Why is it that the blacksmith does not contribute anything to the colonies wealth like the shipyard and merchant does? I could upgrade weapons as one way to give a grubstake to a failed colony if they did contribute.
Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
I'm still not sure if that if-statement does what it is intended to. I added some trace messages to check:right
//Check if we can launch an event.
TraceAndLog("This happens");
if((day + (EVENT_PER_DAYS*ENCOUNTERBREAK)) > yeardays && nosmuggle) //Add a multiplier for the OPEN SEA MOD
{
TraceAndLog("This happens too");
This has been changed now. Also for the "regular" repairs.Why is it that the blacksmith does not contribute anything to the colonies wealth like the shipyard and merchant does? I could upgrade weapons as one way to give a grubstake to a failed colony if they did contribute.
I can just see the blacksmith's reaction to that! He works hard at the forge all day, beating various miscreants' swords into decent shape, gets paid lots of money for it, then the governor steals the whole lot and puts it into the town hall kitty. Not the best idea for keeping the blacksmith in business, especially since the first tax collector to try to do this is going to find that the blacksmith is holding a nice, newly polished sword.Looks like the money is only ever subtracted from the player and not even added to the blacksmith himself.
Would indeed be an interesting idea to make it not disappear, but actually go into the town gold supply.
If I understand correctly:At a game start it happens a few times. That's normal.
This function is called for all shops in the game so its called 33 times for each different shop so that looks alright.
If you play on you will notice it being called less.
The function is called each day at the shop update in daily update.
Go to the tavern and sleep for a night you will see it's being called 33 (I believe) times but less will go trough it. In the beginning it can happen a few times cause the "startdate" of the shops isn't set on the date you started but on a random date somewhere in the range. so they wont update all on the same time.
How about the Store Owners, then? The same applies to them.I can just see the blacksmith's reaction to that! He works hard at the forge all day, beating various miscreants' swords into decent shape, gets paid lots of money for it, then the governor steals the whole lot and puts it into the town hall kitty. Not the best idea for keeping the blacksmith in business, especially since the first tax collector to try to do this is going to find that the blacksmith is holding a nice, newly polished sword.
What's actually happening is that the blacksmith has found out about your evil plan to impose a 100% tax rate on him and has gone to the tavern to spend it all before the tax collector can show up. This is why you never see the blacksmith's gold go up. It's also why the blacksmith in San Juan has a bad temper - he has a bad hangover and a headache.
I can think of two possibilities:How about the Store Owners, then? The same applies to them.
It does also go the other way though: If they pay you, it comes out of the town gold.
The main reason for this was to give the store owners more money to purchase things from you.
//Check if we can launch an event.
if((day + (EVENT_PER_DAYS*ENCOUNTERBREAK)) < yeardays && nosmuggle) //Add a multiplier for the OPEN SEA MOD
{
TraceAndLog("DATE: " + GetHumanDate(GetDataYear(), GetDataMonth(), GetDataDay()) + " - Random Town Event for " + ctown.id);
DATE: October 9th, 1665 - Random Town Event for Oxbay
DATE: October 9th, 1665 - Random Town Event for Santiago
IT dropped low quality weapon (blade5+1) in favor of higher quality (blade5+2)
IT dropped low quality weapon (blade7) in favor of higher quality (blade7+1)
DATE: October 10th, 1665 - Random Town Event for Oxbay
DATE: October 10th, 1665 - Random Town Event for Santiago
DATE: October 11th, 1665 - Random Town Event for Oxbay
DATE: October 11th, 1665 - Random Town Event for Santiago
DATE: October 11th, 1665 - Random Town Event for Oranjestad
DATE: October 12th, 1665 - Random Town Event for Oxbay
DATE: October 12th, 1665 - Random Town Event for Tortuga
DATE: October 12th, 1665 - Random Town Event for Santiago
DATE: October 12th, 1665 - Random Town Event for Oranjestad
IT dropped low quality weapon (blade2+1) in favor of higher quality (blade2+2)
DATE: October 13th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 13th, 1665 - Random Town Event for Oxbay
DATE: October 13th, 1665 - Random Town Event for Tortuga
DATE: October 13th, 1665 - Random Town Event for Santiago
DATE: October 13th, 1665 - Random Town Event for Oranjestad
DATE: October 14th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 14th, 1665 - Random Town Event for Oxbay
DATE: October 14th, 1665 - Random Town Event for Tortuga
DATE: October 14th, 1665 - Random Town Event for Santiago
DATE: October 14th, 1665 - Random Town Event for Oranjestad
DATE: October 15th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 15th, 1665 - Random Town Event for Oxbay
DATE: October 15th, 1665 - Random Town Event for Tortuga
DATE: October 15th, 1665 - Random Town Event for Santiago
DATE: October 15th, 1665 - Random Town Event for Oranjestad
IT dropped low quality weapon (blade3+1) in favor of higher quality (blade3+2)
IT dropped low quality weapon (pistol1+1) in favor of higher quality (pistol1+2)
DATE: October 16th, 1665 - Random Town Event for Conceicao
DATE: October 16th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 16th, 1665 - Random Town Event for Oxbay
DATE: October 16th, 1665 - Random Town Event for Tortuga
DATE: October 16th, 1665 - Random Town Event for Santiago
DATE: October 16th, 1665 - Random Town Event for Philipsburg
DATE: October 16th, 1665 - Random Town Event for Oranjestad
DATE: October 17th, 1665 - Random Town Event for Conceicao
DATE: October 17th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 17th, 1665 - Random Town Event for Oxbay
DATE: October 17th, 1665 - Random Town Event for Tortuga
DATE: October 17th, 1665 - Random Town Event for Santiago
DATE: October 17th, 1665 - Random Town Event for Philipsburg
DATE: October 17th, 1665 - Random Town Event for Oranjestad
DATE: October 18th, 1665 - Random Town Event for Conceicao
DATE: October 18th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 18th, 1665 - Random Town Event for Oxbay
DATE: October 18th, 1665 - Random Town Event for Greenford
DATE: October 18th, 1665 - Random Town Event for Smugglers Lair
DATE: October 18th, 1665 - Random Town Event for Tortuga
DATE: October 18th, 1665 - Random Town Event for Grand Turk
DATE: October 18th, 1665 - Random Town Event for Santo Domingo
DATE: October 18th, 1665 - Random Town Event for Santiago
DATE: October 18th, 1665 - Random Town Event for Philipsburg
DATE: October 18th, 1665 - Random Town Event for Oranjestad
DATE: October 19th, 1665 - Random Town Event for Conceicao
DATE: October 19th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 19th, 1665 - Random Town Event for Oxbay
DATE: October 19th, 1665 - Random Town Event for Greenford
DATE: October 19th, 1665 - Random Town Event for Charlestown
DATE: October 19th, 1665 - Random Town Event for Smugglers Lair
DATE: October 19th, 1665 - Random Town Event for Tortuga
DATE: October 19th, 1665 - Random Town Event for Grand Turk
DATE: October 19th, 1665 - Random Town Event for Santo Domingo
DATE: October 19th, 1665 - Random Town Event for Santiago
DATE: October 19th, 1665 - Random Town Event for Philipsburg
DATE: October 19th, 1665 - Random Town Event for Oranjestad
DATE: October 20th, 1665 - Random Town Event for Conceicao
DATE: October 20th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 20th, 1665 - Random Town Event for Oxbay
DATE: October 20th, 1665 - Random Town Event for Greenford
DATE: October 20th, 1665 - Random Town Event for Charlestown
DATE: October 20th, 1665 - Random Town Event for Smugglers Lair
DATE: October 20th, 1665 - Random Town Event for Tortuga
DATE: October 20th, 1665 - Random Town Event for Santo Domingo
DATE: October 20th, 1665 - Random Town Event for Santiago
DATE: October 20th, 1665 - Random Town Event for Philipsburg
DATE: October 20th, 1665 - Random Town Event for Oranjestad
DATE: October 21st, 1665 - Random Town Event for Conceicao
DATE: October 21st, 1665 - Random Town Event for Falaise de Fleur
DATE: October 21st, 1665 - Random Town Event for Oxbay
DATE: October 21st, 1665 - Random Town Event for Greenford
DATE: October 21st, 1665 - Random Town Event for Charlestown
DATE: October 21st, 1665 - Random Town Event for Smugglers Lair
DATE: October 21st, 1665 - Random Town Event for Tortuga
DATE: October 21st, 1665 - Random Town Event for Santo Domingo
DATE: October 21st, 1665 - Random Town Event for Santiago
DATE: October 21st, 1665 - Random Town Event for Philipsburg
DATE: October 21st, 1665 - Random Town Event for Oranjestad
DATE: October 22nd, 1665 - Random Town Event for Conceicao
DATE: October 22nd, 1665 - Random Town Event for Falaise de Fleur
DATE: October 22nd, 1665 - Random Town Event for Oxbay
DATE: October 22nd, 1665 - Random Town Event for Greenford
DATE: October 22nd, 1665 - Random Town Event for Charlestown
DATE: October 22nd, 1665 - Random Town Event for Smugglers Lair
DATE: October 22nd, 1665 - Random Town Event for Tortuga
DATE: October 22nd, 1665 - Random Town Event for Santo Domingo
DATE: October 22nd, 1665 - Random Town Event for Santiago
DATE: October 22nd, 1665 - Random Town Event for Philipsburg
DATE: October 22nd, 1665 - Random Town Event for Oranjestad
DATE: October 23rd, 1665 - Random Town Event for Conceicao
DATE: October 23rd, 1665 - Random Town Event for Falaise de Fleur
Quest name fetch_quest_created FOUND in CommonQuestComplete
DATE: October 23rd, 1665 - Random Town Event for Oxbay
DATE: October 23rd, 1665 - Random Town Event for Greenford
DATE: October 23rd, 1665 - Random Town Event for Charlestown
DATE: October 23rd, 1665 - Random Town Event for Smugglers Lair
DATE: October 23rd, 1665 - Random Town Event for Tortuga
DATE: October 23rd, 1665 - Random Town Event for Santo Domingo
DATE: October 23rd, 1665 - Random Town Event for Santiago
DATE: October 23rd, 1665 - Random Town Event for Philipsburg
DATE: October 23rd, 1665 - Random Town Event for Oranjestad
DATE: October 24th, 1665 - Random Town Event for Conceicao
DATE: October 24th, 1665 - Random Town Event for Falaise de Fleur
DATE: October 24th, 1665 - Random Town Event for Oxbay
DATE: October 24th, 1665 - Random Town Event for Greenford
DATE: October 24th, 1665 - Random Town Event for Charlestown
DATE: October 24th, 1665 - Random Town Event for Smugglers Lair
DATE: October 24th, 1665 - Random Town Event for Tortuga
DATE: October 24th, 1665 - Random Town Event for Santo Domingo
DATE: October 24th, 1665 - Random Town Event for Santiago
DATE: October 24th, 1665 - Random Town Event for Philipsburg
DATE: October 24th, 1665 - Random Town Event for Oranjestad
//Add a multiplier for the OPEN SEAD MOD
int multiplier = 1;
if(OPEN_SEA_MOD) multiplier = EVENT_CHANCE_OPEN_MULT;
//Add a check to see if a smuggeling quest is active
bool nosmuggle = true;
if(CheckAttribute(Pchar, "quest.Contraband.Active"))
{
if(Pchar.quest.Contraband.Active) nosmuggle = false;
}
//Check if we can launch an event.
Trace("encounter break " + ENCOUNTERBREAK + " day " + day + " + " +(EVENT_PER_DAYS*multiplier) + " < " + yeardays);
if((day + (EVENT_PER_DAYS*multiplier)) < yeardays && nosmuggle)
{
Trace("passed");
void InitOpenSeaMod()
{
ref PChar = GetMainCharacter();
if(iRealismMode>1 || OPEN_SEA_MOD)
{
[...]
ENCOUNTERBREAK = 3.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
[...]
}
else
{
[...]
ENCOUNTERBREAK = 1.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
[...]
}
}
//Add a multiplier for the OPEN SEAD MOD
int multiplier = 1;
if(iRealismMode>1 || OPEN_SEA_MOD) multiplier = EVENT_CHANCE_OPEN_MULT;
//Add a check to see if a smuggeling quest is active
bool nosmuggle = true;
if(CheckAttribute(Pchar, "quest.Contraband.Active"))
{
if(Pchar.quest.Contraband.Active) nosmuggle = false;
}
//Check if we can launch an event.
if((day + (EVENT_PER_DAYS*multiplier)) < yeardays && nosmuggle)
{
My compile.log is showing stuff like:I know encounter break shouldnt be 0 but it does show like it. Probally cause its a float it doing anoying things. if you wanna do float * int you need to be very carefull.
I know this way it works for sure so I'd say for now lets do it like this and lets check for it later. to see if we can "improve" it.
encounter break 1. day 279 + 45. < 286
encounter break 3. day 268 + 135. < 290
encounter break 0. day 28 + 45 < 74
We halved the range last year and it hasn't been touched since.When leaving Nevis after visiting Clint Eastwood I got too close to the Charlestown fort. My ship was getting hit from approx. 2,000 yards. Has the forts cannon range been increased? I am not complaining, but just need to know.
Clutter? What clutter? You mean other ships? Should still be 6 Coast Raiders per island. Hasn't been touched.There seems to be almost no clutter around the islands now. There has been too much since last December and I suspect some will complain that there is not enough now. Could a middle amount be reached?