Ok, that pirate quest message just popped up again while I was in a battle with some pirates. Here are two saves. One when I left port and the other a bit after the battle.
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Unfortunately I have now modified my game version so much for Beta 2.4 that it is no longer compatible with your saves.Ok, that pirate quest message just popped up again while I was in a battle with some pirates. Here are two saves. One when I left port and the other a bit after the battle.
Pirate Hunting quests are ALWAYS one character only. If there are any other pirates around, they're not quest pirates.Errm ... are you getting quests to hunt more than just one pirate?
Were there any quest pirates involved? If not, did you recently complete or decline a pirate hunting quest?I got into several battles with pirates and never got the message. Then in this last battle it popped up. What was different about this battle? One of them got away. There were three pirate ships. One was sunk early and one headed for the horizon and the third stayed and fought on. Right after that ship was sunk the message appeared. That last pirate ship was long gone.
So, could it be that if a single pirate ship gets too far away that message kicks in?
I don't get it. At all.Unfortunately I have now modified my game version so much for Beta 2.4 that it is no longer compatible with your saves.
Could you please do this?
1. Open that first savegame and press F12. Let me know which messages appear on the screen.
2. Open that second savegame and do the same again.
So between the first and second savegame, the Pirate Quest problem cropped up again? And inbetween, you only did a battle?
void KillPirateQuestDone()
{
ref PChar = GetMainCharacter();
// LDH 02Feb09
int KillQuestExperience = sti(pchar.quest.generate_kill_quest.money)/10; // was 1500
if(AUTO_SKILL_SYSTEM)
{
AddPartyExpChar(pchar, "Leadership", KillQuestExperience);
AddPartyExpChar(pchar, "Sneak", KillQuestExperience/100);
}
else { AddPartyExp(pchar, KillQuestExperience); }
PlayStereoSound("INTERFACE\took_item.wav");
AddMoneyToCharacter(pchar, makeint(pchar.quest.generate_kill_quest.money));
AddDialogExitQuest("kill_pirate_refused_2");
ChangeCharacterReputation(pchar, 1);
pchar.quest.generate_kill_quest = "wait_timer";
}
They used to be pirates only and are still referred as such in the code. So I've kept calling them that, even if they technically aren't anymore.The Governors quests are not pirate hunting quests. You can get assignments to take out the ship of a nation that this Governor is at war with.
Could that message have started appearing again exactly three days after declining the hunting quest?I did the F12 thing and got the first line. Before that last battle I did decline a quest. I just wanted to see if it worked.
And you do keep playing the occasional one, right? But only every now and then? Not every day/three days, right?
And you do play with DirectSail for the most part too? And you're not getting that quest message?
That is what I understand of it, yes. Which is why it confuses me so much; by all intents and purposes, it shouldn't be doing that.But I never ever got any such message without having that quests. Is it that what happens to Hylie?
generate_kill_quest = begin
money = 16050
town = Tortuga
destination = Hispaniola
nation = 0
shipname = Duke of York
Group_DelCharacter("Story_Pirate", "Quest pirate");
Group_deleteGroup("Story_Pirate");
if(rand(Makeint(Pchar.skill.sneak))>0)
{
GeneratePirateQuest(NPChar); // KK
Characters[GetCharacterIndex("Quest pirate")].nation=PIRATE;
SetCharacterRelationBoth(GetCharacterIndex("Quest pirate"),GetMainCharacterIndex(),RELATION_ENEMY);
Group_CreateGroup("Story_Pirate");
Group_AddCharacter("Story_Pirate", "Quest pirate");
Group_SetGroupCommander("Story_Pirate", "Quest pirate");
Group_SetTaskAttack("Story_Pirate", PLAYER_GROUP);
Group_LockTask("Story_Pirate");
Group_SetPursuitGroup("Story_Pirate", PLAYER_GROUP);
Group_SetAddress("Story_Pirate", destination, "", "");
//Logit("TreasureQuest: Story_Pirate "+GetCharacterIndex("Quest pirate")+" generated");// DEBUG
}