too</i> hard.

<!--quoteo(post=304719:date=Mar 5 2009, 06:21 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 06:21 AM) <a href="index.php?act=findpost&pid=304719"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in a barfight, with a very good blocking schiavona in my hand, the lv 3 guy with lv6 fencing will hit VERY big into my hp thru my block, so the block seem useless totally?

As I read, blockdamage mod has been removed. Ok, but now it seems sometimes my sword wont block AT ALL-
Apprentice difficulty, (doesnt seems to matter for this) average rapier, with 81% block, im lv5, meelee skill 2 (ok, that sucks) - fighting an lv 5 (or smaller, dont remember good) guy with schiavona, and 6 meelee. No matter that I block, Im down from 2, or 3 slash.

[...]

No damage when blocked anymore.
But it seems a bit too clumsy. I try to play around with things a bit- Having a very little damage inspires the player to move FAST, and end the fight.<!--QuoteEnd--></div><!--QuoteEEnd-->The blockdamage mod actually deliberately gave you some damage even when blocking to prevent the "stock game infinite effective block syndrome" that strikes me as being almost a cheat. The removal of this mod, therefore, certainly wouldn't INCREASE the damage you get. However, it is certain that the current weapon values are not ideal (they were only ever meant as test-values anyway and not definite ones) and work needs to be done on this. We were actually discussing some of that in <a href="http://forum.piratesahoy.net//index.php?showtopic=12728" target="_blank">this thread</a>, which you might want to take a look at.

<!--quoteo(post=304725:date=Mar 5 2009, 10:36 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Mar 5 2009, 10:36 AM) <a href="index.php?act=findpost&pid=304725"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's strange that you cannot conclude the turotial quest, it should be finish regardless if you grab the items are not. As soon you leave the port the quest are deleted and the quest to inform the gorvernor should be replacing it.(the french attack movie won't play, it's normal) I usually sell my stuff first then recruite crew then I buy sandal and go to Jamaica right away whitout repairing my ship and the quest work fine if I complete it or not.

[...]

One thing that could happen is that you past a few days in port before you left. ei: I'm not sure but I think the game will hold the french attack for a few days so the player can repair is ship. After that the next day the town will be in french hands. So at that point the store will be close since the french don't allowed trading until the British take back the port. It happen to me in build 14 a6u2 and the game start to give me a lot of error. That prolly what happen. Maybe we should look into it. Until then I recommand you make sure you install the mod proprelly or if you think it is then start a new game and try again.<!--QuoteEnd--></div><!--QuoteEEnd-->The French attack should be triggered upon entering 3D sailing mode, so nothing you do before that, even if it takes a month, should make it happen. I noticed the missing movie too and I think that's because the movies are now in a storyline-specific subfolder. This should work according to Pirate_KK, but doesn't really. The only movie that does work is the Hornblower speech one, because I changed the play movie call to look in the storyline specifically. We could fix all other movies in the same way, but it'd be much preferrable if it would work as intended instead and the movies would be played from the storyline directory by default.

<!--quoteo(post=304738:date=Mar 5 2009, 11:15 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Mar 5 2009, 11:15 AM) <a href="index.php?act=findpost&pid=304738"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I had that problem in Jamaica, after a while all merchant stop selling stuff and when I was opening they inventory I couldn't see nothing not even my own stuff. I resarts a game since then but right now I'm checking all the npc everywhere to make sure they got the right dialog and to correct typos, in dialogs. So I didn't have the time to check the merchant yet.<!--QuoteEnd--></div><!--QuoteEEnd-->That's GREAT! We really need to have all dialogs spell-checked and improved, also in some of the new quests. Thanks a LOT for working on that! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

<!--quoteo(post=304739:date=Mar 5 2009, 11:20 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 11:20 AM) <a href="index.php?act=findpost&pid=304739"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Damn, I always edit my replies too late, when talking about the code change experiment XD and conversation moves past it ^^

So anyway, what do you think about that past two little code play about the surprisingly still present blockdamage mod?
Sorry about late edits, read it back if you have time for it<!--QuoteEnd--></div><!--QuoteEEnd-->Check my replies. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
Uh, I think I managed to mix up what I wanted to say:

I managed to find an easy way to turn off blockdamage mod, so no damage at all thru blocks.

It could be linked to a switch, to let it be selectable.

Because this mod in its current form is very challenging.
As a house experiment, I think I can link the final multiplier:

if(isBlocked)
{
damage = damage*0.3;
}

the *0.3 multiplier with the game difficulty number. ( GetDifficulty() )

with a simple little math.
So, the basic *0.3 mutliplier goes with the highest difficulty, and lower difficulties makes it like *0.2 *0.1 *0.0...

Im not suggesting it, only playing with the idea. seems a very easy way to link blockdamage ratio to difficulty levels.
What do you think about it?
 
I think we first need to sort out the whole swordfighting system. Originally, blocking was 100% effective, which isn't right. With the new damage values, blocking hardly works at all anymore, which isn't right either. Not to mention that apparently many blades are now useless, while the changed damage values were actually intended to achieve the opposite result: to make each blade useful, depending on your fighting style. There's definitly some work that needs to be done. And I do recommend you read <a href="http://forum.piratesahoy.net//index.php?showtopic=12728" target="_blank">that thread I linked to</a>. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I haven't looked at the code, but I've stayed in Oxbay for several days without problems with the quest.

If none of the merchants have any goods, it's probably because you started a new game without exiting the program and restarting it. The game doesn't get reinitialized properly and clicking on New Game will leave things in a mess. That's probably why the quest won't continue. I remember having that problem myself when I first started playing Build 14. We need to either disable the New Game button once any game has been started or figure out how to get everything initialized properly.

Hm. That might be the cause of the huge waves you get on the open sea as well.

It was in the KiwisDoFly documentation where the waves not matching the winds was mentioned. I haven't seen any really unusual waves in many hours of sailing with the new weather mod except the times I've found myself in the open sea right after starting the Hornblower quest.

If SJG can set the crew pay to zero the payday screen should get bypassed every month. Of course the player character won't get paid either, so you might need to add a little something to his personal wealth each month.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I did make a mod to give you 1 HP per level to try and make the game harder, but that's been turned off by default. Since Hook forced this to occur properly when turned on, the game was being rather a bit too hard.<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh, refresh my memory... what did I do to force this to occur properly? The 1 HP per level is a setting in one of the header files and should have been applied, at least to the player character, in any case.

Captain Dan: the changes to the block damage sound good. A critical hit should produce some additional damage with a successful block, but not enough to kill a character in one hit. Perhaps limiting it to one or two times the CHAR_HITPOINTS_PER_LEVEL defined in InternalSettings.h would help. Lots of tweaking to be done there, I think.

Here's the setting from BuildSettings.h file. We should probably find some way to incorporate this.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int BLOCKDAMAGE = 1;
    // Define whether blocking causes a HP hit
    //  0: Blocking causes no HP hit
    // >0: Blocking causes a HP hit based on the enemy's fencing skill with a minimum of this set value<!--c2--></div><!--ec2-->

Hook
 
Ok, first of all, I managed to set the final multiplier of the damage received when you block to be linked with the difficulty level.
Tested ingame with all difficulty, same enemy.

float damage = LAi_BladeApplySkills(attack, enemy, dmg);
if(isBlocked)
{
damage = damage*((GetDifficulty()-1)*0.05);
critical = 0.0;
}

originally I designed with *0.1 instead of *0.05,
so
diff1: *0.0 (so no damage at all),
diff2: *0.1,
diff3: *0.2,
diff4: *0.3 (which was the original value, very hard)

but even diff2 (journeyman) proved to be insane, so I lowered the value to half of it. *0.05
Now it seems smooth, you have some time to defend succesfully against a mutch harder foe,
but VERY limited time... You have chance to kill it in a mutch lower difficulty level.
But only one of it...
Seems reasonable.

How it works:
I leave to the BLOCKDAMAGE system to compute the values, (final value : float damage) and only change the very final multiplier.

(original line was: damage = damage*0.3; now: damage*((GetDifficulty()-1)*0.05); )

As I tracked the damage process, it uses the blades block value, against the other's pierce value, comparing the opponent skills, and also all meelee perks, and some random in the process. Seems very accurate to me.
Only it out of sinc, if you dont link it to difficulty levels.


The change is only one line in the code. But, as its the final multiplier of the damage, it adapts to all enemies, and values,
in the chosen difficulty level.
Flexible.
And also has the no damage at all option in the lowest difficulty.

Sorry to post this here, but my idea is over with this post, as how I see, the original blockdamage uses all the values accurately, just the final multiplier is a tad hard.
Locking it into the diff levels made it reasonable for me.

If you interested to maybe take this as a solution, Im happily join the conversation on the other thread,
but before going on, I suggest testing this line, in all difficulties with various foes, all of you who like.
Works fine for me.

-------------
Tested as lv5 player with meelee 2 with Schiavona,
against lv6 foe with meelee 6 with Schiavona.

Apprentice: No damage at all. Piece of Cake, if you have good reflexes.
Journeyman: heroic defense against somewhat advanced enemy, and a chance to win.
Adventurer: You have some time to fight back, but only an illusion, taht you can win without a pistol...
Swashbuckler: You may have the time to block/dodge out of the danger, til you can run...
--------------

The only prob is with the difficulty changing: you have to save after you changed it, then load that back, otherwise
the AI wont do anything at all after that. But difficulty changing always do this to me, just need to reload the freshly saved one.

Edited: yet I felt that critical hit chance reduce your chance to live dramatically, but that line can be changed of course <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
the only important thing is the line before that.

Edit2: Cptn. Hook, it only needs an "if" around the last multiplier, or, to conserve lots of unneeded calculating, at the first time it detects that youre using block, we only need a variable at the options file, to have something that the "if" can check <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> to let the system compute on, or break it, if block wont let damage slip in, as Blockdamage turned off in options.
 
<!--quoteo(post=304750:date=Mar 5 2009, 12:26 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 5 2009, 12:26 PM) <a href="index.php?act=findpost&pid=304750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Uh, refresh my memory... what did I do to force this to occur properly? The 1 HP per level is a setting in one of the header files and should have been applied, at least to the player character, in any case.<!--QuoteEnd--></div><!--QuoteEEnd-->I'm referring to <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=12611&view=findpost&p=300201" target="_blank">this</a>.

<!--quoteo(post=304750:date=Mar 5 2009, 12:26 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 5 2009, 12:26 PM) <a href="index.php?act=findpost&pid=304750"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't looked at the code, but I've stayed in Oxbay for several days Captain Dan: the changes to the block damage sound good. A critical hit should produce some additional damage with a successful block, but not enough to kill a character in one hit. Perhaps limiting it to one or two times the CHAR_HITPOINTS_PER_LEVEL defined in InternalSettings.h would help. Lots of tweaking to be done there, I think.<!--QuoteEnd--></div><!--QuoteEEnd-->That BLOCKDAMAGE code you posted is completely removed in Patch 1 so any damage you still get is unrelated to that mod. I strongly suspect it is because of the modified damage values in initItems.c.
 
Pieter, this code, it works for me, and I have patch1 also.
Trust me, its there, and still working.
As it shows everything ingame, I tweak.

Also I deleted the program fodler when ive asked for it in the install
 
Just extracted the 58 mega patch1 exe into an empty test folder. The fightparams file is the same. Code present, and used.

I downloaded it at March 3
 
<!--quoteo(post=304757:date=Mar 5 2009, 12:54 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 12:54 PM) <a href="index.php?act=findpost&pid=304757"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you interested to maybe take this as a solution, Im happily join the conversation on the other thread,
but before going on, I suggest testing this line, in all difficulties with various foes, all of you who like.
Works fine for me.<!--QuoteEnd--></div><!--QuoteEEnd-->I certainly recommend you to read that thread in any case. Lots of interesting discussion. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
Your change looks pretty good to me, though that's easy for me to say, considering I'm not anywhere <i>near</i> my game.

<!--quoteo(post=304760:date=Mar 5 2009, 01:03 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 01:03 PM) <a href="index.php?act=findpost&pid=304760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter, this code, it works for me, and I have patch1 also.
Trust me, its there, and still working.
As it shows everything ingame, I tweak.<!--QuoteEnd--></div><!--QuoteEEnd-->Oh THAT code is still there; but it's the additional BLOCKDAMAGE code that's removed. Compare the fightparams files of Alpha 8.5 with the Patch 1 version.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Adventurer: You have some time to fight back, but only an illusion, taht you can win without a pistol...<!--QuoteEnd--></div><!--QuoteEEnd-->
What do you do against 2 enemies or when your pistol isn't reloaded yet? Please tell me you aren't using instant reloading.

This whole system needs to work even if guns didn't exist in the game at all.

Hook
 
<!--quoteo(post=304765:date=Mar 5 2009, 01:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 5 2009, 01:10 PM) <a href="index.php?act=findpost&pid=304765"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=304760:date=Mar 5 2009, 01:03 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 01:03 PM) <a href="index.php?act=findpost&pid=304760"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter, this code, it works for me, and I have patch1 also.
Trust me, its there, and still working.
As it shows everything ingame, I tweak.<!--QuoteEnd--></div><!--QuoteEEnd-->Oh THAT code is still there; but it's the additional BLOCKDAMAGE code that's removed. Compare the fightparams files of Alpha 8.5 with the Patch 1 version.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry about the misunderstanding then <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> But this code i called alot of times as the blockdamage, is computing all values related to meelee fight, and decides, that how many damage you STILL get, if you block.

I just added the link to difficulty levels, with a bit of math, satisfies me XD
as I can fully turn it off with apprentice, and gets harder every diff. level, as more % of damage slips in.

I would happily see if others find it satisfactory also.
Now I go back to testing the whole 8.5, ^^ till someone else is going to test these little tweak also, and the majority decides its fate.

Having the critical included or not when you blocked, is an open question for me yet. I fear it as hell XD, but maybe there are braver lubbers than me, who like to face a slipped in critical also.

View attachment LAi_fightparams.c theres the current version. ALso included a note, where can be injected the first check if you want to link the whole damage when blocked thing into a switch.
 
Hook, my character is VERY low. In journeyman mode it should fight off alot of enemies in HIS level. But with lv2 meelee against lv6 meelee I find satisfactory that you can win at all. Very little damage taken in that case, only prob is taht my slashes barely scrats this ALOT better foe.

test it ingame against lover levels, same level, and higher level foes-

Im not cahnged anything in the fight system, and at the HARDEST level you also take alot less damage via block, compared to as it was at the original 8.5 patch1.

It only affects the amount of damage you get if you succesfully block. Even at the hardest level is mutch less than originally.

+ + +

I never use instant reloading XD and also not reloading at all, til fight ends. I just tried to add a little "commercial" line for each difficulty level of blocking.


Edited:

Pieter! Just opened the 8.5 version of the file, compared to the patch1.
That BLOCKDAMAGE code seems a disaster, compared to the new blocked damage system <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
Im glad that I experienced the patch1 first. Mutch more advanced. Just need(ed) a little fine tuning
 
Whoever took out the blockdamage code took out one too many lines.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(p < 0.0) return;
//Åñëè øàíñîâ ïðîáèòü íåò, òî íåíàíîñèì ïðîâðåæäåíèÿ
if(rand(10000) > p*10000) return;   // LDH this line needs to be there and was removed<!--c2--></div><!--ec2-->

Hook
 
<!--quoteo(post=304773:date=Mar 5 2009, 01:31 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 01:31 PM) <a href="index.php?act=findpost&pid=304773"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter! Just opened the 8.5 version of the file, compared to the patch1.
That BLOCKDAMAGE code seems a disaster, compared to the new blocked damage system <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
Im glad that I experienced the patch1 first. Mutch more advanced. Just need(ed) a little fine tuning<!--QuoteEnd--></div><!--QuoteEEnd-->With the "new blocked damage" system, I take it you mean your recent code changes? Patch 1 doesn't contain a new system; it just removes the old and adds nothing in it's place.
And trust me; it was WORSE before. It used to just always give a -2 HP hit.

<!--quoteo(post=304775:date=Mar 5 2009, 01:57 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 5 2009, 01:57 PM) <a href="index.php?act=findpost&pid=304775"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Whoever took out the blockdamage code took out one too many lines.<!--QuoteEnd--></div><!--QuoteEEnd-->Woops! That would've been me... <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
HAVE - TO - REMEMBER - TO - PUT - THAT - BACK - IN!
Is there any chance somebody can post all the recent code fixes and changes in one file and post that? All those seperate pieces of code scattered over many forum posts are very confusing and I'm bound to forget some. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
I'm at my work right now, so I can't include anything at the moment. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
On second thought, put the entire blockdamage code back in. That's not our problem at all, and it's easily turned off by setting blockdamage to zero. Also, put a "return;" before the "// HawkerT Feb07 Blockdamage <--" line as that's what the old code was doing and somehow got missed when blockdamage was added.

I've been studying the inititems and fightparams code, and it appears our problem isn't the amount of damage calculated in fightparams or even the critical hits. It's that the blade damage has been doubled or tripled which ends up overpowering everything else. Also, the block and piercing probabilities have been changed dramatically with most of the swords having similar values which is probably what's making the swords all seem the same, with only damage being different.

Critical hit damage gets applied in full even on a successful block. This may or may not be correct, but I say leave it for now and let's test with lower damage for swords. It worked well before the way it was and there's no reason it shouldn't work well again.

The new SLiB blades look good except for their prices.

Jeez, it's like EVERY change made to the blades was wrong, except for their new names. I recommend going back to the original blade values, INCLUDING their prices. Probably the same with the guns, which will make them more effective because the min damage was reduced in the new file and reload times upped a lot. We'll need to adjust the SLiB blade prices to match the higher prices in the old file.

I don't know much about the weaponsmod stuff because I don't use that mod, but I see that some of the values are different from non weaponsmod stuff. That should probably all be reverted as well.

If we revert to the old blade and gun values, we shouldn't need changes to the fightparams code, although Captain Dan's change is reasonable.

Hook
 
The original BLADEDAMAGE mod is giving you damage, but so do the changed weapon values. We don't want it doubling up though, do we? We can try the old values for it all and see what we get. I'm not convinced the old values are perfect either though.
 
I reverted to the old blade and gun values, then went looking for a fight. The Redmond dungeon seemed like a good place, as it's loaded with mean people with pointy objects. Normally I'd avoid it entirely, especially without a map and not being familiar with the layout, but I figured I might have a chance this time.

Fights took longer as you'd expect. I was still getting damage when I was blocking, which is what I'd prefer. A few times I just blocked and let the enemy have at it, watching my health carefully. I don't know if anyone got any critical hits, but I was taking reasonable amounts of damage. Sometimes just a tiny bit, sometimes more, but never enough to kill in one or two hits.

My character is level 13, with low melee but one of my officers has 10 melee. I had all the fencing perks and gold armor. The fights were challenging, but not frightening as they were before. I don't think I could take on more than 2 enemies by myself. I'm using 10 HP per character level.

I collected loot from every dead body, and with the original prices it was enough to buy ONE bosun's choice with some left over. I bought two and ended up about 15K less than before I went into the dungeon.

The modified file is attached. Make a copy of your old inititems.c file, then put this in the ITEMS folder. Start a game and hit F11 to reinit and get the new values. Try it out. If you don't like it, don't save the game and restore your copy of inititems.

Check out the differences with winmerge to make sure everything I did was reasonable, that I got everything I should and didn't get anything I shouldn't.

Hook
 

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Thanks; we should give that a try. Do you also use the additional BLOCKDAMAGE mod?
 
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