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Your fix from http://www.piratesahoy.net/threads/ship-encounter-chances-correction.17815/page-13#post-459302 fixed that thing btw.That Encounters\Encounters_init.c one has to be due to GUEST1_NATION and GUEST2_NATION disabling I did.
I'll see if I can come up with a better way for it that doesn't cause error messages. Thanks for catching.
// Wounded crew
#define HEALED_PER_DAY 1 // INT - number of wounded crewmembers healed per day without doctor and medicines
#define HEALED_WITH_MEDS 5 // INT - number of wounded crewmembers healed per day if medicines are present
#define KILLED_PER_DAY 16 // INT - number of wounded crewmembers that die per day without doctor and medicines
#define HEALED_WITH_DOC 10 // INT - number of wounded crewmembers healed per day with a surgeon(s) and medicines
There sort-of already is. The game subtracts the defence value of the doctor.How 'bout adding another?
Code:#define HEALED_WITH_DOC 10 // INT - number of wounded crewmembers healed per day with a surgeon(s) and medicines
You only need one doctor. For killed: 16-10-5=1 so if you have a super-doctor AND medicines, only one crewmember would die each day.+ and a less chance for the crew to get gangrene and other health related issues if you were to have 2 or more doctors(if a function for that is possible).
Neither of those things are programmed to ever happen. Simply put, where in the stock game ALL your crew would die straight away from crew damage, now some are "saved" as wounded.one surgeon can't probably handle a crew of 100 all by himself if a virus starts spreading inside the ship while in open water. and what if the only surgeon you've got get sick or catches a viral infection?
This now works for big ship decks(e.g. shipdeck3) on the latestMAKE ALL OFFICERS VISIBLE ON SHIP DECK
Look at PROGRAM\SEA_AI\BOAL_Deck.c and find:
EDIT: Look at PROGRAM\Loc_ai\LAi_deck.c (There has been changes about the files lately):
Replace with:Code:case "ShipDeck": if(GetCharacterShipCabin(mchr)=="Cabin_none") { CharacterIntoLocationLocator(_curCharIdx, mchr.location); LAi_SetCivilianPatrolType(tmpChr); } else { if(tmpChr.quest.officertype==OFFIC_TYPE_ABORDAGE || tmpChr.quest.officertype==OFFIC_TYPE_CANNONEER || tmpChr.quest.officertype==OFFIC_TYPE_CAPNAVY) // KK { CharacterIntoLocationLocator(_curCharIdx, mchr.location); LAi_SetCivilianPatrolType(tmpChr); } } break;
Code:case "ShipDeck": CharacterIntoLocationLocator(_curCharIdx, mchr.location); LAi_SetCivilianPatrolType(tmpChr); break;
This now works for big ship decks(e.g. shipdeck3) on the latest
build14 beta(Build 14 Beta 3 Full Test + UPDATE 10 Sep 2013) btw View attachment 12439 View attachment 12440
Well, I guess it'll be all good by the time it's released after all.. with all them matching soldiers/appropriate dialogs/and other tweaks..It won't be, because I won't even start on fixing that until after Beta 3 is done.
That is going to be another biggie and if I start it now, Beta 3 will probably be another month away. And I want to get it RELEASED!!!