I hav ebeen trying to play this game all day and it makes no rhyme or reason at all. It is total insanity! I give up.
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Any chance of reducing it? Not until the functionality actually works. The real problem isn't with the false flag detection and I have to find the time to narrow it down and tackle it properly.Any chance of reducing that for the rest of us? I'd rather like to be able to check that "Help the Church" and "Strange Things Going On" still work. Or, for that matter, play a proper game over the weekend...
void CheckAllShips(string type, bool initialize)
{
return; // PB: Temporarily disabled
int i, shipidx, num;
Toff not talking to you is based on your reputation. So what is your reputation?Yes, no, maybe. The game started with everyone hostile at -60 except the French at 0. I did a smuggling run earlier at Jamaica where the coast guard were standing there waiting for me to finish the deal with the smugglers so they could arrest me. Well I got away clean but the Dutch and Pirates became wary of me. This allowed me to haul cargo to Dutch ports but they still would not trade with me afterwards. Toff would not talk to me either.
Far side of the rope bridge on Puerto Rico is still the beach location.I was no where near the beach! In fact I was on the far side of the rope bridge and had to stand around for a while before they found me so we could kill them. Then the smugglers wouldn't talk and there were no coast guard ships around.
As I've been saying, here is half-finished stuff in there at the moment because I'm not finished fixing it all.I hav ebeen trying to play this game all day and it makes no rhyme or reason at all. It is total insanity! I give up.
NOT right now. Hopefully by the end of August.When version 3.5 will be released for everyone?
void CheckInitialFlagRelations(ref chr, float visibility_range, float ship_range)
{
int i;
ref otherChar;
for(i = 0; i < MAX_SHIPS_ON_SEA; i++)
{
if (ships[i] <= 0) continue;
otherChar = GetCharacter(ships[i]);
SetCharacterRelationBoth(sti(chr.index), sti(otherChar.index), GetNationRelation(sti(chr.nation), sti(otherChar.nation)));
}
ref PChar = GetMainCharacter();
SetCharacterRelationBoth(sti(PChar.index), sti(chr.index), GetNationRelation(sti(PChar.nation), sti(chr.nation)));
}
Wha? I'm pretty sure you used to do that. Why not anymore?I have NO LOM and never will.
At the moment false flag detection is completely non-functional because I'm still working on fixing it properly.But there is more! Hispaniola forts sink me if I get in range because I am not flying the correct flag. No ideer what one to fly except for trial and error(glub). I was trading under the French flag with the Dutch until they got hostile, so they shoot at me too now. No flag works with them anymore.
Ah, performance reasons. Makes sense.Because up until this game I'm playing right now 3.5 could not support even one small ship. Performance was extremely bad even with just one small ship. As in unplayable. Hence the move to GOF2 which plays very well.
If you are actually hostile to the town you're trying to get into, at the moment that should actually be happening.OTOH, I have tried French, Spanish, and Personal flags at Hispaniola and get sunk with all of them. So that means no Mr. Gibbs or Angelique Moulin for me.
bool CheckForMainCharacterfalseflag(ref chr, float visibility_range, float ship_range)
{
if (iForceDetectionFalseFlag == -1) return false; // Override: Never detect
if (GetCurrentFlag() == PERSONAL_NATION) return false; // Never a false flag
if (IsCompanion(chr)) return false; // Companions don't care
ref PChar = GetMainCharacter();
bool Recognized = false;
float chance = 1 - (ship_range / visibility_range);
if (SeaAI_GetRelation(sti(chr.index), sti(PChar.index)) != RELATION_ENEMY && GetNationRelation(PERSONAL_NATION, sti(chr.nation)) == RELATION_ENEMY)
{
if (ship_range < visibility_range)
{
/* if (iForceDetectionFalseFlag)
{
chance = 1.0;
}
else
{
chance = 0.5 + chance; // 0.5 will be decreased if you are too easily recognized
chance = chance * GetChanceDetectFalseFlag();
}*/
chance = 1.0;
if(frnd() <= chance)
{
TraceAndLog("FLAGS: The " + GetMyShipNameShow(chr) + " has recognized our false " + GetNationDescByType(GetCurrentFlag()) + " flag at range=" + ship_range + " with visibility=" + visibility_range);
Recognized = true;
SetGroupHostile(chr);
}
}
}
return Recognized;
}
bool CheckForMainCharacterfalseflag(ref chr, float visibility_range, float ship_range)
{
if (iForceDetectionFalseFlag == -1) return false; // Override: Never detect
if (GetCurrentFlag() == PERSONAL_NATION) return false; // Never a false flag
if (IsCompanion(chr)) return false; // Companions don't care
ref PChar = GetMainCharacter();
bool Recognized = false;
float chance = 1 - (ship_range / visibility_range);
if (SeaAI_GetRelation(sti(chr.index), sti(PChar.index)) != RELATION_ENEMY && GetNationRelation(PERSONAL_NATION, sti(chr.nation)) == RELATION_ENEMY)
{
if (ship_range < visibility_range)
{
if (iForceDetectionFalseFlag == 1)
{
chance = 1.0;
}
else
{
chance = 0.5 + chance; // 0.5 will be decreased if you are too easily recognized
chance = chance * GetChanceDetectFalseFlag();
}
if(frnd() <= chance)
{
TraceAndLog("FLAGS: The " + GetMyShipNameShow(chr) + " has recognized our false " + GetNationDescByType(GetCurrentFlag()) + " flag at range=" + ship_range + " with visibility=" + visibility_range);
Recognized = true;
SetGroupHostile(chr);
}
}
}
return Recognized;
}
If it still happens with today's update, please provide a savegame and tell me one French port where you cannot enter, but should be able to.No, I was trying to enter French ports. I am French in good standing as stated before.
That is yet to be seen.... Hopefully it truly IS beginning to make sense with today's latest chances.Good job Pieter.
Once a fort has seen you flying a hostile flag or recognised your false flag, it will NEVER forget!
That seems a bit excessive to me especially for forts of your own served nations.
How about resetting this for all forts of a nation when you're promoted?
That at least gives a logical reason for this to be done and also gives the player some influence on it.
Would only work for Pirates, navy officers and privateers. Honest merchants would remain screwed.
But then why should an honest merchant fly a hostile or false flag near a friendly fort???
It used to be based on ship model and name, but I figured that could be used as too much of a cheat.Gameplay wise it would be nice to be able to make people forget you. So would it be possible to also save the type of ship and paint type. If these don't match it won't recognize you. This way painting your ships gets gameplay use too. And buying a new ship would also help.
As far as I'm concerned, making all forts of a nation forget you when you get a LoM or are promoted should be good enough.Next to that maybe add something to the town update (daily) where there is a small random chance the fort forgets you. Or have a relation agent be able to do this for you.
It used to be based on ship model and name, but I figured that could be used as too much of a cheat.
Now it remembers your flag instead, which is certainly less forgiving than it used to be but that is compensated by the mod actually beginning to work for real.