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Solved Making Town Capture Boarding Locators

Could be :shrug - but I am not sure I actually understand what you are saying.

The locators on the Boarding deck were fixed in this thread --->>> http://www.piratesahoy.net/threads/mutiny-fix-for-b14-beta-1-patch-6.17654/#post-396178

and set according to posts 2,3,6,7,
For the Capture Colonies mod to work properly, I had to make the game use one MORE locator than was the case before.
However, I disabled that again for ships. So we'd have to see if that problem still occurs. Should be back to Beta 2.5 state on that.

Do you know the Locator file for Cartegena Port - I would like to get the guy out of the water at least.
That is RESOURCE\MODELS\Locations\Town_Cartagena\Port\cartPort_lb.gm . Same problem applies to the regular Puerto Rico port too.
 
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.

I think I previously misunderstood this - what you mean is the total number of Attackers + Defenders that the allowed in Capturing Colonies is 8.

I previously thought you meant 8 Attackers and 8 Defenders. :modding

:rofl

That means that in most places the game is currently generating the maximum number of combatants - 3 or 4 defenders , 4 crew and the player.

So having 6 locators for each side is the best way forward. :yes


:cheers
 
Ah, yes. No, that's not it. 8 characters total it is. :wp

:yes

Just completed Cartagena - had my Tavern- recruited officers with me in the Fort:dance

but not the Town. When the officers were there I only got one crew-member - without the officers the game gave me four of them ( always against 3 defenders )

:duel:

Do you know which files contain the locators for the Forts? ( I would like to change the position of the Player in the 2nd Fort Section - so they don't get stuck behind the crew )

:drunk
 
but not the Town. When the officers were there I only got one crew-member - without the officers the game gave me four of them ( always against 3 defenders )
WHAT??? That doesn't sound right at all.
Indeed you don't get officers in towns (don't know why), but you DO get crew instead! I just tested it myself to be absolutely sure.
I got three officers PLUS myself in the fort and three CREW plus myself in the town. Sometimes one extra crew, depending on the number of locators.
But never only one crewmember! :shock

Do you know which files contain the locators for the Forts? ( I would like to change the position of the Player in the 2nd Fort Section - so they don't get stuck behind the crew )
RESOURCE\MODELS\Locations\Fort_Inside\Fort_2\fort2_l.gm .
 
OH! Well, that's OK then. At least it doesn't work worse for you than it does for me then. :wp
 
Just captured St Pierre, Martinique,

In the Part of the town with the store in ( think it is Town 03 - boarding file is FF03_lb ) my officers suddenly appeared - they are not there for any of the other town sections.

So in that section I had - player + 3 officers + 3 crew against 3 Defenders.

There don't appear to be any additional locators in the file just the usual loc 0 to 3 and aloc 0 to 3

So I don't know why the officers appeared there. :shrug


:cheers
 
With Beta 3 Test ver 18 Sept

Just attempted to capture Speightstown ( Oxbay )

Fought through everywhere ok :duel:

- but there was no Fort Commander/ Governor to talk to at the end.

After the last fight the icon top left was not the Town Hall one - but one for another section of town. When I went to the section there was no one to talk to.:shrug


ALSO :- In Oxbay Port and the original Oxbay Town - my Officers appeared with me again as in Martinique - so I had me + 3 Officers + 4 Crew against 3 defenders.

The Officers did not seem to be using or attach themselves to any of the locators. :shrug

There was no error log generated.


:drunk
 

Attachments

  • compile.log
    14.3 KB · Views: 365
  • system.log
    8.4 KB · Views: 371
Dammit, you're right. I broke Speightstown somehow. It worked before. :modding

MIGHT be a simple fix. Open PROGRAM\Characters\init\Oxbay.c and find:
Code:
  ch.old.name = "Ralph";
   ch.old.lastname = "Maybank";
   ch.name    = TranslateString("","Ralph");
   ch.lastname    = TranslateString("","Maybank");
   ch.id     = "Ralph Maybank";
   ch.model   = "Sailor16";
   ch.sound_type = "male_citizen";
   ch.sex = "man";
   ch.location   = "Oxbay_suburb";
   ch.location.group = "goto";
   ch.location.locator = "citizen10";
Replace with:
Code:
  ch.old.name = "Ralph";
   ch.old.lastname = "Maybank";
   ch.name    = TranslateString("","Ralph");
   ch.lastname    = TranslateString("","Maybank");
   ch.id     = "Ralph Maybank";
   ch.model   = "Sailor16";
   ch.sound_type = "male_citizen";
   ch.sex = "man";
   ch.location   = "Oxbay_suburb";
   ch.location.group = "goto";
   ch.location.locator = "citizen010"; // <-- Note that locator change
New game required for the change to take effect. Haven't got the time to test it right now.

This may sound like it has nothing to do with it, but strangely enough it does.
 
Attached is the update to the town boarding locator files. It should remove the floating crew members etc.

I have checked that each location has at least 6 locators for attackers and 6 for defenders ( numbered loc 0 -5 & aloc 0-5 )

I have not removed any of the strangely shaped locators or reduced the number of locators in places where there are lots.


Officers accompanying player during Capturing Colony

If you have Officers - they will fight with a player in the Forts.

Elsewhere sometimes they appear but mostly they don't :read

I have seen officers in the following places:-

St Pierre, Martinique - in 3rd town section ( where the Store is )

Speightstown - Port & Town 1st Section ( Original town)

Sao George, Grenada - Port & Town

Port Au Prince, Hispaniola - Port ( uses same model as Sao George Port)

Kralendijk, Bonaire - Port & Town

Willemstad, Curacao - Port, Town 2nd section ( uses same model as St Pierre store section ).

Grand Turks - town 3rd Section ( Town hall Section)

St Johns, Antigua - Port

Pirate Fort, Bonaire - on Beach

Smugglers Lair, Grenada - on Beach

Buccaneers Camp, Hispaniola - on Beach.


:cheers
 

Attachments

  • BETA_3_Colony Capt_Locs.zip
    97.7 KB · Views: 364
That's awesome! Thanks a lot for your work on this! :cheers

Also very interesting on those officers. Oh well, players will just be "lucky" in those areas for the time being.

BTW: Did anyone check if Speightstown can be captured now again?
The fix is in the latest update, but does require a new game.
 
Well, as far as I know, this mod is now properly playable and usable.
It isn't perfect, but it'll do for now. If there ARE still any proper problems with it, as usual, please post here. :doff

Anyway, "Solved" for now.
 
This calls for a celebration, cheese for everyone! Wait, scratch that, cheese for no one. Well, it's just as much of a celebration if you don't like cheese, true? (I love making references to other video games)
 
Not familiar with whatever game you're referencing, I'm afraid. But I don't much care for cheese. :sick

But indeed it is really cool to have this feature properly playable at long last!
Same with so many other things that finally work in such a way that you can have fun with them.
That has been the intent for the past many months: Get this game in a state where we can STOP being frustrated and START having fun! :dance
 
I was referencing The Elder Scrolls IV: Oblivion The Shivering Isles expansion pack, right after you activate Xedilian for Sheogorath.
 
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