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Question about Officers

Bava

Wannabe Shipwright
3D Artist
QC Advisor
Storm Modeller
I´m having a little problem with the payment of my officers, dunno if it is a bug/gameplay issue or just me being stupid: they don´t recieve any money from me on payday when I click on the "pay the crew" button but the coins are taken away from the crew sum. The money doesn´t show up in their inventory or personal wealth, either.

For example:

1.payday
Crew gets 3000
Officers get 4000
Total I have to pay: 7000

2.payday
Crew: 3000
Officers: 4000
Total 11000

3.payday
Crew: 3000
Officers: 4000
Total 15000 (btw, I´m at ~75000 every payday ingame now <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> )

Is there a special button (or dialog) to pay the officers in 14 alpha 6 now?

Regards,
a slightly confused bava <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
i never really payed attention to what i pay them. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> saying that REALLY emphasises that i should. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> are you sure the amount you have the pay the crew and officers hasn't increased in the meantime by levelling up?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->are you sure the amount you have the pay the crew and officers hasn't increased in the meantime by levelling up?<!--QuoteEnd--></div><!--QuoteEEnd-->

It did increase a bit, but 5 officers shouldn´t get 70,000 every payday, right? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
I´m playing with SALARY_MULTIPLIER 1, if that helps.
 
that salary thing helps a lot. otherwise, the the salary you're paying is actually quite normal. did you set the salary to 1 before you started a new game or during your game?
 
Set it to one before I started the game because I wasn´t sure wether changing the setting would have an effect during a game or not (I think it doesn´t, right?).

<!--QuoteBegin-Morgan Terror+--><div class='quotetop'>QUOTE(Morgan Terror)</div><div class='quotemain'><!--QuoteEBegin-->otherwise, the the salary you're paying is actually quite normal.<!--QuoteEnd--></div><!--QuoteEEnd-->

That´s the prob. With multiplier 3 or 4 these wages would be ok, but not when set to 1. And I when I release the officers I have the option to pay them the money I "owe" them since the day I hired those little buggers.

Thanks for your help, btw <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
no problem. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> unfortunately, i'm not that much help here. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> i've never seen anything like this. it indeed doesn't work when you change it during the game, but it should change if you change it before starting a new game. i'd check for this after you start a new game when you do.
 
That is... uhm... weird. Can anybody confirm this one? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I should have read that before. I can confirm this, I've just tested in Build 13 Full + update 3 : when you pay at the end of the month, the crew gets his money and you are deduced the money you owe to your officers. But they don't get it and so ask for it the next month. So the result is every month the amount of money you actually spent for your officers raise...
 
They don't actually GET it? That is an interesting notion! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
maybe it has something to do with the fix for being able to steal the officer's salary back from the officers by opening their inventory.
 
Indeed at one point we changed the pay of an officer to go into his wealth instead of his money. Interesting thought. I don't know if that's used for calculating the price to pay. If so, it'd be an easy fix.
 
No, I don't think it's that. Actually I managed to fix the problem in my game, but I don't understand why it wasn't working.

I've replaced this in PROGRAM/INTERFACE/Salary.c :<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteSailorPayment()
{
    [...]
    {
        cn = GetCompanionIndex(PChar, i);
        if(cn == -1) continue;
        if(cn!=sti(PChar.index)) PayOfficerOwedMoney(Characters[cn]);
        for(j = 1; j < 4; j++)
        {
            on = GetOfficersIndex(Characters[cn], j);
            if(on == -1) continue;
            PayOfficerOwedMoney(Characters[on]);
        }
    }
    for(i = 0; i < GetPassengersQuantity(pchar); i++)
    {
        cn = GetPassenger(pchar, i);
        if(cn == -1) continue;
        ref curChar = GetCharacter(cn);
        if(CheckAttribute(curChar,"prisoned") || IsOfficer(curChar)) continue;  //don't pay if prisoner or already payed above.
        PayOfficerOwedMoney(Characters[cn]);
    }
[...]
}

void PayOfficerOwedMoney(ref chref)
{
    if(!CheckAttribute(chref,"quest.OfficerPrice") || !GetRemovable(&chref)) return;//not a payable officer
    if(CheckAttribute(chref,"quest.OfficerPayOwed"))
    {
        AddWealthToCharacter(&chref, sti(chref.quest.OfficerPayOwed));
        chref.quest.OfficerPayOwed = 0;
    }
}<!--c2--></div><!--ec2-->
by this : <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteSailorPayment()
{
    [...]
    {
        cn = GetCompanionIndex(PChar, i);
        if(cn == -1) continue;
        if(cn!=sti(PChar.index)) PayOfficerOwedMoney(cn);
        for(j = 1; j < 4; j++)
        {
            on = GetOfficersIndex(Characters[cn], j);
            if(on == -1) continue;
            PayOfficerOwedMoney(on);
        }
    }
    for(i = 0; i < GetPassengersQuantity(pchar); i++)
    {
        cn = GetPassenger(pchar, i);
        if(cn == -1) continue;
        ref curChar = GetCharacter(cn);
        if(CheckAttribute(curChar,"prisoned") || IsOfficer(curChar)) continue;  //don't pay if prisoner or already payed above.
        PayOfficerOwedMoney(cn);
    }
[...]
}

void PayOfficerOwedMoney(ref p)
{
    if(!CheckAttribute(Characters[p],"quest.OfficerPrice") || !GetRemovable(&Characters[p])) return;//not a payable officer
    if(CheckAttribute(Characters[p],"quest.OfficerPayOwed"))
    {
        AddWealthToCharacter(&Characters[p], sti(Characters[p].quest.OfficerPayOwed));
        Characters[p].quest.OfficerPayOwed = 0;
    }
}<!--c2--></div><!--ec2-->

For some reason PayOfficerOwedMoney(Characters[cn]); wasn't working. I really don't understand why. <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />
I've replaced it by PayOfficerOwedMoney(on), and made the necessary changes in the void PayOfficerOwedMoney part.
 
Interesting. This sounds similar to something Pirate_KK told me a while ago. He also found that a certain character reference would not work, then rewrote it and then it would work, but he didn't understand why at all either. I don't seem to have the PM anymore, but I think it also had something to do with the Characters[] function.
 
That wouldn't be a bad thing. We should compile a list of all those things to include in such an update. I've sort-of lost track of everything that should be put in. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I would say...

Build 13 update 3
Directsail by CCC
AOP lowmens by Seb
Douwesen retextured by Thomas the terror
New reload in progress image by Petros

+ some of my mods and small upgrade/updates
Unpaid Usurers
Upgraded shipyard map
Warrior, Beggars & Merchant Sounds
no Disney logo at the begining
BUG FIX n°1 (unpaid officers)
French Translation (unfinished)

EDIT : Yes, for the Disney annoying logo... would be better to re-order the three of them : akella first, than Bethesda, than Disney. In fact the only concern with the Disney logo was that it is noisy and too flashy. Minor thing.
 
i don't think that disney would appreciate us knocking them out. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> that should always be something to consider. i would agree with the other mods though, for as far as i know what they are.
 
DirectSail would need some work still, because the voyage length in DirectSail mode is a few hours when in map sailing mode it's several days.
The progress reload image I would want to keep for Build 14.
Why add the Douwesen retexture, but not the other modified towns? Personally I'd be inclined to also keep them all to Build 14. I think Build 13 Update 3 should only really contain fixes and minor improvements.
Would there be any chance of you putting all your work for Build 13 together in a single ZIP file?
We also need to add the "corsar2">"corsair2" typo fix and the MAPSPEED = 0 fix.
 
Ok, I'm working in creating a single .rar files for all my mods...

Some questions :
- what other fix should be added?
- can I remove the SALARY_MULTIPLIER thing?
- I'm adding the changed dialogs, heads etc for the Douwesen soldiers. As it is Build 13 compatible...
- that MAPSPEED = 0 ... Was it really proven at some moment there were an issue with this?
- can I change the default values for crew & salary in Internalsettings.h as told <a href="http://forum.piratesahoy.net//index.php?showtopic=11847" target="_blank">here</a>? (only the salary will be 15 as it was suggested, and not 25.)
 
the mapspeed issue was definately causing crashes on the worldmap. it's been confirmed by multiple people.
 
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