• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

That's a SURRENDERED ship. The white flag for it is supposed to be read from the fort flags texture.
Let me guess.... that doesn't work for pirates, because they've got some fancy coding that confuses the crap out of me.
Does it work for all other NON-pirate ships?

And yep, I checked and that companion of your DOES have his own personal flag set. No clue WHY though.
How could he have gotten that? Or would that be assigned randomly? I'll look into it. :modding
 
That's a SURRENDERED ship. The white flag for it is supposed to be read from the fort flags texture.
Let me guess.... that doesn't work for pirates, because they've got some fancy coding that confuses the crap out of me.
Does it work for all other NON-pirate ships?
Great. The game isn't drawing flags on him because it thinks he's sinking. Doesn't look like it though to me.
Now I'm REALLY interested if it DOES work if NON-pirate ships surrender. Are they ALWAYS set to be sinking somehow?
Or could it be that he's a reused character that sank in the past? If so, do you sometimes see surrendered pirate ships that DO have white flags?
 
Ok I just got into a battle where there were 2 fast war galleon pirate ships. The flagship had no flags and the other one had pirate flags. Other ships all had flags and when they surrendered the flags changed like they should. When the pirates surrendered the flagship still had no flags but the other one got the correct white flags.
So it appears to be the pirate flagship that has the problem.
 
Good to hear pieter, thanks for doing that, I can't wait until beta 3! Not to sound impatient or anything, but when's your general estimate on it's completion?
 
Ok I just got into a battle where there were 2 fast war galleon pirate ships. The flagship had no flags and the other one had pirate flags. Other ships all had flags and when they surrendered the flags changed like they should. When the pirates surrendered the flagship still had no flags but the other one got the correct white flags.
So it appears to be the pirate flagship that has the problem.
Could you make another savegame every time you run into missing flags? I'd like to check if those are also missing because the game thinks those ships are sinking.
I can see no link between "being a flagship" and the game thinking the ship is sinking yet though. Doesn't make much sense, does it? o_O

Good to hear pieter, thanks for doing that, I can't wait until beta 3! Not to sound impatient or anything, but when's your general estimate on it's completion?
One thing I'm still waiting for is the completed Cartagena. I can't release a good Beta 3 without a store, shipyard and tavern there.
And I'm also hoping for Cassadar's spyglass flag textures because then EVERY interface flag in the game would show up correctly.
Armada is working on fixing the lighting on Saint Martin too and I'd like to include that as well so we no longer have completely stupid-looking islands in the game.
Plus it would be nice to try and have those flag issues Hylie mentioned tackled before the release too.

I might wait with the nice-to-have fixing of "Capture Colonies" and "Select Personal/Pirate Flag in Nations Relations" until after Beta 3, because those will not be completed in a hurry.
But anyway, you don't have to wait because I keep posting intermediate versions every few days. WIP 16 from the opening post is pretty good and contains most new stuff.
I'll see about posting another before the end of the weekend, depending on whether I get some of that new content I'm waiting for.
 
EDIT: I have run into a problem with flags. I went to San Salvador on a treasure quest and changed flags to pirate. It didn't workout so well because the nearest ships were Spanish as it turned out. So I changed back, but my companion ship changed flags to something different as his personal flag and refuses to use the same flag I am. He will change to national flags. Is there some way to get us both using the same flag?
A question on this: Would it be good enough if your companions ALWAYS use the same pirate and personal flag as yourself?
Or do we need to allow certain quest characters to be able to show their own flag even if they are in your fleet?
 
I have checked the new interface and I like it.:onya
The string at the bottom of the screen says: How much that can be customized and why.
The real good side effect of this is you are given some info if the storyline is 'storyplay' or freeplay.
Another way could have been some text boxes which were checked from start. Story, free or both.
For ex 'standard' now - it's not obvious that it's both. I'm just thinking loud.

About freeplay: Why not make ONE storyline' intended for freeplay only in which you also
(besides all other things) can change the time period? We'll cover all then. Possible? :confused:

To Knorris: Lycka till bryggseglarn. Flaggan var en trevlig gest från Pieter Boelen. :sail
 
The real good side effect of this is you are given some info if the storyline is 'storyplay' or freeplay.
That's part of the idea. We had the "Free Play ONLY!" button in Beta 2.5 and I figured we needed something similar. People can get a tad on the confused side otherwise. :facepalm

Another way could have been some text boxes which were checked from start. Story, free or both.
That'd be clearer to understand, I admit. But the we run into two issues:
1. Is there space for it on the interface? It is pretty cramped as it is.
2. The only coder apparently working on this (eg. me) is not exactly an interface expert. I've learned just about enough to fix some stuff and add some text, but I've got to keep it simple.

For ex 'standard' now - it's not obvious that it's both. I'm just thinking loud.
True point. We could just change that text string to mention that Free Play IS possible.
I did try to put some colour-coding to use:
- White = Story + Free Play
- Orange = Story + Free Play, but with fixed opening scene you have to play through
- Green = No/not much story, intended for Free Play
- Red = NOT intended for Free Play

Perhaps it would make more sense with less colours? For example by doing away with the "orange" so "story+free play" is always white.

About freeplay: Why not make ONE storyline' intended for freeplay only in which you also
(besides all other things) can change the time period? We'll cover all then. Possible? :confused:
That'd be an ideal solution. If only I knew how to make such a selection possible.
I asked Pirate_KK if he might be able to add that, but I don't think we can expect much from him. Seems that if we want something doing, I have to be the one doing it. :facepalm

To Knorris: Lycka till bryggseglarn. Flaggan var en trevlig gest från Pieter Boelen. :sail
Well, you needed SOME personal flag for your storyline. And there happened to already be a Swedish one there. :shrug
 
We had the "Free Play ONLY!" button in Beta 2.5 and I figured we needed something similar.
Yes and I missed that info as there have been some questions about freeplay or not.
Is there space for it on the interface? It is pretty cramped as it is.
Yes I see that.
We could just change that text string to mention that Free Play IS possible.
Yes why not. :yes Or both is possible. (I know the space is limited though...)
 
Ok I just got into a battle where there were 2 fast war galleon pirate ships. The flagship had no flags and the other one had pirate flags. Other ships all had flags and when they surrendered the flags changed like they should. When the pirates surrendered the flagship still had no flags but the other one got the correct white flags.
So it appears to be the pirate flagship that has the problem.
Extract attached to PROGRAM\BATTLE_INTERFACE . That should put the white flags back at least on that savegame you posted.
There were two checks: one for if the captain is dead and one for if the ship is sinking. However, apparently it is possible for the game to think that the ship is sinking without the captain being dead.
That doesn't make much sense though. If the captain dies, the ship sinks and if the ship sinks, the captain dies. That's how it works.
So I just removed the "is the ship sinking" check and kept the "is dead" one. As far as I understand the code, that should be enough.

Yes why not. :yes Or both is possible. (I know the space is limited though...)
Does this sound clearer?
Code:
string = SelectStorylineCustomize,"Story AND Free Play available, click anything to customize your character"
string = SelectStorylineFreePlayOnly,"Free Play ONLY, click anything to customize your character"
string = SelectStorylineFreeOpening,"Free Play ONLY after opening, click anything to customize your character"
string = SelectStorylineLocked,"Story AND Free Play available AFTER opening, customize options locked"
string = SelectStorylineNoFreePlay,"Storyline NOT intended for Free Play, ALL customize options locked"
 

Attachments

  • Flags.zip
    2.8 KB · Views: 125
That'd be an ideal solution. If only I knew how to make such a selection possible.
I asked Pirate_KK if he might be able to add that, but I don't think we can expect much from him. Seems that if we want something doing, I have to be the one doing it. :facepalm

Wouldn't the ability to change the start date be achieved in a similar way, code-wise, to changing any other starting attributes?
Presumably you'd just need an interface item linked to the start date line in the relevant [storyline].c file?
For example, a box like the Tier selection, where you can choose a number or just type one, would probably be ideal.
 
You should be starting out with a false Spanish flag by default. Otherwise you get killed.

You could try some trade or escort quests to make money on the side.
Also, if you ask the governors for a job, they don't usually give you a bigger opponent than you can handle.
Plus indeed having an officer helps.

I think they're taking the "multiple universes" theory a little bit far.
But yes, of COURSE it is real. And if YOU don't save that poor fictional Jean Lafitte, he and his crew are going to diiieee.....!!!! :drunk

Weeeell, If it is all real I keep turning into a skeleton now!!! The skeletons in storylines might amuse a 14 year old but I see them as just plain silly and annoying much like the storms (although storms are very real they trash your ship so I just fast forward ).
It first happened when I stepped out of the store and had to fight everyone. Sometimes I am OK on the dock [human] but the sails are shredded when sailing out of harbour and the deck is steaming?? I keep loading earlier saves when I was human but at odd times become a skeleton again. After getting mutinied for having no money earlier in the game I got over this by managing to snatch a fast merchantman although with no officer I just swapped ship. I chose to distribute skills so it helped maxing out Melee to 10 points.

I can't see how I have annoyed the dark side, I now have a large crew with a Heavy sloop, the crew money at 216,800 'whatevertheyare's at the moment so the wages aren't the problem. My morale is reading Neutral with leadership 10. I fly an English flag and am doing jobs for the governor. I can't get any more 'right on' without joining the church and that just ain't going to happen.

Is this a glitch as I have read the FAQ'S to try turning off 'skeleton mode' with no information and have had no luck rummaging around the files to find it and delete?

Don't mean to keep moaning but an observation? In GoF I think there are many more options for gameplay including a save function when sighting an enemy or just before boarding; it would be helpful if this can be re-applied for WIP16, at least you don't have to start back at the dock if killed or dis-masted then battered to death. I have the realism settings by the way so maybe that's why it doesn't apply?

I think my crew still have it in for me and are spiking my Rum since rumours of allowing women on board in the ports hasn't come to fruition. It's enough for anyone to lose a lot of weight... Regards, Brian.
 
A question on this: Would it be good enough if your companions ALWAYS use the same pirate and personal flag as yourself?
Or do we need to allow certain quest characters to be able to show their own flag even if they are in your fleet?


I am only reporting things that have changed from how it has been. I don't really care if that Captain wants to fly his own flag as long as I know who is mad at him. And as long as he stays loyal. This one does seem to like to wander off. Hmm. Perhaps it's time to replace him? :walkplank

In the past quest characters always used my flag when attached to my fleet. I'm thinking of Danielle and Claire LaRousse.
 
Nich666: If you check your inventory you will find an Aztec coin. This is the source of your problem. :rumgone

Now you have to go to Tortuga and get Mr. Gibbs and then go to Isla de Muerte to get rid of that cursed coin. Did you ever watch the first POTC film? :popcorn:

Oh yeah, look out for that dead bird too. :facepalm
 
Newer Build version means more and better ships with more substandard ones removed. You can activate these lines in console.c:
Code:
        /*
            if(!Checkattribute(pchar,"cheatship")) Pchar.cheatship = 0;
            int con = sti(Pchar.cheatship);
            if(con<SHIP_TYPES_QUANTITY)
            {
                GiveShip2Character(pchar,ShipsTypes[con].id,"Test Ship",-1,ENGLAND,true,true);
                Pchar.cheatship = con +1;
            }
            TraceAndLog("*************************** Ship : " + ShipsTypes[con].id + " , Index : " + con + " ");
        */
Remove the /* and */ around them, then press F12. Every time you do so, you'll get the next ship in the game. Go to worldmap and back to actually see it. That allows you to scroll through everything that is available.

This didn't work. I added the line

GiveShip2Character(pchar,"Bellona1","Amsterdam",-1,HOLLAND,true,true);

before switch(0)

and it gave me ships named according to the folder of the ship inserted. But I liked your way to scroll through all better. Yet I can't get it. Also, loading another save, this what worked also stopped working. Also there was to read in the beginning "Executed Console" onscreen, now not. I am guessing some of the settings in a new save interfere with the console ?! I changed them to what I guessed to be better still no effect.
 
After a while the console would always stop working for me. Never found out why.

The plot thickens. I changed officers and the flag did not change. I swapped ships and the flag did not change. I changed national flags and the flag did not change.
That flag appears to be linked to that ship. Captains, nations, nothing else does anything. :shrug Oh well, it's an interesting flag, but it is a Dutch ship bought in a Dutch shipyard.
 
Wouldn't the ability to change the start date be achieved in a similar way, code-wise, to changing any other starting attributes?
Presumably you'd just need an interface item linked to the start date line in the relevant [storyline].c file?
For example, a box like the Tier selection, where you can choose a number or just type one, would probably be ideal.
Probably. That isn't exactly the simplest interface coding in the game.
Might be easier to just put some Left/Right arrows on the date and have it change in increments of, say, 50 years or something.
Still.... I can't even begin to try that until worse problems are taken care of. At least free play IS possible in all time periods.

Weeeell, If it is all real I keep turning into a skeleton now!!! The skeletons in storylines might amuse a 14 year old but I see them as just plain silly and annoying much like the storms (although storms are very real they trash your ship so I just fast forward ).
It first happened when I stepped out of the store and had to fight everyone. Sometimes I am OK on the dock [human] but the sails are shredded when sailing out of harbour and the deck is steaming??
Apparently you found a cursed Aztec Coin. If you don't like it, just lift the curse by putting it in the chest on Isla de Muerta.
Here are the details on the curse:
Code:
  . Elaborate Curse of Cortez functionality added for Aztec Coins by Pieter Boelen
    > The chest in the cave on Isla de Muerta is filled with Aztec Coins
      - Aztec Coins turn you into a skeleton when outside at night, that is hated by all
        You get additional HP for this, but only WHILE you are a skeleton
      - Aztec Coins can be given to officers/crew or placed in all your ships' weaponslockers
        If placed in the Weaponslocker, they are used by boarders and decrease crew damage during sea battles
      - Food and Rum consumption decreases for each crewmember cursed, but morale decreases too
      - Aztec Coins can be sold; however, they WILL keep counting for the extent of the curse
      - After a while of being cursed, your ship will get torn sails and start trailing fog
      - The curse can only be lifted by placing 882 coins back in the chest on Isla de Muerta
        Careful with losing those coins! If you can't collect 882 again, you're stuck with the curse!
        There is ONE place other than the chest on Isla de Muerte where ONE additional coin can be acquired if you are in dire need of it. Guess where!
Don't mean to keep moaning but an observation? In GoF I think there are many more options for gameplay including a save function when sighting an enemy or just before boarding; it would be helpful if this can be re-applied for WIP16, at least you don't have to start back at the dock if killed or dis-masted then battered to death.
Ever since Pirate_KK's latest savegame updates, I keep seeing Quicksave files in my game folders.
Not sure where they come from, but I know he once tried to get saves on all scene changes working, so perhaps that is what it is.
Try pressing the Quickload key and see what happens. Even if that doesn't work, just make a habit of saving whenever you can.

The flags so far:
Looks pretty darn good to me! :cheers

I am only reporting things that have changed from how it has been. I don't really care if that Captain wants to fly his own flag as long as I know who is mad at him. And as long as he stays loyal. This one does seem to like to wander off. Hmm. Perhaps it's time to replace him? :walkplank

In the past quest characters always used my flag when attached to my fleet. I'm thinking of Danielle and Claire LaRousse.
I did a quick test by just giving myself some companions through code and they DO get my flag.
Indeed the code always was written to have them use YOUR flag. I fear this issue runs a bit deeper than just flags: These guys just don't join your fleet properly.
Does it work AFTER a scene reload? Or do they still not take orders? Probably related to that "captured ships don't follow orders" issue that was reported earlier.
This requires further testing. :modding

This didn't work. I added the line
[...]
before switch(0)
You'd have to change switch(0) to switch(1) to make that code run. If you don't get the "Executed console" text on the screen, check if an error.log appeared in your main game folder.

The plot thickens. I changed officers and the flag did not change. I swapped ships and the flag did not change. I changed national flags and the flag did not change.
That flag appears to be linked to that ship. Captains, nations, nothing else does anything. :shrug Oh well, it's an interesting flag, but it is a Dutch ship bought in a Dutch shipyard.
Flag linked to the SHIP? That is beyond bizarre, unless there is some code in place to swap attributes between captains when you swap ships.
But the majority of the code uses the CHARACTERS for the personal/pirate flag selection, not the SHIPS. :modding
 
I am only reporting things that have changed from how it has been. I don't really care if that Captain wants to fly his own flag as long as I know who is mad at him. And as long as he stays loyal. This one does seem to like to wander off. Hmm. Perhaps it's time to replace him? :walkplank
I've found out a way to fix that ship in your savegame at least. Execute this code through console:
Code:
            ch = GetCharacter(GetCompanionIndex(pchar, sti(1)));
            DeleteAttribute(ch, "Flags");
That removes his own flag and makes him use yours instead afterwards. You have to swap to another nation and back to personal to have it update.

Indeed I also noticed that captured ships don't follow orders until AFTER I reloaded to the worldmap and back.
I remember some sea AI group related error.log entries, but those were on the "is merchant ship" check.
I restored that back to its Beta 2.5 state and I wonder if that might do any good. I doubt it, but you never do know. :confused:

Also, what happened after you boarded that surrendered ship? In my case, I found the captain was a lady who wanted to kill me.
Once I took care of her, I got to loot her and she had FAR more blades, guns and ammunition than I have ever seen on any corpse. Ever.
Did you get that too? Do enemy captains now get the entire contents of their ship's chest and weaponslocker as loot or something??? :shock

In the past quest characters always used my flag when attached to my fleet. I'm thinking of Danielle and Claire LaRousse.
They don't have personal flags of their own set anyway. But what if there are quest characters that DO? Such as if you are escorting a certain EITC gentleman?
Or if you've sailing with a famous pirate? Anyway, that is of no concern just yet.
 
I'll try that in console.

Yes, surrendered Captains do have lots of goodies whether they want to fight or not. It has been like that for as long as I can remember.

I just got into a fight with 2 fast war galleons and they both had pirate flags. They never surrendered so I don't know if that works yet. I wuz boarded and slaughtered. :duel:
 
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