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Solved Making Town Capture Boarding Locators

Well, idk what you want to do about the tavern thing in bonaire then, but also, after I captured alice town, I set Taxation to normal but I'm not getting any additional gold from alice town ever since I captured it! Not that I would expect to get much, but I'm literally getting nothing.
Looking through that code, it looks like the "profit value" you get each day is being reset when you use the worldmap to reload to sea or to land.

Perhaps I should simplify that code so that it always checks all towns every day.
Might hurt game performance a bit more, but the way it is currently written, I'm not sure what effect it has. o_O
 
Perhaps I should simplify that code so that it always checks all towns every day.
Might hurt game performance a bit more, but the way it is currently written, I'm not sure what effect it has. o_O
Extract attached to your main game folder and see what difference that makes.
Now it just checks each town every day.
 

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  • ProfitChange.zip
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Shoot, I should've waited, now I captured governor's harbor so there will be no way for me to tell, I'll still test that file out later just to see how it affects game-play. Also, since I was doing other stuff, the old compile with the tavern bug is gone, so I'll have to reproduce that tonight, sorry pieter, I have college classes in a couple hours now, so I need to get going...
 
:whipa

(1) - Some of the boarding locator files could still use some work though. Some have only 3-vs-3 locators, while others have more than 10 on each side.
Based on the code, I have decided that 6 on each side should be sufficient. But 3 is not enough. So that has to be addressed at some point.

(2)- Also, a couple of locations are missed out, especially in Cartagena, because I know they don't have the required locator files yet.
The opening post explains how to make them; it isn't very hard and not even that much work either. I do hope somebody will be willing to look into it.... :wp


(1)- When you say 6-vs-6 do you mean that for all locations ?

I think that especially in the Forts some of the locations are crowded now with 3-vs-3 - ( mainly 2nd & 3rd Fort locations ) where everyone tends to crowd around the stairs. The 2nd Fort Location will become very crowded unless some of the defenders are moved up to the higher floors of the Fort - being further away hopefully they will not run down the stairs towards the attackers until the attackers climb the stairs and approach them. Moving the defenders start points in the in the 3rd Fort Location might help also - especially if they can be made to come down different Stairs, that way in the 3rd Fort location 6-vs-6 might work well. :duel: - These are just some thoughts - It really needs a bit of play-through to see what works best. :yes

(2) - Can you remember the other locations ( apart from Cartagena ) that are missing - I assume you mean where some towns have more sections normally than they do when you use the Capture Colonies mod.

Like tommy61157 I am going to sail around the Caribbean capturing Towns and I will look at the locators and see if I can remember how I did them last time. I will look at the Ports & Town Sections that only have locators for 3-vs-3 and see what I can do to increase the number of locators to 6-vs-6.

It is going to take a bit of time though.


(3) - A Question - the Capture Colonies mod only gives the player Crew members to fight with him and not his officers. Is that deliberate? :shrug
Would it be possible to have a players officers instead of the crew members or officers plus crew members if it was 6-vs-6. Since you have Officers & crew in Ship boardings.
This is just a thought. :read


:dance:dance
 
One thing that I always find annoying is that I'm generated behind my crew. So I don't get to do much of anything.
I'd much rather be generated in front and if I want my crew to take care of it instead of myself, I could just let them pass me.
But now I'm never really in a good position to prevent crew losses. :facepalm

Should be a simple matter of moving the "loc0" locator.

(1)- When you say 6-vs-6 do you mean that for all locations ?
The limit for forts and towns is 8 boarding characters in total. However, that doesn't necessarily mean 4-vs-4.
When I tested, I had the advantage and the game asked for 5-vs-3. That's why I figure 6 locators on both sides should be enough.
That allows for 6-vs-2, 2-vs-6 and anything inbetween. But you wouldn't have 12 characters at the same time; only 8.

(2) - Can you remember the other locations ( apart from Cartagena ) that are missing - I assume you mean where some towns have more sections normally than they do when you use the Capture Colonies mod.
Actually, it is only Cartagena that springs to mind. I set that up to only use the re-textured stock PotC locations for Capture Colonies.
And in the case of that particular town, that is missing out on a lot. But I can't think of any others.

(3) - A Question - the Capture Colonies mod only gives the player Crew members to fight with him and not his officers. Is that deliberate? :shrug
I noticed that too and I wondered why. Definitely not deliberate on my part.
Since it isn't technically broken, I didn't bother trying to fix it yet. I am getting a bit sick and tired of all the bug-fixing I'm having to do these days. :facepalm
Does anyone remember if they ever were there at all? And if so, what game/modpack version was that?
 
okay, I did a couple things beforehand, so look at the end of the logs for the tavern error, but yeah, the fix seems to work fine on my POTC setup
 

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  • compile.log
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  • system.log
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More Specifically, in the compile.log, this is the line that also shows up in my game when I try to sleep in the pirate tavern in the pirate fort in Bonaire:
CompleteQuestName called for sleep_in_pirate_tavern
ERROR - Quest name sleep_in_pirate_tavern NOT found in ANY function
 
Woh, something interesting, if you talk to the lady in the tavern and eventually "sample her charms", It does put you in the room in the tavern, so doing that works.
 
Actually, it is only Cartagena that springs to mind. I set that up to only use the re-textured stock PotC locations for Capture Colonies.
And in the case of that particular town, that is missing out on a lot. But I can't think of any others.

OK- I tried Cartagena again with the fix from the above posts.

Got through the Fort and Port OK - 1st section of town looked weird ( I think it should be the main town square of Port Royale ( it is when you visit normally - looks like I am fighting in textureless water :unsure ) - 2nd section of town OK - then Governor with correct dialog. :dance:onya:onya.

The guy in the water in the Port was still there - probably a locator problem - I will try and have a look at it.


:cheers


PotC Beta 3 Cart_CC_2.JPG PotC Beta 3 Cart_CC_3.JPG
 

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  • compile.log
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  • system.log
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More Specifically, in the compile.log, this is the line that also shows up in my game when I try to sleep in the pirate tavern in the pirate fort in Bonaire:
CompleteQuestName called for sleep_in_pirate_tavern
ERROR - Quest name sleep_in_pirate_tavern NOT found in ANY function
AH! Apparently that guy is the ONLY one using that function and it is ONLY in the Standard storyline.
Since I tested with that one, I didn't get a problem. Extract attached to PROGRAM\DIALOGS to fix.
 

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  • Mario Figuiera_dialog.zip
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OK- I tried Cartagena again with the fix from the above posts.
Hmm.... All sorts of missed texture errors:
Code:
Can't load texture resource\textures\_LADDE_.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\BORGGA_RD.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\H_SIDA.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\TH.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\TN.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\TV.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\TO.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\BAKSIDAN.TGA.tx
Can't load texture resource\textures\LOCATIONS\SPAIN\CHECKER.TGA.tx
Those files do indeed not exist, but why is the game even asking for them?
I just tested Jamaica in Early Explorers, because I have a savegame for that, and I don't get that there at all.
Perhaps it is the few differences made for Cartagena that does it? I'll have a test.

And another one of these bizarre ones:
Code:
resource\models\characters\downgirl52.gm: can't open geometry file
Character model 'characters\downgirl52' not loaded
Actually, it's repeated twice. And apparently it happens DURING that town capture.
But I don't think Hylie had his version during town capture. Doesn't make any sense, really. o_O
 
Found and fixed that Cartagena town problem. The boarding locator file needed to be slightly different.

Also, there appears to be something wrong with the port walk patch:
The soldiers don't all run towards me and there seem to be parts "cut out" from the pier where I can't walk.
 
Just to check, you DO get officers on SHIP boardings, right? With each bug with officer appearance I fix, another one crops up.
It's REALLY weird. Now I've got Jack Sparrow so far that the game code CLAIMS he's there. Only he's not. o_O

Edit: Nope, NO officers during ship boarding either. The code does TRY to generate them:
Code:
Char Enc_Officer_0 to Boarding_Cabin2 at locator loc1
ChangeCharacterAddressGroup called
Before TeleportCharacterToLocator: group = rld, locator = loc1
TeleportCharacterToLocator called
But they don't actually make it.
I'm REALLY very sure we used to have officers on boardings. When did we lose THAT!?!
 
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Beta 2.5 ALSO no officers on boardings. Really? REALLY???

Does anyone remember when we last DID have officers on boardings?
I mean.... I'm not making it up that we had them at some point. Right!?! :shock
 
I had officers during boardings a few days ago, but have not boarded a ship yet with the latest patch.
 
:shrug I have always had officers during boardings. I have not tried to board using the very latest patch yet.
 
So it DOES work even in the Beta 3 code? Then why are they not showing for me? That's just plain WEIRD.
Perhaps my cheat-officers just don't work as well as real ones do...? Because they were missing in Beta 2.5 for me too.
 
Pieter, you must've messed up your game, officers work fine for me during boarding, they will occasionally disappear when attacking a town, but that's always been the case.
 
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