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Mod Release Levis' Stuff [October 7th (v2)]

Spotted another bug so first post updated again.
 
Thanks for confirming. I'm back up-to-date then. :doff
No weird errors when starting a new game or so?
If so I can go to bed knowing all my files are okay and I haven't forgot to upload something etc.
 
No weird errors when starting a new game or so?
If so I can go to bed knowing all my files are okay and I haven't forgot to upload something etc.
Didn't get to the "start game" part yet. Trying now...
 
Nope, New Games seem to start fine. No immediate strange errors stand out, though I admit I tested for about 30 seconds.
 
First post update with some fixes which had high priority.
Now I'm going to fix some things with lower priority so expect another zip today
 
Update zip again.
Most pressing things are fixed now. I dont have more time now. Maybe I have some time tomorrow but I expect it will be on saturday again. So hopefully during the weekend the last fixes can be made :).
 
Update zip again.
Most pressing things are fixed now. I dont have more time now. Maybe I have some time tomorrow but I expect it will be on saturday again. So hopefully during the weekend the last fixes can be made :).

Nothing is attached.
 
Couple of questions @Levis:

LAi_events.c why is this now removed?
Code:
      /*bool noExp = false;
       if(CheckAttribute(attack, "chr_ai.group"))
       {
         if(CheckAttribute(enemy, "chr_ai.group"))
         {
           if(attack.chr_ai.group == enemy.chr_ai.group && !CheckAttribute(GetMainCharacter(),"TrainingFight") && !HasSubStr(attack.id,"TrainingFight_") && !HasSubStr(enemy.id,"TrainingFight_"))//MAXIMUS
           {
           // ccc mar05 REPLOSS tweak added
           //   PB: I don't think we need this; no harm done = no reploss needed
           //   LAi_ChangeReputation(attack, - REPLOSS);   // ccc rephit for attacking friends
           //   if(sti(attack.index) == GetMainCharacterIndex()) LogIt("CHANGE REP for player: " + -REPLOSS + " - attacking friends");   // LDH 19Dec08
             damage = 0.0;
             critical = 0.0;
             noExp = true;
           }
         }
       }*/
It's just moved to LAi_fightparams.c, right?

I see you moved this code around:
Code:
   bool noExp;     // PB: Whatever is on this line ends up changing from what you set. Positively BIZARRE behaviour!
   noExp = false;   // Baste: So we set it to false on THIS line instead
That scares me a little because what happened there made ZERO sense.
I wouldn't want to think that problem may have returned or will now secretly have moved somewhere completely different. :facepalm

Code:
           GiveItem2Character(pchar,"opium"); //Levis
           GiveItem2Character(pchar,"opium"); //Levis
           GiveItem2Character(pchar,"opium"); //Levis
This can be done with one line:
Code:
           TakeNItems(pchar,"opium", 3); //Levis
 
@Pieter Boelen whenever that was already done in fightparams also. So I removed it there so it only happens once.
I checked it with some log messages (Those where the once I forgot to remove first) to make sure it was actling like it should
 
Was this change (from conditional to unconditional tracing):
Code:
$ git show ":/Dec 17"  SEA_AI/AIFort.c
commit dde17a83e528d0ca2cec5a41187064c30cdebab1

            Levis fixes, Dec 17 v.1

diff --git a/SEA_AI/AIFort.c b/SEA_AI/AIFort.c
index 511c420..3da05ae 100644
--- a/SEA_AI/AIFort.c
+++ b/SEA_AI/AIFort.c
@@ -102,9 +102,10 @@ void Fort_Login(int iIslandIndex)
                        ref rCharacter = GetCharacter(iFortCharacter);
                        // NK -->
                        ref PChar = GetMainCharacter();
-                       if(sti(rCharacter.rank) < sti(PChar.rank))
+                       if(sti(rCharacter.rank) < sti(PChar.rank) || CheckAttribute(rCharacter,"completeinit")) //Levis added this check for first setup
                        {
-                               if(DEBUG_EXPERIENCE>0) TraceAndLog("Fort_Login: Set officer type for " + GetMySimpleName(rCharacter));
+                               //if(DEBUG_EXPERIENCE>0)
+                               TraceAndLog("Fort_Login: Set officer type for " + GetMySimpleName(rCharacter));
                                rCharacter.quest.officertype = OFFIC_TYPE_CAPNAVY;
                                LAi_Create_Officer(0, &rCharacter);
                        }
intentional?
I keep getting those "Set officer type for" messages on my screen during normal play. :)
 
Ah! I already changed that in my game version if I recall, but of course nobody else has that yet.
Better keep it conditional. :yes

I think @Mirsaneli noticed this as well, but at the time I had forgotten I had even corrected that already. :facepalm
 
In the stock game, officers only gained a portion of your XP increase if you had the "Share Experience" perk.

For much of the history of the Build Mod, they'd get a little XP whenever you did, and a bigger portion if you had "Share Experience".

Now we seem to be back to stock behaviour. Playing with the 17th December update, I notice my officers gaining nothing, at least until I got "Share Experience". This tends to make officers less useful because while they're gaining nothing unless they killed someone or did something directly themselves, you're rising through the levels and gaining perks, to the point where you'll probably have all the important perks before the navigator, gunner and boatswain have earned their respective sets of perks. Having played various versions of PoTC back to the stock game, I know what "Share Experience" is for (in the stock game it was one of the first perks I got, and is likely to become so again). New players may not notice it lurking at the bottom of a now very long list of perks, let alone realise how important it is if you want your officers to progress.
 
So how should we want that behaviour then? Officers to gain *some* XP, but not maximum until you get that perk?
I figure it makes sense for them to gain XP in their proper roles if something happens, regardless of whether you've got the perk.

Maybe they could ALWAYS join in the XP joining for their own roles, so that the perk can add them gaining XP in other areas too?
Would that make sense?
 
Comes the dawn..............................

The bottom line is that officers do not level up while the player gains levels constantly until they all get that shared experience perk, and then everybody levels up REALLY fast.
 
The bottom line is that officers do not level up while the player gains levels constantly until they all get that shared experience perk, and then everybody levels up REALLY fast.
Is this "REALLY fast" referring to the "crazy fast" bug that I thought @Levis already fixed???
 
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