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Pre B13 WIP: Ammo mod

Pieter Boelen

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Storm Modder
Hearts of Oak Donator
At the moment many people are working on the same mods. This causes complications and frustration because there is not enough communication between the modders. I post this topic here for discussion on the <b>ammo mod</b>, so that all people who are working on this mod can come to a mutual agreement on what code should go in and what code should go out and what should still be improved.

Jack Rackham is the original coder of this mod, so I think he should have the final say.

Please note: Other people are welcome to join in the discussion, but please keep the discussion on topic.

On the FTP there is a folder "+ Latest modpack update WIP". In it, you can find all latest codebase versions:
1) Pre Build 13 Base Version.zip
2) Maximus Fixes.zip
3) IncredibleHat Fixes and Features.zip
4) Pieter Attempted Merge.zip
 
I think this is a good idea and I´m ready to discuss anything concerning the ammo mod & the simplified ammo mod (which was my way to simplify the restock situation)

I ask some questions both to the involved modders/bugfixers and to those who have tested the lastest version. This because I´ve heard so far only Jason´s opinion of it.

1) Are the JRH 3 levels of restock for the maincharacter working well? Number of shots, rank 6 for auto etc etc
Is the automatic restock of officers ok?

2) Is there an added toggle concerning the gunner? In that case what does it mean?

3) Are there any remaining annoying things in any of the ammo mods? I know some string logs in the old one
that could be cleared out I think.

4) Are there any missing toggles in any of the ammo mods?

5) I have interfered deeply in Maximus code in "itemsbox.c". Was there any other purpose with the Gunpowder Storage that I have demolished? Is it causing any trouble?

Or anything else?
 
I am but a humble tester, but I am happy to provide some of the answers.

1) Are the JRH 3 levels of restock for the maincharacter working well? Number of shots, rank 6 for auto etc etc
Is the automatic restock of officers ok?

Number of shots: 12 max works well for me - I hardly ever run out of ammo. Rank 6 for auto restock seems ridiculous to me, so I turned it off - made it independent of my/his level (there IS a switch, thanks for that). After all, when I go back to _my ship_, it is natural that i'd restock my ammo. Level or not. And I don't feel like I have to go below deck for that - IMHO, that is nitpicking. Now, if we actually had a "stationary gunner/purser/doctor/whoever else" implemented (there was an idea on the forums - to have your ship staffed with stationary NPC officers who do various tasks), that would be okay. I'd then have to go to the gunner to replenish ammunition. Now, with the gunner being the sole officer who peforms his tasks as described, I consider it a waste of clicks.

3) Are there any remaining annoying things in any of the ammo mods? I know some string logs in the old one
that could be cleared out I think.

Not annoying, but rather a bug: one cannot buy ammo/powder off traders, unless you click the thing and then press enter rather fast. Weird, I know. Hope someone is working on it already.

5) I have interfered deeply in Maximus code in "itemsbox.c". Was there any other purpose with the Gunpowder Storage that I have demolished? Is it causing any trouble?

My only idea on that is the new ship scenes while boarding. Some of them contain gunpowder kegs. I noticed they are empty. May this be the result of your surgery? Not that I loved them much - they are pretty useless imho - they contain the full gunpowder load of the ship you are boarding, can only be used to replenish your own powder (hardly nessesary), and the full stock of powder shows up later in the ransack screen anyway.

Just my 2 piasters <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Maximus added the gunpowder gegs. I don't know exactly why, but I found them pretty funny. As long as they'd work. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=155882:date=Jul 30 2006, 06:18 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Jul 30 2006, 06:18 PM) [snapback]155882[/snapback]</div><div class='quotemain'><!--quotec-->
2) Is there an added toggle concerning the gunner? In that case what does it mean?
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Yes, there is: AMMOMOD_ABLECAPTAIN in BuildSettings.h. This toggle is off by default and with that toggle off, the mod works exactly as intended. When turned off, the player character will restock his ammo when boarding the ship even if his level is < 6. IncredibleHat added this because he found it annoying to have to restock himself on level 1. However, this toggle is off by default, so by default, there is no change. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

<!--quoteo(post=155887:date=Jul 30 2006, 06:49 PM:name=Den Dee)--><div class='quotetop'>QUOTE(Den Dee @ Jul 30 2006, 06:49 PM) [snapback]155887[/snapback]</div><div class='quotemain'><!--quotec-->
Not annoying, but rather a bug: one cannot buy ammo/powder off traders, unless you click the thing and then press enter rather fast. Weird, I know. Hope someone is working on it already.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you got any idea in what modpack version that started to occur? It used to work just fine, so I don't think it got caused by something Jack Rackham did... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=155890:date=Jul 30 2006, 07:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 30 2006, 07:10 PM) [snapback]155890[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=155887:date=Jul 30 2006, 06:49 PM:name=Den Dee)--><div class='quotetop'>QUOTE(Den Dee @ Jul 30 2006, 06:49 PM) [snapback]155887[/snapback]</div><div class='quotemain'><!--quotec-->
Not annoying, but rather a bug: one cannot buy ammo/powder off traders, unless you click the thing and then press enter rather fast. Weird, I know. Hope someone is working on it already.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you got any idea in what modpack version that started to occur? It used to work just fine, so I don't think it got caused by something Jack Rackham did... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry, I haven't been around long enough to figure that out <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> I cannot say when it started to occur. The only thing I know that the glitch IS still in the latest compilation.

P.S. If you provide the previous builds and request me to check that, I will... (Yeah right, here I go again taking up more tasks...) <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Can you check the Pre Build 13 base version and check if the problem is in there?
 
<!--quoteo(post=155902:date=Jul 30 2006, 07:58 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 30 2006, 07:58 PM) [snapback]155902[/snapback]</div><div class='quotemain'><!--quotec-->
Can you check the Pre Build 13 base version and check if the problem is in there?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Will do, in a day or two.
 
I have just been checking it myself in my current version of the game and I could buy ammo just fine. The ammo barrels aboard the enemy ships were filled as well.
 
<!--quoteo(post=155907:date=Jul 30 2006, 08:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 30 2006, 08:20 PM) [snapback]155907[/snapback]</div><div class='quotemain'><!--quotec-->
I have just been checking it myself in my current version of the game and I could buy ammo just fine. The ammo barrels aboard the enemy ships were filled as well.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Interesting. I can swear I cannot buy ammo from traders normally. Anyways, let's wait for the results of my test.
 
I am using IncredibleHat's latest fixes, which include some pretty thorough rewrites of trader-related code. It might have been fixed by that.
 
<!--quoteo(post=155916:date=Jul 30 2006, 08:46 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 30 2006, 08:46 PM) [snapback]155916[/snapback]</div><div class='quotemain'><!--quotec-->
I am using IncredibleHat's latest fixes, which include some pretty thorough rewrites of trader-related code. It might have been fixed by that.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Probably. I'll test it with the pre13base, as requested. Hope I can do it tomorrow.
 
I have only messed with the Gunpowder Storage - the Gunpowder Barrels I have left as they are. Buying ammo from traders was no problem earlier.

Thank you for the info Pieter! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=156017:date=Jul 31 2006, 10:39 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Jul 31 2006, 10:39 PM) [snapback]156017[/snapback]</div><div class='quotemain'><!--quotec-->
I have only messed with the Gunpowder Storage - the Gunpowder Barrels I have left as they are.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Random bullets were moved into the itemsLogic.c - if we have some amount of bullets, why should we change it by each open-box procedure? Also, random bullets amount must be based on GunManProfessional or something like that, IMHO

Random gunpowder was rewritten with GetCargoGoods(GetMainCharacter(), GOOD_GUNPOWDER) - WHOLE IDEA for gunpowder was - possibility to use ANY gunpowder and not VIRTUAL (randomly generated) gunpowder, but our REAL gunpowder amount.

Also some changes (corrections) were added for bullet's transferring in GunpowderStorage. That's all.
 
You forget to mention that you also added code so that your gun will not reload if you have no powder/bullets left.
 
About available gunpowder:

In the code I changed (itemsbox) the amount of gp was dependent of the gp for cannons. I thought that was a bit hard; if you forget to buy gp (cannons) etc etc
That is why I made some virtual amount there.
I think there has to be enough ammo (handguns) on board whatsoever.

The second thing:
gun not reloading without ammo. Of course it´s not so realistic to reload without ammo but isn´t it more "fun" to miss a shot (in the middle of a fight) sometimes? That was my intention.

Anyone else getting tired of this?
 
<!--quoteo(post=156129:date=Aug 1 2006, 04:34 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Aug 1 2006, 04:34 PM) [snapback]156129[/snapback]</div><div class='quotemain'><!--quotec-->
...to miss a shot (in the middle of a fight) sometimes...
<!--QuoteEnd--></div><!--QuoteEEnd-->

This can be based on character's ability (luck, for example) and realised by additional code. More realistic, isn't it?
 
Maximus,

I <u>did</u> brake in to "your" Gunpowder Storage", maybe the gunner on lower deck was your idea too?
You changed "my" restock thing, & more in the ammo mod.

Maximus, with respect for each others original ideas I think you and I have to come to a agreement of what should be in this mod or not.

To start with for me: I do not know how your changes exactly work. I want to play with them before I guess anything. Where do I get the current version?

The results of the changes Incredible Hat made are no problems as I see it. For two reasons: They do not interfere with the original simplified ammo mod idea & at least someone, Den Dee, liked the variation toggle.
 
<!--quoteo(post=156279:date=Aug 2 2006, 08:49 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Aug 2 2006, 08:49 PM) [snapback]156279[/snapback]</div><div class='quotemain'><!--quotec-->
maybe the gunner on lower deck was your idea too?
<!--QuoteEnd--></div><!--QuoteEEnd-->

CERTAINLY YES! Different officers for different Ship Places were added more than one year ago. Especially Gunner on Lower Cannons Deck. Look at the deck's name - I named this deck. Additional officers for Cannon Deck were added later by SCREWFACE. I didn't watch, what happened with decks farther. I planned to use these officers in future, but from this work grew up CaptiveCaptainsMod and I forgot about idea with officers.

<a href="http://rapidshare.de/files/28000472/03.08.2006__itemsbox_and_AmmoMod_.rar.html" target="_blank">Here is my current version of itemsbox - tell me, what do You think</a>
 
To Jack Rackham: Please check the changes to the ammo mod in the latest modpack update that I just uploaded. WinMerge should help in finding the changes.
 
To Maximus, I´ve been away for some vacation and will leave again for the job but I´ll check it out! JRH
 
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