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missing monk

longjohn

Landlubber
monk in oxbay said return item to "redmond". searcked all city, buildings and jungles and shores of redmond. left and returned twice, sams-same. returned to oxbay, same monk said he told me redmond.

is this n error in the game?????

have played long time, used monk before, this first time sent to redmond, couldnt save, lost 4 hrs gametime and goods,,,,AARRRRGGGGG!!!
 
<!--quoteo(post=188798:date=Apr 10 2007, 10:41 AM:name=longjohn)--><div class='quotetop'>QUOTE(longjohn @ Apr 10 2007, 10:41 AM) [snapback]188798[/snapback]</div><div class='quotemain'><!--quotec-->monk in oxbay said return item to "redmond". searcked all city, buildings and jungles and shores of redmond. left and returned twice, sams-same. returned to oxbay, same monk said he told me redmond.

is this n error in the game?????

have played long time, used monk before, this first time sent to redmond, couldnt save, lost 4 hrs gametime and goods,,,,AARRRRGGGGG!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Bit of a muddle your question is!
If your playing the Mefisto-Quest the Priest is on that small island next to Isla Muelle, but I have the sneaky feeling, that I misunderstood your question?
Would be a good idea to explain, you could have left something out like talking
to the barkeep or barwench? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
You seem to be talking about Scheffnow's "No Save" monks. Which modpack version are you using? I do recall hearing a bug with the Redmond monk, but I thought it had been fixed previously. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=188810:date=Apr 9 2007, 09:56 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 9 2007, 09:56 PM) [snapback]188810[/snapback]</div><div class='quotemain'><!--quotec-->You seem to be talking about Scheffnow's "No Save" monks. Which modpack version are you using? I do recall hearing a bug with the Redmond monk, but I thought it had been fixed previously. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

correct, the no save monk at redmond. build 13 full from yourself, my lord.
 
I'm also using Build 13, and I've never seen any weird monk on Redmond... Where is he supposed to be?
 
have you tried the jungle yet that you can access from devil's throat? i think he's there.
 
I've seen him once or twice, but I don't remember anymore in which location. It was a long, long while ago anyway. I'm afraid I have no idea how to fix this, nor do I have the time to find out. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void InitNoSaveMod()
{
....
//Trace("Create monks");
CreateMonk( "Kanhoji","Angria",MONK_OXBAY,"Oxbay_town");
CreateMonk( "Robert","Surcouf",MONK_REDMOND,"Redmond_shore_01");<!--c2--></div><!--ec2-->
 
Just checked. This monk is nowhere to be found. The code in Build 13 seems to be the same that what you've posted, CouchcaptainCharles, but Robert Surcouf cannot be found in Devil's throat anyway.
 
Hey, you are probably right: the monk code tries to create all the monks on locators of the "goto" type. Whoever wrote this has overlooked the fact that shore locations have no goto locators(FAIK). So the monkcreation fails there.
That bug must be there for years.

You can try the following: put this line into program\console.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ChangeCharacterAddressGroup(characterFromID("Robert Surcouf"), "Redmond_shore_01", "reload", "reload2");<!--c2--></div><!--ec2-->
right below the first bracket
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteConsole()
{<!--c2--></div><!--ec2-->Press F12 and see if this lets Robbie appear. If yes, this fix should be put in the next Build update, into character\init\monks.c :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void CreateMonk(string Firstname, string Lastname,string Town,string Location)
{
    int tmpNameFileID = LanguageOpenFile("characters_names.txt");
    ......
    }
    LanguageCloseFile(tmpNameFileID);

ChangeCharacterAddressGroup(characterFromID("Robert Surcouf"), "Redmond_shore_01", "reload", "reload2");

}<!--c2--></div><!--ec2-->
 
Well CouchcaptainCharles I've been testing the piece of code you've proposed. Added the correct line in monks.c, started a new game, went to Redmond and then to Devil's Throat - but the monk was still not here. I've tested the other solution via the console, it worked as expected (of course when you arrive from the jungle you appear at the same place then him, which is a bit ugly - did you ever see Nathanael wearing an ugly potato sack?...). I don't understand what didn't worked the first time - I'm sure I've understood and added your code correctly, and it did sound good to me...

While I was in Redmond I've been visiting a bit the place, as in my opinion it's the most beautifull PotC city that was made... Using a lot of side-steps, I've tried to understand where were going the two little rivers, which building could be seen from another location, etc... I now believe this place could be improved a little, and I've noticed some bugs :

- when you exit the town from the prison side, you can see a church beside the townwalls, and when you exit from the place with the church, you see the prison's roof... Two places have been swaped here! I had noticed this bug in stock PotC, but it seems it was never corrected after... I've solved the problem in my game.
- the two rivers seem to mix themself, and then should be seen in the port location, running down to the sea - but there's nothing. Considering how difficult it would have been to do that, I understand perfectly this minor 'omission'.
- the prison and the dungeon. No comments for the dungeon - I've removed it without any regrets. Hard to believe an underground place would have been diggen in a wet ground, near two rivers. For the prison, there are severals problems. First it's really stupid to build a prison near a towngate like that. Would be really easy for enemies who manage to enter from this gate by surprise to get into the prison, and free all the prisoners. The best place to build the prison would have been right in the middle of the fort that protects the harbor. Would be very difficult for the prisoners to escape from this part. Other problem : we can notice that the external appearance of the building doesn't match at all the inside. From outside, this building looks more like a guardroom, a small casern to provide extra soldiers to protect the gate. I think we should make something about it.
- I wouldn't have chose those buildings for the tailor and the opium den. I would have put the tailor closer to the square, near the store and the tavern - in one way this is the center of the city isn't it?
- Hard to believe that such a great port only have <i>one </i>tavern. I guess some others could be added... I'm going to work on this. I'm tired of just translating this game.
 
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