• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Pieter: Most sorry about the missing update.
And sorry folks in general for not getting back yet about saves. I've been kinda swamped this week... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
(giuliootto, Rad, and whomever else I'm forgetting...)

But re the last update, I got into rewriting the random-item-assignment backend, and then more RL stuff.
But I see you managed to fix the models all the same, and add some neat stuff. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

As long as you don't put the Assign() after the next makeref, it won't matter. It operates on the reference (model) not the index to the next reference (n).

Lass: I think you probably had a version of Tailor that used the old address form functions. I remember the changes I did to dialog_func.c broke Tailor, and then the next day I went back and fixed Tailor. So that's probably why.
---
That's very odd about Gregor. When DEBUG == 1 it should always fill him with 20 copies of every item not set to skiptrade.

With the new modeltypes system we should probably overhaul tailors anyway. Then we can also peg model availability to town wealth, i.e. rich models only at rich towns' tailors.
(and fix the price bug too)

About islands. Since I craftily left the max_islands and max_towns at comfortably large levels--and Pieter merged that rather than the b12 defaults--we can add the A&M islands at any time to a modpack save game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
(We just need to convert old map coords to new map coords, so I'll have to write a handler and the upgrader will need to be in an island's port on upgrade.)

About pictures.ini. Yes, that's because I was for the last couple months playing with Screwface's resources, even though the islands were disabled in code (it was darn hilarious donchaknow to have phantom islands--names and towns and trees on nothingness, and great honking unnamed patches of green mid-sea...)
---
Re: Claire. I'm thinking maybe you don't have the right man_woman_sit.an/ani file, Jason?

I'll check out the weird cargo problem. Can you send me a zipped save?
-----
giuliootto: Yeah, send it. I received all the ones you sent, I just haven't been able to work on them yet. :\
 
<!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->Pieter: Most sorry about the missing update.
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Never mind. You <i>have</i> a life of your own, don't you? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
If you could send me a new version soon, though, that would be great, because I am missing some stuff in the code, such as KB_START_BLANK or something like that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->But re the last update, I got into rewriting the random-item-assignment backend, and then more RL stuff.
But I see you managed to fix the models all the same, and add some neat stuff. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Cool! I've been hoping you'd be doing that soon! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
Well... After you told me how to fix the models, it wasn't too hard. Only I crashed my computer a few times because I was using the wrong Reinit.c file. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->As long as you don't put the Assign() after the next makeref, it won't matter. It operates on the reference (model) not the index to the next reference (n).
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah. Cool! I have now already moved all Assign()'s to above the n++ thing, because that's how I thought it had to be. Ah... Well... Doesn't matter then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->That's very odd about Gregor. When DEBUG == 1 it should always fill him with 20 copies of every item not set to skiptrade.
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Seems like his itemtrader type isn't being set. When I talked to him before buying a new spyglass, he did have 20 quest spyglasses, but nothing else. When I first talked to him after buying a spyglass from a different trader, he didn't have anything at all. And I didn't see "Qual 10" in the bottom either.

<!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->Re: Claire. I'm thinking maybe you don't have the right man_woman_sit.an/ani file, Jason?<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I've been testing Claire myself and didn't find her looking like "a pile of broken stained glass". However, she <i>was</i> standing in the bench instead of sitting on it. I am currently completely and cleanly reinstalling PotC and see if that makes a difference. I reckon the following bit of code should run, but doesn't:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(stf(pc.buildversion) < 12.21) bupg = true; // added 05-07-18
    if(bupg)
    {
  Locations[FindLocation("QC_tavern_upstairs")].image = "loading\Tavern_Upstairs_01.tga"; // ccc: Skip VC in room
  
  SetModelFromID(CharacterFromID("Isenbrandt Jurcksen"), "50_Boss1"); // Change Isenbrandt into Petros' new skin
  
  ch = CharacterFromID("Clair Larrouse");  // Petros; Change Clair into Claire
  SetModelFromID(&ch, "50_33_40Claire");
  ch.name  = "Claire";      // was "Clair"
  ch.sex = "woman";    // was "man"
  ch.sound_type = "female_citizen";  // was "pirate"

  SetModelFromID(CharacterFromID("Raoul Rheims"), "50evl2in"); // TEMP, was man3

  pc.buildversion = 12.21;
  bupg = false;
    }<!--c2--></div><!--ec2-->Do you know a way of fixing that?
<span style='color:red'>Edit:</span> Having just tested this ingame, I found that this is indeed a bug. When installing clean and starting a new game, the code above is not run; I suppose because pc.buildversion = 12.22 or something like that? Only the code <i>needs</i> to be run, otherwise Claire willbe standing inside the bench, instead of sitting. When I removed the "if", so that the code would run when starting a new game, Claire did sit properly. Should "SetModelFromID(&ch, "50_33_40Claire");" be taken out of the "if"? I hope you'll be able to fix this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I found something that isn't right again: I went to the Oxbay tavern in search of an officer to hire (I needed an officer to check Ladyinred's head*) and I encountered 33_Piratess10. So I tried to talk to her and she asked if I was needing an officer. So I checked how good she was. Then when I tried talking to her again, I couldn't. I could press space whatever I want, but the talking interface wouldn't come up again. I attached a save to this post.

* In the current modpack, something's wrong with her head. But High Sea Lass has sent me an edited version, which does work properly. Will be added to the next modpack version. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jul 25 2005, 01:12 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 25 2005, 01:12 PM)</div><div class='quotemain'><!--QuoteEBegin-->In the current modpack, something's wrong with her head.<div align="right">[snapback]126368[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
You sure know how to talk to the ladies! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jul 25 2005, 07:37 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 25 2005, 07:37 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->Pieter: Most sorry about the missing update.
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Never mind. You <i>have</i> a life of your own, don't you? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
{Peter Sellers} I had it surgically removed.{/PS} <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
{And a cookie to whomever gets <i>that</i> obscure reference...}

Anyhow. Thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--QuoteBegin-Pieter Boelen+Jul 25 2005, 07:37 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 25 2005, 07:37 AM)</div><div class='quotemain'><!--QuoteEBegin-->If you could send me a new version soon, though, that would be great, because I am missing some stuff in the code, such as KB_START_BLANK or something like that... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->But re the last update, I got into rewriting the random-item-assignment backend, and then more RL stuff.
But I see you managed to fix the models all the same, and add some neat stuff. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Cool! I've been hoping you'd be doing that soon! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
Well... After you told me how to fix the models, it wasn't too hard. Only I crashed my computer a few times because I was using the wrong Reinit.c file. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Re: send. Right. As soon as I get randitems not giving people potions for swords. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
Re: crash. Heh, that's modding for you. :]


<!--QuoteBegin-Pieter Boelen+Jul 25 2005, 07:37 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 25 2005, 07:37 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->As long as you don't put the Assign() after the next makeref, it won't matter. It operates on the reference (model) not the index to the next reference (n).
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ah. Cool! I have now already moved all Assign()'s to above the n++ thing, because that's how I thought it had to be. Ah... Well... Doesn't matter then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->That's very odd about Gregor. When DEBUG == 1 it should always fill him with 20 copies of every item not set to skiptrade.
<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Seems like his itemtrader type isn't being set. When I talked to him before buying a new spyglass, he did have 20 quest spyglasses, but nothing else. When I first talked to him after buying a spyglass from a different trader, he didn't have anything at all. And I didn't see "Qual 10" in the bottom either.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, I know why. He has the items, they just don't show up. Fixed now.
The problem is, thanks to IT, traders will only sell items they are allowed to sell. The allowed bit is set by finding all items that match the trader's categories (this is done in IT init for the trader). If IT init never runs, trader has no categories, so no items show up.
Fixed by using alwaysshowitem for all items for Gregor. I also had to fix the code that checks for that; before the only alwaysshowitem checks were on pchar, now it checks to see if trader has any of them too.

<!--QuoteBegin-Pieter Boelen+Jul 25 2005, 07:37 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 25 2005, 07:37 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-NathanKell+Jul 25 2005, 06:09 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 06:09 AM)</div><div class='quotemain'><!--QuoteEBegin-->Re: Claire. I'm thinking maybe you don't have the right man_woman_sit.an/ani file, Jason?<div align="right">[snapback]126331[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I've been testing Claire myself and didn't find her looking like "a pile of broken stained glass". However, she <i>was</i> standing in the bench instead of sitting on it. I am currently completely and cleanly reinstalling PotC and see if that makes a difference. I reckon the following bit of code should run, but doesn't:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(stf(pc.buildversion) < 12.21) bupg = true; // added 05-07-18
    if(bupg)
    {
  Locations[FindLocation("QC_tavern_upstairs")].image = "loading\Tavern_Upstairs_01.tga"; // ccc: Skip VC in room
  
  SetModelFromID(CharacterFromID("Isenbrandt Jurcksen"), "50_Boss1"); // Change Isenbrandt into Petros' new skin
  
  ch = CharacterFromID("Clair Larrouse");  // Petros; Change Clair into Claire
  SetModelFromID(&ch, "50_33_40Claire");
  ch.name  = "Claire";      // was "Clair"
  ch.sex = "woman";    // was "man"
  ch.sound_type = "female_citizen";  // was "pirate"

  SetModelFromID(CharacterFromID("Raoul Rheims"), "50evl2in"); // TEMP, was man3

  pc.buildversion = 12.21;
  bupg = false;
    }<!--c2--></div><!--ec2-->Do you know a way of fixing that?
<span style='color:red'>Edit:</span> Having just tested this ingame, I found that this is indeed a bug. When installing clean and starting a new game, the code above is not run; I suppose because pc.buildversion = 12.22 or something like that? Only the code <i>needs</i> to be run, otherwise Claire willbe standing inside the bench, instead of sitting. When I removed the "if", so that the code would run when starting a new game, Claire did sit properly. Should "SetModelFromID(&ch, "50_33_40Claire");" be taken out of the "if"? I hope you'll be able to fix this. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<div align="right">[snapback]126367[/snapback]</div>
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's quite odd. I had thought you'd set all her model-related attribs correctly in the Ch init.
Oh, crap. I think the problem is that CharPostInit() clears her anim and assigns 'towngirl' anim. I need to fix that.
Edit: Actually, yeah, her officers.c define was missing the ch.model.animation and ch.model.height lines. PostInit() doesn't need fixing after all (I _did_ rewrite it to not overwrite height and anim after all...)
So I just added those two lines to her officers.c init, and we should be fine.
 
<!--QuoteBegin-Pieter Boelen+Jul 25 2005, 08:12 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 25 2005, 08:12 AM)</div><div class='quotemain'><!--QuoteEBegin-->I found something that isn't right again: I went to the Oxbay tavern in search of an officer to hire (I needed an officer to check Ladyinred's head*) and I encountered 33_Piratess10. So I tried to talk to her and she asked if I was needing an officer. So I checked how good she was. Then when I tried talking to her again, I couldn't. I could press space whatever I want, but the talking interface wouldn't come up again. I attached a save to this post.

* In the current modpack, something's wrong with her head. But High Sea Lass has sent me an edited version, which does work properly. Will be added to the next modpack version. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<div align="right">[snapback]126368[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Got your smok--err, save.
I'll see what I can figure out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Nathan, re: Cargo problem -- I haven't found a save that replicates the overweight cargo. If I see it again I will send it to you.
 
A new modpack update has been made available. New stuff include the fix for the island pictures in the Trade Book and several model fixes. And Claire should properly be sitting now as well... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter.

Which is the new update They all look the same as on the 23rd.

BB <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
All the update files have been updated today. I don't know which modpack version you're currently running, but dependent on which on you're running, you have to choose your update. On the download page, it says which update you need. If you're not sure what version you're running, but you do know it's more recent than 9 July 2005, then you can download the Full Update. But if you are running, say, the 23rd's release, the Smallest Update (1,97 MB) will also do.
I hope this explains it... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-High Sea Lass+Jul 25 2005, 06:23 PM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 25 2005, 06:23 PM)</div><div class='quotemain'><!--QuoteEBegin-->You sure know how to talk to the ladies!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<div align="right">[snapback]126408[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Sorry. I <i>am</i> known to be very clumsy indeed when it comes to ladies. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />

<!--QuoteBegin-NathanKell+Jul 25 2005, 11:40 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 11:40 PM)</div><div class='quotemain'><!--QuoteEBegin-->Re: send. Right. As soon as I get randitems not giving people potions for swords. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
<div align="right">[snapback]126465[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
LOL! Would be funny to see that, though, but I agree that that is not something that should be in the modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
*Wondering how fencing with a potion looks*

<!--QuoteBegin-NathanKell+Jul 25 2005, 11:40 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 25 2005, 11:40 PM)</div><div class='quotemain'><!--QuoteEBegin-->Edit: Actually, yeah, her officers.c define was missing the ch.model.animation and ch.model.height lines. PostInit() doesn't need fixing after all (I _did_ rewrite it to not overwrite height and anim after all...)
So I just added those two lines to her officers.c init, and we should be fine.
<div align="right">[snapback]126465[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->AH! Thanks a lot for the heads up, Nathan. It's working now! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
<span style='color:red'>Edit:</span> Request to Nathan: Can you please change the skeleton chance setting, so that you won't encounter skeletons and smugglers at the same time? It's a bit odd otherwise... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
:gd

I am playing through the July 23 update and have noticed the following things.

No rappers in the jungles of any island, ever.

After killing Virgile Boon in FDF as part of the main quest, I boarded my vessel and was not fired on by the fort. Always before, the fort fired on me. Now, this could be because I used the poisend throwing knife as oppossed to the usual violent means of blade or bullet and no one noticed. If so that is great sublety.

As I mentioned before, once Oxbay is liberated French remain hostile,which I mentioned before. That is definitely a change from original POTC, and it doesn't really matter for game play very much although it makes it a little harder to get in to FDF to talk to the guy about the chest. I just want to be sure we intend this.

I notice some improvement on form of address, are we including new dialog in the updates? Evan Gower did call me "Mister Lieuteneant", so maybe something did quite work there.

Now on blades and merchants, I play at level 35 so my enemies are dropping a lot of very god baldes, and for the first time the are dropping "fine baldes" . <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />

That is new the best enemies ever had before were "good baldes." The issue this raises is very few merchants have the gold to buy the top line baldes back in the quantity we are finding them. We may want to tweak frequency, price, and/or merchant gold.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Pieter.
Re: skel. Sure.
I have the randitems problem solved, but I just had a runin with a character who didn't have a sword even though one was given to him...so I'm attacking the monsters-don't-draw-swords problem once and for all...(I trust)

Jason.
I was not aware you could simply kill Boon, rather than having to go to sea and sink the barque. But now that I consider it (since ships are handled as characters, and boarding or sinking a ship counts as NPC_Death for quest purposes), yes killing him in any way would work.
The odd behavior you found is because only actions at sea reflect upon your nation-relations; anything you do ashore (aside from if you tell a governor you're leaving service) will have no effect on RM.

Which should probably be changed, not least for the specific reason you found. :]
(Also, it'd be good if going on a killing spree did negatively affect your relations with that nation...)

Since you attacked him stealthily, then even if we were to add a handler to when (nation)_Guards go hostile, (nation) goes hostile, it wouldn't apply. So yeah, that'd be that subtlety to which you refer.

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I would say to leave the French being hostile towards you (unless you buy amnesty), since you were quite instrumental in foiling their plans.
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Per the Text and Voice thread, the dialog--and more specifically the addresses, though other stuff too--is being worked on (cheers, Lass!). The changes in, say, the tailor's and MR's dialog, and Alan Milds's dialog, is the only in-the-pack evidence I think...
Per that thread, we're working on a rough guideline/gameplan so that others can help out too...
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The randitems code I mentioned above should handle blades better. ( Scheffnow's GetRandomBlade() function gives equal weighting to blades irrespective of rarity, so really good versions of really good blades got picked a lot...)
Downside is, merchants' stock won't be sorted by type any more, but by minlevel (even though minlevel isn't used, heh, for merchants, just for random items).
 
Thanks Nathan,

Check my email and zipped save for some real anomolies in ship characteristics. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Also Killing Boon before you get on the ship gets you a million in gold and now that the permanent corpses are working so well you have to get it from his body. I think this feature is in the original POTC.
 
Also on the fort attacking, as you know in the main quest the French are hostile. You can only get into FDF without being fired upon for this specific mission and always before when I killed him on shore, my ship was immediatley fired on when I tried to leave.
 
Nathan, Don't mean to be a pest, but when you get a chance could you look at the Reputation stuff. No matter what I do, I can't get above neutral and I am not misbehaving. My rep is hovering around rascal and swindler.

Off to Chicago tomorrow. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I have a new update available, including Nathan's newest work. Unfortunately, my internet connection doesn't wrk at all well today and I've been connected for about an hour all day, while I should b connected all the time, so I have been unable to upload it. Sorry. Will do as soon as I get the chance.
 
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