I need some kind of condition that checks if you are flying your personal flag. Any ideas? If i got that, i may very well have this dialogue file finished.
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if(GetCurrentFlag() == PERSONAL_NATION)I need some kind of condition that checks if you are flying your personal flag. Any ideas? If i got that, i may very well have this dialogue file finished.
if(GetCurrentFlag() == PERSONAL_NATION)
@morgan terror: Is there point in keeping "random_sailors_group_dialog" at all? I could just remove it to prevent confusion.
Also, I think you missed a bracket somewhere.
Please compare attached version with yours using WinMerge.
Gone it is.Not really. We did check if it was still being used somewhere, after all.
Hopefully people actually USE it.Now it's just a matter of waiting for the complaints.
Gone it is.
Hopefully people actually USE it.
I was indeed thinking of doing that, yes. But I'm not sure yet on how or when.Weren't you guys planning on using these NPC's in more places than just for crewmembers on shore? I think this round of fixes could end up being quite useful.
Yes, it did.Ahh, nevermind. I see this code got changed in beta 4.
No, that's completely gone on purpose. Originally that happened ONLY when hoisting a pirate flag through the on-sea [Enter] menu.We do seem to have lost a bit of functionality there though. I don't think you can still be recognised on land for hoisting a hostile flag when in sight of a previously friendly or neutral ship. That functionality could have been moved to somewhere else though, i don't know.
LAi_group_SetRelation(LAI_GROUP_GUARDS, LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
LAi_group_SetRelation(GetSoldiersName(sti(NPChar.nation))+"_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
@morgan terror: Here is another somewhat corrected file.
I replaced the most obviously wrong code; be sure to use WinMerge to see what I did.
I'm pretty sure the logic in there still isn't right though and there seems to be too much "stuff" going on.
But I'd prefer to avoid spending more time investigating that as you're already working on it.
I also added this code to turn the soldiers hostile as I suggested before:
Might be worth thinking if we should want the same to be added to the other dialogs where soldiers turn hostile.Code:LAi_group_SetRelation(LAI_GROUP_GUARDS, LAI_GROUP_PLAYER, LAI_GROUP_ENEMY); LAi_group_SetRelation(GetSoldiersName(sti(NPChar.nation))+"_SOLDIERS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
Also, should only the existing ones turn hostile or should new ones be triggered as well?
For simplicity's sake, maybe we can remove some of those 'Random_Raid' calls altogether and keep only those two lines above?
That is indeed what I was thinking of.Removing the random_raid calls wouldn't work, i think, since they're only used in taverns, where the required enemies have to be spawned in first. They're not normally present. Unless you're thinking of just not spawning anything in a tavern and making the quards outside hostile instead
Not sure if the patrons should care about what the soldiers decide to do.Do you want to turn the patrons hostile instead? There's a lot of them walking around nowdays. Would also get rid of the tavernbrawl summoning.
Maybe.... If a soldier catches you as being hostile, he'll sound the alarm and all guards turn hostile
If there are some in the tavern, they'll join the fight as soon as the dialog closes. Otherwise it will just be outside.
Question: Would THIS or having soldiers generated IN the tavern be considered harder/more annoying?
Should this "ambush" behaviour change depending on Difficulty Level?
If a NON-soldier catches you for being hostile, the consequences should probably be less severe in some way.
At least a "Tavern Brawl" should NOT involve the soldiers outside. And if they have fists only, then it should never be "too hard".
So maybe don't have those sailors call the soldiers at all?
With the current game code, that is quite impossible. It is either all or nothing.That sounds okay, i think, as long as the guards outside aren't hostile everywhere. Just in the area immediately outside the tavern.
That assumes that there ARE standing guards in the tavern. Sometimes there aren't.Maybe the guards in the tavern should be turned hostile instead of spawning in a group of soldiers as tavernbrawl?