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how to capture a colony?

Ehm. No. Actually CAPTURING colonies is a mod that is being developed by Pirate_KK, but has not yet been released and is only in Build 14 Alpha 8 WIP 1, but otherwise unavailable.
 
hehe <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ok. and what if I capture the colony? Will it affect the main quest?
 
You can't capture the colony. You can only loot it.
The main problem Pirate_KK is working on solving with the Capture Colonies mod is to ensure it doesn't cause main quest issues.
 
maybe he can make it this way: if the colony has played its part in main quest you can capture it. if not -> u can't <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
and what if I update from b13u3 to b14a8? would it be nesessary to start new game?
 
You definitly would need to start a new game. Provided that you install correctly and the game would run at all. It's a bit complicated to do so though and I don't think I should recommend that... <img src="style_emoticons/<#EMO_DIR#>/icon_confused.gif" style="vertical-align:middle" emoid=":?" border="0" alt="icon_confused.gif" />
It'll probably be something like what you propose, yes. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I would advise just sticking with B13 final, and when the 'capture coloneys' comes out then maybe switching, but 14 alpha 8 or w/e its called is still HIGHLY unstable
 
<!--quoteo(post=239018:date=Feb 17 2008, 03:06 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 17 2008, 03:06 PM) <a href="index.php?act=findpost&pid=239018"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can't capture the colony. You can only loot it.
The main problem Pirate_KK is working on solving with the Capture Colonies mod is to ensure it doesn't cause main quest issues.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

I have a look on Build14A8 and there are so many new things, and bug, that I'm afraid that we must wait until next year to see it released.

Why not released an update with just new quests and capture colonies mod? Or at least the last one.

I can't wait.

Maybe if you can tell me what file should be merge I can try to do something by myself.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
giuliootto
 
Puting that mod into Build 13 would be complex because I had to create substantial changes to many files and even add some new (dialog files) to make tham work. Obviously, every file which has 'CAPTURE_COLONY' phrase must be modified (PROGRAM\Dialogs\captured_governor.c, PROGRAM\Dialogs\ENGLISH\captured_governor.c, PROGRAM\INTERFACE\capture_colony.c, PROGRAM\INTERFACE\interface.c, PROGRAM\INTERFACE\interface.h, PROGRAM\MAXIMUS_Functions) as well as 'CAPTURE_COLONIES' (PROGRAM\BulidSettings.c, PROGRAM\Buldsettings.h, nearly all *.c files in PROGRAM\Characters\init\ folder, PROGRAM\Loc_AI\LAi_boarding.c, PROGRAM\Loc_AI\LAi_Login.c, PROGRAM\SEA_AI\AIShip.c, PROGRAM\Towntable.c). What's more, I had to completely rewrite whole boarding code, so PROGRAM\Locations\init\boarding.c must be altered, as well as PROGRAM\Ships\Ships_init.c, in consequence. Plus, interfaces for store and shipyard must reflect a fact that after town capture goods should be free for player (PROGRAM\INTERFACE\store.c, PROGRAM\INTERFACE\shipyard.c). If I remember correctly, I also had to make some adjustments in PROGRAM\NATIONS\nations.c as we began to have forts with PERSONAL_NATION. Even now I don't remember wether I listed here all changes I had to make. Unfortunately, I don't recommend porting that back to Build 13, as it requires serious amount of work without guarantee of reaching success in relatively acceptable period of time. Besides, still I have to change many dialogs as some characters (governors, merchants, soldiers, etc.) must react accordingly to situation.

As for capturing quest towns: I blocked possibility of capturing Oxbay and Redmond at a very start, then blocked possibility of capturing any of stock towns until after battle at Khael Roa, but that isn't enough. Imagine two scenarios:
1. Player playes main quest and after completing it starts, for example, Virginie d'Espivant quest (which requires Falaise de Fleur to be a French colony).
2. Player starts main quest and before finishing it initiates Virginie's quest, then completes it before main quest.

In 1st situation lock for capturing colonies will be removed so player could change nation for FdF before finishing Virginie quest, breaking at least game logic. On the other hand, we could code it so after starting Virginie quest a lock on FdF is put and removed again after completing it. However, as blocking town from capturing is conflict-free, see now what happens in situation 2, when we unlock FdF adter completing Virginie's quest and not main quest. We allowed capturing FdF, while that possibility should be blocked because main quest isn't finished yet. Theoretically, we could make check which tests wether main quest is active or not, but that solution would be quite ineffective and hard to implement, because one need to code <i>every</i> situation. I'm still thinking about how to make it properly. Maybe we should block town capture for a main quest, but for other take another approach: for example, when quest requires some town to belong to some nation and that town is of that nation quest is available and runable; when it's of some other nation - it's disabled or freezed until it has proper nationality? But, I must think how to properly code it first.

pirate_kk
 
<!--quoteo(post=239767:date=Feb 20 2008, 11:56 AM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Feb 20 2008, 11:56 AM) <a href="index.php?act=findpost&pid=239767"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Puting that mod into Build 13 would be complex because I had to create substantial changes to many files and even add some new (dialog files) to make tham work. Obviously, every file which has 'CAPTURE_COLONY' phrase must be modified (PROGRAM\Dialogs\captured_governor.c, PROGRAM\Dialogs\ENGLISH\captured_governor.c, PROGRAM\INTERFACE\capture_colony.c, PROGRAM\INTERFACE\interface.c, PROGRAM\INTERFACE\interface.h, PROGRAM\MAXIMUS_Functions) as well as 'CAPTURE_COLONIES' (PROGRAM\BulidSettings.c, PROGRAM\Buldsettings.h, nearly all *.c files in PROGRAM\Characters\init\ folder, PROGRAM\Loc_AI\LAi_boarding.c, PROGRAM\Loc_AI\LAi_Login.c, PROGRAM\SEA_AI\AIShip.c, PROGRAM\Towntable.c). What's more, I had to completely rewrite whole boarding code, so PROGRAM\Locations\init\boarding.c must be altered, as well as PROGRAM\Ships\Ships_init.c, in consequence. Plus, interfaces for store and shipyard must reflect a fact that after town capture goods should be free for player (PROGRAM\INTERFACE\store.c, PROGRAM\INTERFACE\shipyard.c). If I remember correctly, I also had to make some adjustments in PROGRAM\NATIONS\nations.c as we began to have forts with PERSONAL_NATION. Even now I don't remember wether I listed here all changes I had to make. Unfortunately, I don't recommend porting that back to Build 13, as it requires serious amount of work without guarantee of reaching success in relatively acceptable period of time. Besides, still I have to change many dialogs as some characters (governors, merchants, soldiers, etc.) must react accordingly to situation.

As for capturing quest towns: I blocked possibility of capturing Oxbay and Redmond at a very start, then blocked possibility of capturing any of stock towns until after battle at Khael Roa, but that isn't enough. Imagine two scenarios:
1. Player playes main quest and after completing it starts, for example, Virginie d'Espivant quest (which requires Falaise de Fleur to be a French colony).
2. Player starts main quest and before finishing it initiates Virginie's quest, then completes it before main quest.

In 1st situation lock for capturing colonies will be removed so player could change nation for FdF before finishing Virginie quest, breaking at least game logic. On the other hand, we could code it so after starting Virginie quest a lock on FdF is put and removed again after completing it. However, as blocking town from capturing is conflict-free, see now what happens in situation 2, when we unlock FdF adter completing Virginie's quest and not main quest. We allowed capturing FdF, while that possibility should be blocked because main quest isn't finished yet. Theoretically, we could make check which tests wether main quest is active or not, but that solution would be quite ineffective and hard to implement, because one need to code <i>every</i> situation. I'm still thinking about how to make it properly. Maybe we should block town capture for a main quest, but for other take another approach: for example, when quest requires some town to belong to some nation and that town is of that nation quest is available and runable; when it's of some other nation - it's disabled or freezed until it has proper nationality? But, I must think how to properly code it first.

pirate_kk<!--QuoteEnd--></div><!--QuoteEEnd-->

Why change town nation should block a quest? Are there some check about town nation in quest? Maybe we can erase that.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
giuliootto
 
<!--quoteo(post=239788:date=Feb 20 2008, 06:21 PM:name=giuliootto)--><div class='quotetop'>QUOTE (giuliootto @ Feb 20 2008, 06:21 PM) <a href="index.php?act=findpost&pid=239788"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why change town nation should block a quest? Are there some check about town nation in quest? Maybe we can erase that.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye, bye,
giuliootto<!--QuoteEnd--></div><!--QuoteEEnd-->
That's not a problem with blocking quests, but some of them won't be logical when some towns will have different nation.

pirate_kk
 
How about the town is captured back for the original nation when the quest requires it to? <img src="style_emoticons/<#EMO_DIR#>/user_comment.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="user_comment.gif" />
 
<!--quoteo(post=239810:date=Feb 20 2008, 08:39 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 20 2008, 08:39 PM) <a href="index.php?act=findpost&pid=239810"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How about the town is captured back for the original nation when the quest requires it to? <img src="style_emoticons/<#EMO_DIR#>/user_comment.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="user_comment.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Well, I tried to avoid this, but it turns out that this is simplest and best solution. Eventually, recapturing a town isn't very hard. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

pirate_kk
 
Of course it is odd to force such things onto the player and must be really frustrating, but in the end I do think it's the simplest and best way of achieving it. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
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