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Dedicated Bug Reportin' Thread fer Build 11.99

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<!--`QuoteBegin-DeBruce`+--><div class='quotetop'>QUOTE(DeBruce)</div><div class='quotemain'><!--QuoteEBegin-->ah... thx.... and the solution?
i thought JMVs pack will be working with this build?[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I thought it was, too. It might be possible that JMV was not able to finish what he wanted to do regarding making the pack switchable - if you pick the later era (because his uniforms are from Napoleonic, correct?)...

I can't recall what happened with that as I was incredibly busy at the time (funny how "RL" can intrude upon your REAL life, LOL!) and couldn't spend a lot of time following it...
 
If we are speaking about "JMV575 -- Britain, Spain, France Military Reskins -- `1793-1815`" it w'nt come together with the "build". You have to make many changes by yourself. It's a bit pity, because i find the naval uniforms beautiful. So i have inserted the british naval uniforms for my personal use. That is'nt so much to do.
 
Aye mate,insert em manualy at 71mb fer build 12 add JMV military pack tew that,Ouch! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Well, I'm not sure this is a bug from build 11.99, however I've reached this point in the game and discovered a couple of troubling things which I am going to try to track down and fix...

I'm playing the main quest, and after confronting Silehard with Danielle, I captured a ship that attacked me as we sailed out of Redmond. So this ship was my second ship - two altogether.

After the big storm where you get cast ashore on Douwesen and have to fight a pirate (Anacleto Pinto) for his ship, you sail to IM and meet your crew again.

Problem #1: There is no food on Pinto's ship and you have to return to Douwesen to get more or else the men will starve.

Problem #2: You cannot repair Pinto's ship because the shipyard is closed (it is closed to prevent you from buying a Tartane instead of going to the pirate haven to find Pinto?) (or perhaps to prevent you from selling it?)

Problem #3: You LOSE the ship you stole from Pinto when you sail into the harbor at IM and meet your men. Suddenly you get your flagship - and I got the stolen British ship too - back, and where does Pinto's ship go??? You lose it and any men you might have hired and any food you might have bought...

Problem #4: Your men tell you that they've pooled their money and fixed your flagship - `tip-top` condition - however, the ship is NOT fixed (and yes, they had plenty of money amongst them to do it!). The second ship was also still damaged...

Something else I've also noticed - seems like whenever you go into the shipyard to fix/buy/sell, you suddenly have a full compliment of men after you've fixed a ship, even tho you might not have had those numbers before! I'm going to buy/steal a MOW and take her out and get her damaged and see if I can go get her fixed and suddenly have 1000 men when originally I had only 300!

Maybe I'm missing something here, but I think that's how things happen - kinda "out of the blue"...

I'm going to try, in my own fumbling way, to figure out what has happened here and maybe I'll actually figure out a fix for it... BUT if anyone else has any helpful suggestions, please post them here!
 
Well Cat, i can only address you last question, there`s a mod which when you purchase or fix a ship tries to maximize the crew on your ship(s). So what you`re seeing is infact, `auto-hire` crew in the shipyard. If you go into the tavern before and after and try to hire sailors, you`ll see that the crew available for hire is decreased by the number of sailors added to your crew in the shipyard. I think that`s the answer to your question.
 
Cat, on the last point, I had inquired earlier about a fix for the fact that when you transfer crew to a prize from your ship, and sell the prize, you loose the crew (in build 11. Of couple people let me know about the auto hire crew at that time.

I don't know about the rest I haven't gooten that far yet.
 
OmegaRED: Yep! And that functionality can be toggled in BS.h, too.

1. Need to run SetUpShip(CharacterFromID("Pinto or whatever"), "trade", false) when you first meet him (_before_ we give the ship to the player! While it's still his!)

2. Probably feature not bug as you say.

3. Need to force laying up of that ship, I'd think, since you're not guaranteed to have an officer to command it. But wait--isn't it given to Danielle? (The whole "pinnace2" bug above).

4. That can probably be fixed by adding this to the sailor's dialog node when he says all's repaired
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ref chref; int cn;

for(int i=0; i<4; i++)

{

    cn = GetCompanionIndex(GetMainCharacter(),i);

    if(cn == -1) continue;

    chref = GetCharacter(cn);

    chref.ship.hp = GetCharacterShipHP(chref);

    DeleteAttribute(chref,"ship.blots");

    chref.ship.sp = GetCharacterShipSP(chref);

    DeleteAttribute(chref,"ship.sails");

    DeleteAttribute(chref,"ship.masts");

}<!--c2--></div><!--ec2-->
 
You can tweak how low in the water a ship is by changing
refShip.WaterLine
in the ship's ships_init.c definition.
Also, waterline is dependent on load (how many goods).
So you can tweak:
refShip.SubSeaDependWeight
in the same place to change how much the waterline depends on loading.

Note also that since Mithrandir's weather mods, and the improved waves, that sometimes the ship may go "through" a wave since evidently the ship's motion uses a `lower-resolution` (or at least slightly different) wave model than the actual waves.
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->Well, I'm not sure this is a bug from build 11.99, however I've reached this point in the game and discovered a couple of troubling things which I am going to try to track down and fix...

I'm playing the main quest, and after confronting Silehard with Danielle, I captured a ship that attacked me as we sailed out of Redmond.  So this ship was my second ship - two altogether.  

After the big storm where you get cast ashore on Douwesen and have to fight a pirate (Anacleto Pinto) for his ship, you sail to IM and meet your crew again.

Problem #1:  There is no food on Pinto's ship and you have to return to Douwesen to get more or else the men will starve.  

Problem #2:  You cannot repair Pinto's ship because the shipyard is closed (it is closed to prevent you from buying a Tartane instead of going to the pirate haven to find Pinto?) (or perhaps to prevent you from selling it?)

Problem #3:  You LOSE the ship you stole from Pinto when you sail into the harbor at IM and meet your men.  Suddenly you get your flagship - and I got the stolen British ship too - back, and where does Pinto's ship go???  You lose it and any men you might have hired and any food you might have bought...

Problem #4:  Your men tell you that they've pooled their money and fixed your flagship - `tip-top` condition - however, the ship is NOT fixed (and yes, they had plenty of money amongst them to do it!).  The second ship was also still damaged...

Something else I've also noticed - seems like whenever you go into the shipyard to fix/buy/sell, you suddenly have a full compliment of men after you've fixed a ship, even tho you might not have had those numbers before!  I'm going to buy/steal a MOW and take her out and get her damaged and see if I can go get her fixed and suddenly have 1000 men when originally I had only 300!

Maybe I'm missing something here, but I think that's how things happen - kinda "out of the blue"...

I'm going to try, in my own fumbling way, to figure out what has happened here and maybe I'll actually figure out a fix for it...  BUT if anyone else has any helpful suggestions, please post them here![/quote]

Cat, I remember all 4 of those things happening to me in build 11.

My work around was to attack a ship to plunder it for food as soon as I set sail (just like I had to do when I stole the French corvette at FF)

Yeah, the first time I sailed Pinto's ship, collecting all kinds of goods to sell, just to loose it all at IM, got me so angry.
I learned to just sail it straight to IM to get my old ships back.

Oh, yeah, and after Danielle would run off to the ship from the dock, I'd go back into town to the shipyard to repair everything, and then shove off.
 
Just finished main quest (Build 11.99) sunk Black pearl, stopped at lighthouse, went to see Brin, and was not able to trigger Researcher leaving party or Daniel Stay/leave dialogues.
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->You can tweak how low in the water a ship is by changing
refShip.WaterLine
[/quote]

Aye,thanks Nathan,de only ship wid this problem so far be a fast Schooner
 
<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->Just finished main quest (Build 11.99) sunk Black pearl, stopped at lighthouse, went to see Brin, and was not able to trigger Researcher leaving party or Daniel Stay/leave dialogues.[/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Hummm... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Did you land on Redmond at the beach or the harbor? To do the fix you need to land at the beach. You have to follow what the logbook says to do.
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--><!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->Just finished main quest (Build 11.99) sunk Black pearl, stopped at lighthouse, went to see Brin, and was not able to trigger Researcher leaving party or Daniel Stay/leave dialogues.[/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Hummm... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Did you land on Redmond at the beach or the harbor? To do the fix you need to land at the beach. You have to follow what the logbook says to do.[/quote]Cat, Fred Bob tried dese dialogs wid a Build 11 savegame usin' Build 11.99e an' nither Danielle nor de Professor would talk like supposed to fer yer mod.Wonderin' if'n mebbe one must start a new game, ye suppose? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Mebbe we should check de files be in de Build okay! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I haven't gotten that far in my testing yet, Fred Bob - You shouldn't have to start a new game for this to work, though.

It tested all right when I made the mod... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

You DO have to `re-initialize` if you are using old savegames, otherwise the extra dialogs & such will not be recognized.
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--><!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->Just finished main quest (Build 11.99) sunk Black pearl, stopped at lighthouse, went to see Brin, and was not able to trigger Researcher leaving party or Daniel Stay/leave dialogues.[/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Hummm... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Did you land on Redmond at the beach or the harbor? To do the fix you need to land at the beach. You have to follow what the logbook says to do.[/quote]

Yep, stopped at Lighthouse first to try to dump researcher.
Then went to Redmond to beach used to get at Silehard.

I used this Mod when you first posted it and it worked fine with Build 11.
 
Sure! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I found the problem with the Danielle fix, not sure how it happened, but this code was altered:

In quests_reaction.c -
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "to_the_ship_whualya":

     LAi_SetOfficerType(characterFromID("researcher"));

     SetOfficersIndex(Pchar, 3, GetCharacterIndex("Researcher"));

     Characters[GetCharacterIndex("Researcher")].Dialog.CurrentNode = "Home_again";

     Locations[FindLocation("KhaelRoa_port")].reload.l2.disable = 1;

//      ReStorePassengers(pchar.id);

 break;



 case "Story_LeavingKhaelRoa":

     LAi_QuestDelay("Story_MeetSilehardManowar", 5.0);

 break;



 case "Story_MeetSilehardManowar":

     SetRumourState("BP_Start", false); // NK

     LAi_Create_Officer(10, CharacterFromID("Barbossa")); // NK

     Lai_SetImmortal(CharacterFromID("Barbossa"), false);

     Group_AddCharacter("Black_Pearl", "Barbossa");

     SetCharacterRelation(GetCharacterIndex("Barbossa"),GetMainCharacterIndex(),RELATION_ENEMY);



     Group_SetGroupCommander("Black_Pearl", "Barbossa");

     Group_SetTaskAttack("Black_Pearl", PLAYER_GROUP);

     Group_SetAddress("Black_Pearl", "KhaelRoa", "Quest_Ships","Quest_Ship_2");

     Group_LockTask("Black_Pearl");

     characters[GetCharacterindex("Barbossa")].ship.hp = 100000;  

//      RemoveOfficersIndex(pchar, GetCharacterIndex("researcher"));

     bMainMenuLaunchAfterVideo = true;

     PostVideoAndQuest("blackpearl", 100, "Story_FaceTheBoss");

     Island_SetGotoEnableLocal("KhaelRoa", "reload_1", false);

 break;<!--c2--></div><!--ec2-->Could someone please test that, it SHOULD be all right but I was unable to test. It's exactly what it should be from my original files for the fix - and it was changed to take Clement out of the Officer role... ??? How these things change is beyond me???

Oh well, it should work - and I'm going to upload the fix to the CVS.

Thanks for the head's up, Petros! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->I found the problem with the Danielle fix, not sure how it happened, but this code was altered ...

Could someone please test that, it SHOULD be all right but I was unable to test.  It's exactly what it should be from my original files for the fix - and it was changed to take Clement out of the Officer role...  ???  How these things change is beyond me???

Oh well, it should work - and I'm going to upload the fix to the CVS.

Thanks for the head's up, Petros!   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />[/quote]

It's 10:00 pm here in PA so I'll get to it tomorrow ... fer sure <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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