I don't get the perks or the don't work. Anyway I'm quite satisfied with the system as it are now.In which way does it not work?
I don't think I will test the new system right now,maybe another time.
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I don't get the perks or the don't work. Anyway I'm quite satisfied with the system as it are now.In which way does it not work?
HOw do you mean you don't get the perks? did you do F11?I don't get the perks or the don't work. Anyway I'm quite satisfied with the system as it are now.
I don't think I will test the new system right now,maybe another time.
The red and green are also used in the passengers and character interface to skills to show if they are increased or decreased, that's why I also used them here.havent played with a whole lot of officers yet so cant give much feedback yet, but one thought I had was that I think I preferred the old colors for costs. the green and dark red are very clear but I find they clash a bit with the rest of the aesthetic. personal preference of course, Ill get used to the new ones if they stay
no problem, just a preference, but Ill get used to the new onesThe red and green are also used in the passengers and character interface to skills to show if they are increased or decreased, that's why I also used them here.
havent had a chance to try it out yet, but checking with winmerge you should update these two files, otherwise the scaling with skills when smuggling will be reversed and Å wont work Ive merged them with your fixes!Untill I can get my own topic edited again I'll just hijack this one .
What is included:
- Captain generation centralized
- Right clicking on a skill in the character interface will show what is boosting the skill
- Some perks are added (still need to do the thing in the church dialog and tailor dialog)
- Cannoneer and Doctor have their own special perk which gives you an ability
- Some optimization tweaks (hopefully)
- Quests ships are generated within a certain range
and probably much more
For now almost everything is just restoring stuff from earlier updates which are taken out.
Please test it and let me know if something is not right.
Brilliant!I use an automated script to generate these zips
Brilliant!
ROBOCOPY [source] [destination] /S /MAXAGE:YYYYMMDD
ROBOCOPY D:\POTC\PROGRAM D:\Fixes\Fixes20171123\PROGRAM /S /MAXAGE:20171118
RUNTIME ERROR - file: MAXIMUS_Functions.c; line: 2542
missed attribute: name
RUNTIME ERROR - file: MAXIMUS_Functions.c; line: 2542
no rAP data
RUNTIME ERROR - file: MAXIMUS_Functions.c; line: 2543
missed attribute: lastname
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no rAP data
RUNTIME ERROR - file: interface\ransack_main.c; line: 240
missed attribute: name
RUNTIME ERROR - file: interface\ransack_main.c; line: 240
no rAP data
RUNTIME ERROR - file: interface\ransack_main.c; line: 392
missed attribute: name
RUNTIME ERROR - file: interface\ransack_main.c; line: 392
no rAP data
RUNTIME ERROR - file: interface\ransack_main.c; line: 645
missed attribute: name
RUNTIME ERROR - file: interface\ransack_main.c; line: 645
no rAP data
RUNTIME ERROR - file: interface\ransack_main.c; line: 645
missed attribute: name
RUNTIME ERROR - file: interface\ransack_main.c; line: 645
no rAP data
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3568
missed attribute: sex
RUNTIME ERROR - file: Loc_ai\LAi_events.c; line: 3568
no rAP data
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 423
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 214
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 423
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 214
integer function return float value
RUNTIME ERROR - file: characters\characters.c; line: 135
missed attribute: animation
RUNTIME ERROR - file: characters\characters.c; line: 135
no rAP data
RUNTIME ERROR - file: characters\characters.c; line: 137
missed attribute: animation
RUNTIME ERROR - file: characters\characters.c; line: 137
no rAP data
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 423
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 214
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 423
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 214
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 423
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 214
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 423
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 214
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 423
integer function return float value
RUNTIME ERROR - file: utils.c; line: 395
integer function return float value
RUNTIME ERROR - file: Characters\skills\skill_utils.c; line: 214
integer function return float value
This is just a general observation.
In the real world it takes a change of at least 3% before it becomes noticeable and a 10% change is big. I don't know if there are any perks that only make a 10% change. There are perks that make 20,30, and even 40% changes. 40%! The only reason to have a 40% perk is:
1) The base system is broken and the huge change is needed to balance it out.
2) Someone wants to play in godmode without actually turning on godmode.
I would suggest that all perks be limited to no more than 10% and any imbalances that surface should be addressed individually.
I like the idea and will look at it later.Why not every perk? Make them all smaller so they do not radically change the game. As it is the game starts off challenging but playable and when the perks start kicking in it gets boringly easy. I go for the commerce and repair perks and forget about the rest.
Is stacking perks desirable? As it is I don't use any special swords anymore as they are not needed. They collect dust in the ship's chest. The Spanish rapier is sufficient.
Fixes:
- Fetchquest now expires
- Surrenderd Captains will always appear
- Being able to get perks if you don't have the freepoints yet
- Some perks don't show hints on how to unlock them
- Officers sending to scout for smuggling will now dissapair and return right
- CTD when trying to hire captains as officers
Improvements:
- Centralized captain generation
- Now show the doctor and gunner ability in the perks interface
- Better colors for perk interface to show which perks you can take and which you can't
- Both on Sea and on land the update functions are now called based on time instead of with every frame update. This should increase performance, especially on lower configurations
New Features:
- Passenger interface shows who will join during boarding
- You can now buy the books to unlock perks in the library on Turks
- Right clicking on a skill in the character interface shows what is contributing to this skill
- Questships can now be generated in a certain range
It's the same code as before but improved and fixed, but I agree it needs more testing. @DeathDaisy , @salonikasurf and @ANSEL could you guys install it and fight some ships too see if anything weird happens?The mention of "centralized captain generation" brings back some very bad memories. That alone is sufficient to make me wait until at least three other people have tested this and confirmed that there are no problems. As for myself, I'm afraid I don't have time to test this as I have other projects under way.
There seemed to be a edge case during surrendering if the captain had specific models. That was a problem in the generation, which should be solved now. But I remember that only from when I was making the captain generation function. Maybe it was fixed later on. At least after 30 or more boarding attempt I had no problems.The fix for surrendered captains should not be necessary - or, rather, it's already in place. I do a lot of boarding and capturing and have never seen a surrendered captain fail to appear in any game since at least 7th January.
this isn't done yet and I first need to look into the numbers more. The general idea is to make the perks still impact full but less op.Perks: if you reduce their effects to the point where they have no significant effect on the game, you may as well scrap them entirely. They become next to useless.