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Solved Making Town Capture Boarding Locators

<!--quoteo(post=319899:date=May 14 2009, 03:42 PM:name=Computica)--><div class='quotetop'>QUOTE (Computica @ May 14 2009, 03:42 PM) <a href="index.php?act=findpost&pid=319899"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Shoot, in my case they were on top of a building, (greenbay port). If you fix it let me test it...<!--QuoteEnd--></div><!--QuoteEEnd-->

Will do. I think I saw what you're talking about when I captured Port Royal. All the boarders & defenders were suspended in mid-air. The video card on my good computer died last night so I don't have access to it at the moment, but I've got a screen shot that I'll post when I've replaced it.

<!--quoteo(post=319965:date=May 15 2009, 01:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 15 2009, 01:49 AM) <a href="index.php?act=findpost&pid=319965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Very strange; Thomas the Terror used that system to make the already existing boarding locators and at least some of those work right.
But then he also made the Greenford ones and those don't work. Very weird. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

Where are those towngirls in your screenshot coming from? Are they your officers?<!--QuoteEnd--></div><!--QuoteEEnd-->

They're my boarders, set with the options menu.
 
Ah; ok then. Had me confused for a bit. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Port Royale is ALSO troublesome? Are the correct locator files even loaded anymore upon town captures? Kralendijk DOES work, doesn't it? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=320097:date=May 15 2009, 07:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 15 2009, 07:29 PM) <a href="index.php?act=findpost&pid=320097"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah; ok then. Had me confused for a bit. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Port Royale is ALSO troublesome? Are the correct locator files even loaded anymore upon town captures? Kralendijk DOES work, doesn't it? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Yo I'm gonna test every town that has a fort and try to capture it... I'll post pictures if there is a problem with any town...
 
You can skip testing the AoP towns (Guadeloupe, Tortuga, Governor's Harbor, Charlestown, Alice Town); those won't work in the first place.
 
If you wish you could also test boarding of towns without forts. That can be done by sinking of capturing all ships of the town nation in the vicinity of the island (coastriders and such) then sailing to the shore where settlement can be reached and using "Land Troops" (pressing Enter and selecting icon with redcoats in a boat) instead of "Moor" or "Port"/"Shore" command.

pirate_kk
 
<!--quoteo(post=320373:date=May 17 2009, 10:29 AM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ May 17 2009, 10:29 AM) <a href="index.php?act=findpost&pid=320373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That can be done by sinking of capturing all ships of the town nation in the vicinity of the island (coastriders and such)...<!--QuoteEnd--></div><!--QuoteEEnd-->Does that apply in Build 14 Alpha 9.5 too or is that limited to your game version?
I recall you mentioned you were doing something with that, but don't recall you ever uploading your game version after that... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=320375:date=May 17 2009, 10:45 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 17 2009, 10:45 AM) <a href="index.php?act=findpost&pid=320375"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=320373:date=May 17 2009, 10:29 AM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ May 17 2009, 10:29 AM) <a href="index.php?act=findpost&pid=320373"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That can be done by sinking of capturing all ships of the town nation in the vicinity of the island (coastriders and such)...<!--QuoteEnd--></div><!--QuoteEEnd-->Does that apply in Build 14 Alpha 9.5 too or is that limited to your game version?
I recall you mentioned you were doing something with that, but don't recall you ever uploading your game version after that... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
That option is available for every version with capture colonies mod. I added this to allow attacking towns/settlements without forts like Pirate Settlement on Nevis/Quebradas Costillas, Pirate Fort on Bonaire/Douwesen or Smugglers Lair on Grenada/Conceicao. Recently I added also feature of sinking all nation's ship and fort because I believed that attacking towns was too easy.

pirate_kk
 
Ah; thanks for explaining. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Well, I've got the locators in Greenford Port & Town working, but the MQ is still stuck at Story_GreenfordAssaultStarted. I fight through the port, the town, the suburbs and then I'm not exactly sure where I'm ending up. At any rate, the MQ is not being advanced.

I'm going to do it again, just to make sure I didn't mess something up. GrPort_lb.gm & GrTown_lb.gm should contain everything their respective *_l.gm files contain, correct? (With, of course, the addition of the loc & alocs).

Here's that screenshot of Port Royal. The town capture worked fine, it's just a bit of a glitch. The only other town I've captured recently is St. Martin, and that worked perfectly.

EDIT: Danielle does not show up in town.
 

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  • PortRoyal.JPG
    PortRoyal.JPG
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I'm not quite sure about the main quest advancing; I think Pirate_KK would need to have a look at that.
Not sure how he intended to handle that, but having the correct locator files is certainly a step in the right direction, so thanks very much! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
For the locators, refer to this line from the opening post:<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"reload", "goto" and "rld" locators can be deleted from a *_lb.gm file<!--QuoteEnd--></div><!--QuoteEEnd-->So all you need are the loc and aloc locators.

The Port Royale glitch is probably the same problem again. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=320411:date=May 17 2009, 06:19 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 17 2009, 06:19 AM) <a href="index.php?act=findpost&pid=320411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm not quite sure about the main quest advancing; I think Pirate_KK would need to have a look at that.
Not sure how he intended to handle that, but having the correct locator files is certainly a step in the right direction, so thanks very much! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
For the locators, refer to this line from the opening post:<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->"reload", "goto" and "rld" locators can be deleted from a *_lb.gm file<!--QuoteEnd--></div><!--QuoteEEnd-->So all you need are the loc and aloc locators.

The Port Royale glitch is probably the same problem again. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Okay, thanks. I'll clean them up and post them for Computica to test.

I had actually read that about deleting those, but chose to ignore it because of the following:

<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>quests_reaction.c:

2561 case "Story_FightingInGreenfordTown":
2562 ChangeCharacterAddressGroup(characterFromID("Danielle"), "Fake_Greenford_town", "reload", "reload26");</div>

and the subsequent lines.
 
I'm not quite sure how that's supposed to be handled.
Before the Capture Colonies mod, there would be an ordinary fort capture on the Greenford fort, after which there'd be a quest scene in town.
However, the town scene is now a part of the ordinary fort capture.
Additionally, in this particular case it makes no real sense to even have a "talk with governor" scene afterwards.
Not to mention Greenford doesn't HAVE a governor, so there's ANOTHER problem.
So basically there's the following problems:
- Wrong locator files
- No governor for the surrender town scene
- Possibly no "town crew" upon boarding the fake fort
- Main quest scene in town

I'm sending a PM to Pirate_KK; this is getting beyond requiring just a simple fix. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Governor is simple. Can't we make the fortcommander a 'governor' for cities without a governor? Or maybe make a Mayor.
 
Good idea; fort commander should work. In such a case, you'd probably have the dialog inside the fort too, right?

If so, how about not having an attack in the town at all for towns without a governor?
I imagine towns without a governor won't have many soldiers outside the fort anyway, right?

And if so, after the fort capture has concluded, the quest can continue with with a town boarding scene that otherwise would not be there.

What about the capture options? Should you be able to take the town for yourself upon a quest capture?
Or should you only get the "loot" dialog option in that case?
 
Let me say: in towns where there is no governor (like Speightstown/Oxbay, Bridgetown/Greenford, Pirate Settlement on Nevis/Quebradas Costillas) you should talk with a 'town commandant' in final location instead governor.

I think I'll rewrite this so it will be a standard town capture after which player will have only option to capture town for him-/herself after which there will be a reload to town and talk with Danielle to go to prison to free reseacher. Later, if he/she decide to rejoin British that town would return to England.

Besides, there were one thing which annoyed me in a main quest - Danielle talked all the time that her ship was stolen but she had her crew (which attacked town from land side). As she was a guest on player's ship who already had crew on ship (full amount a given ship could support) I wonder how Danielle's crew reached the island? Maybe the were swimming after player's ship all the time? I think we should somehow rewrite this part of the main quest and make it more realistic (and preferably interesting). Do zou have some suggestions in this regard?

pirate_kk
 
Here's the new files *_lb.gm files for Greenford Port & Town.

EDIT:
Does the same thing need to be done with Tortuga Port, Guadeloupe Port, etc.?
 

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  • GrPort_lb.gm
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  • GrTown_lb.gm
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Thank you VERY much for that! Indeed such files will need to be made for all locations that you could capture, which are at least those ones mentioned <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=13281&view=findpost&p=319045" target="_blank">here</a> but probably more. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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