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Sinking the Vogelstruijs

Talisman

Smuggler
Storm Modder
Build 14 Beta 1 + fix

I have just managed to sink the Vogelstruijs :dance

However I now cannot moor at any port - the moor & port ( or shore ) icons do not appear :sad

I am therefore unable to report back to the Contre-Admirale

Is this the revenge of the Dutch :rofl
 
Build 14 Beta 1 + fix

I have just managed to sink the Vogelstruijs :dance

However I now cannot moor at any port - the moor & port ( or shore ) icons do not appear :sad

I am therefore unable to report back to the Contre-Admirale

Is this the revenge of the Dutch :rofl


Hi Tailsman,

Here is what I get at this point in the game. You blast away, sail close and you wind up on your quarterdeck talking to the Spanish priest, where the hell did he come from. You tell him you need him on the wheel while you go blow up the Dutch ship. Move forward and you are facing the smuggle kill him, move forward and you are in the cago hold move to the power storage and move again to blow up the ship, then I think you wind up back on your ship.

Howver the game crashes at nearly every point here, before boarding, after killing the captain, and after blowing up so I have never actually gotten through it. How about you?
 
Hi Tailsman,

Here is what I get at this point in the game. You blast away, sail close and you wind up on your quarterdeck talking to the Spanish priest, where the hell did he come from. You tell him you need him on the wheel while you go blow up the Dutch ship. Move forward and you are facing the smuggle kill him, move forward and you are in the cago hold move to the power storage and move again to blow up the ship, then I think you wind up back on your ship.

Howver the game crashes at nearly every point here, before boarding, after killing the captain, and after blowing up so I have never actually gotten through it. How about you?

:yes -That is what I get but I didn't get the crashes

Thomas has customised the boarding sequence

Attack the Vogelstruijs -sail close - automatic transfer to my deck & talk to crewmwmber ( still dressed as priest from beginning of quest - perhaps he has decided to give up piracy and try the church instead :cheeky - it is the same guy who talked to you outside the town-hall.)

Boarding sequence - fight Vogelstruijs crew on deck including Capt. - go to cargo hold entrance - enter - talk to self - go to gunpowder - talk to self - watch flames - transported back to own ship & watch Vogelstruijs sink - This is where I got stuck I could sail to Port or shores but the Port or Shore and Moor icons don't appear so I cannot land anywhere and so cannot report back to the Contre-Admirale.


BTW: have you tried both ways to get to Hopital at the beginning of the quest:
1) Don't pay jailer - rescued by crew - go to church - take Spanish galleon
2) Pay jailer - escape from prison - go to jungle - take smuggler 's ship
 
Hi Tailsman,

Here is what I get at this point in the game. You blast away, sail close and you wind up on your quarterdeck talking to the Spanish priest, where the hell did he come from. You tell him you need him on the wheel while you go blow up the Dutch ship. Move forward and you are facing the smuggle kill him, move forward and you are in the cago hold move to the power storage and move again to blow up the ship, then I think you wind up back on your ship.

Howver the game crashes at nearly every point here, before boarding, after killing the captain, and after blowing up so I have never actually gotten through it. How about you?

:yes -That is what I get but I didn't get the crashes

Thomas has customised the boarding sequence

Attack the Vogelstruijs -sail close - automatic transfer to my deck & talk to crewmwmber ( still dressed as priest from beginning of quest - perhaps he has decided to give up piracy and try the church instead :cheeky - it is the same guy who talked to you outside the town-hall.)

Boarding sequence - fight Vogelstruijs crew on deck including Capt. - go to cargo hold entrance - enter - talk to self - go to gunpowder - talk to self - watch flames - transported back to own ship & watch Vogelstruijs sink - This is where I got stuck I could sail to Port or shores but the Port or Shore and Moor icons don't appear so I cannot land anywhere and so cannot report back to the Contre-Admirale.


BTW: have you tried both ways to get to Hopital at the beginning of the quest:
1) Don't pay jailer - rescued by crew - go to church - take Spanish galleon
2) Pay jailer - escape from prison - go to jungle - take smuggler 's ship

No didn't pay jailer, neet.

I have taken several ships and am now sailing a heavy frigate.

:keith
 
Can you remember the code I posted to fix the mooring problems in standard Talisman? :?

If so same should work here ;)
 
Can you remember the code I posted to fix the mooring problems in standard Talisman? :?

If so same should work here ;)


I think this is the code :? - from the thread - Unable to Moor in Standard Storyline

but I am not sure where to put it

Code:
bQuestDisableMapEnter = false; //CTM
 
Jason :

Just played sinking the Vogelstruijs again - game does not crash for me - but when loading some of the deck scenes I get a blank screen for 2 -3 seconds while the scene is being loaded.

:yes

I think the quest story line ends ( for the moment ) when you report back to the Contre Admirale.
 
:gday

can anyone tell me where I should put this line of code:

Code:
bQuestDisableMapEnter = false;

I know it goes after

Code:
bQuestDisableMapEnter = true;

But Where :shrug

Any Help appreciated

Code:
case "birdhunt3":
bQuestDisableMapEnter = true;
UpdateRelations();
Group_CreateGroup("Skipper1");
Group_AddCharacter("Skipper1", "Skipper1");
Group_SetGroupCommander("Skipper1", "Skipper1");
Group_SetTaskRunAway("Attack");
Group_LockTask("Skipper1");
Group_SetAddress("Skipper1", "Hispaniola", "Quest_ships", "quest_ship_6");
SetActualRMRelation("Skipper1", REL_WAR);
Sea_LoginGroupNow("Skipper1");
characters[GetCharacterIndex("Skipper")].nosurrender = 2;
SetCharacterRelationBoth(GetCharacterIndex("Skipper1"),GetMainCharacterIndex(),RELATION_ENEMY);
if(GetRMRelation(GetMainCharacter(), HOLLAND) > REL_WAR) SetRMRelation(GetMainCharacter(), HOLLAND, REL_WAR);
Character_SetAbordageEnable(characterFromID("Skipper1"), false);

Pchar.quest.birdboarding.win_condition.l1 = "Ship_HP";
Pchar.quest.birdboarding.win_condition.l1.character = "Skipper1";
Pchar.quest.birdboarding.win_condition.l1.quantity = 3500;
Pchar.quest.birdboarding.win_condition.l1.operation = "<";
Pchar.quest.birdboarding.win_condition = "birdboarding";
break;

case "birdboarding":
ChangeCharacterAddressGroup(CharacterFromID("Crewmember_Havana"), "VogelStruijs", "rld", "aloc3");
ChangeCharacterAddressGroup(CharacterFromID("Skipper"), "VogelStruijs", "rld", "loc1");
DoQuestReloadToLocation("VogelStruijs", "rld", "aloc2","birdboarding1-2");
break;

case "birdboarding1-2":
Characters[GetCharacterIndex("Crewmember_Havana")].dialog.CurrentNode = "blow_up";
LAi_SetActorType(characterFromID("Crewmember_Havana"));
LAi_ActorDialog(characterFromID("Crewmember_Havana"), pchar, "", 3.0, 1.0);

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor", "rld", "aloc12");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor1", "rld", "aloc14");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "will_2", "rld", "aloc9");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor2", "rld", "aloc4");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "sailor5", "rld", "aloc5");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "Sailor16", "rld", "aloc8");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, LAI_GROUP_PLAYER);

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "rabWhite", "rld", "loc12");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "pirat6", "rld", "loc14");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "pirat9", "rld", "loc9");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "man6", "rld", "loc4");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "man1_2", "rld", "loc5");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");

sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.25, "fatman", "rld", "loc8");
LAi_SetHP(sld, 180.0, 180.0);
LAi_group_MoveCharacter(sld, "CREW_VOGEL");

LAi_group_FightGroups("CREW_VOGEL", LAI_GROUP_PLAYER, true);
LAi_group_SetCheck("CREW_VOGEL", "birdboarding3");
break;	

case "birdboarding3":
LAi_SetActorType(characterFromID("Skipper"));
Characters[GetCharacterIndex("Skipper")].dialog.CurrentNode = "how";
LAi_ActorDialog(characterFromID("Skipper"), pchar, "", 10.0, 10.0);
break;

case "birdboarding4":
LAi_ActorAttack(CharacterFromID("Skipper"), Pchar, "");
pchar.quest.toadmiral.win_condition.l1 = "NPC_Death";
pchar.quest.toadmiral.win_condition.l1.character = "Skipper";
pchar.quest.toadmiral.win_condition = "birdhold";
break;

case "birdhold":
DoQuestReloadToLocation("VogelStruijs_Hold", "reload", "reload1","birdblow");  
break;

case "birdblow":
LAi_SetActorType(pchar);
Pchar.dialog.filename = "LaCroix_dialog.c";
Pchar.dialog.currentnode = "blow_it";
LAi_ActorSelfDialog(Pchar, "player_back");
pchar.quest.birdblow2.win_condition.l1 = "locator";
pchar.quest.birdblow2.win_condition.l1.location = "VogelStruijs_Hold";
pchar.quest.birdblow2.win_condition.l1.locator_group = "box";
pchar.quest.birdblow2.win_condition.l1.locator = "gunpowder_1";
pchar.quest.birdblow2.win_condition = "birdblow2"
break;	

case "birdblow2":
PlayStereoSound("NATURE\fireplace1.wav");
CreateParticleSystemX("fireball", -1.68, 12.04, -8.04, -1.57, 0.0, 0.0,0);
CreateParticleSystemX("cancloud", -1.68, 12.04, -8.04, -1.57, 0.0, 0.0,0);
LAi_SetActorType(pchar);
Pchar.dialog.filename = "LaCroix_dialog.c";
Pchar.dialog.currentnode = "run";
LAi_ActorSelfDialog(Pchar, "player_back");
break;

case "birdfly":
QuestToSeaLogin_PrepareLoc("Hispaniola", "reload", "reload_2", true);
QuestToSeaLogin_Launch();
DoQuestCheckDelay("birdfly2", 5.0);			
break;

case "birdfly2":
SeaAI_SailToCharacter(GetCharacterIndex("Skipper1"));		
Ship_Detonate(characterFromID("Skipper1"), true, true);
RestoreOfficers(pchar.id);			
DoQuestCheckDelay("birdsinks", 12.0);		
break;

case "birdsinks":
characters[GetCharacterindex("Skipper1")].ship.hp = 0;
AddQuestRecord("Vogelstruijs", "9");			
Characters[GetCharacterIndex("Contre-Amirale")].dialog.currentnode = "weldone1";				
break;

case "free_to_go":
AddMoneyToCharacter(PChar, 2500);
AddQuestRecord("Vogelstruijs", "10");
CloseQuestHeader("Vogelstruijs");			
break;
}
}

Thanks :keith
 
Captain Maggee, can you please search for the code that creates the FIRE particles upon throwing a grenade?
That'd look real good in the "blowing up" scene, rather than the fireball particles that are there now.
 
itm.always.fx.effect0 = "blast"; // graphic effect, choose particlename from resource\ini\particles\
itm.always.fx.effect0.time = 5; // duration of this effect
itm.always.fx.effect1 = "fort_fire"; // second graphic effect
itm.always.fx.effect1.time = 20; // duration of this effect
 
One small point after finish the quest we can't discuss normally with the contre amiral so he can't povide us letter of marque or things like that.

Otherwise this quest is really good, I really hope for the next step.
Main character is really charismatic (more than the assassin quest were the character is uggly :whipa ).
We really have the impress to be in the skin of a noble french (fight for honour, duel for insult..)
I will try to think at other quests for Lacroix and propose them to Thomas.
 
Yes the Lacroix quest has indeed been a very good start, Im really glad Thomas the Terror did start on it, lets just hope he gets time to continue it in the future :yes
 
Hmmm, perhaps I should add that one step. That you get a letter of marque. This is a nice closing for the quest indeed.
BTW Thanks for the compliment.
Did you try the different options on Bonaire with the skipper's wife? I am curious about that one :p
 
Hmmm, perhaps I should add that one step. That you get a letter of marque. This is a nice closing for the quest indeed.
BTW Thanks for the compliment.
Did you try the different options on Bonaire with the skipper's wife? I am curious about that one :p

First time she calls her lover and I kill him.
Second time, I said to her she will be dead soon, so she gives me jewel or something like that in order I save her pathetic life...of course I took the present and then kill her (always finish the job I was not paid for :doff ).

I didn't try the other options, I have just seen them in the quest_reaction file.

I am thinking about stories for Lacroix:
- love story (with a french lover there is always love story...)
- slavery quest (in the caribbean it was common)
Etc, I will try to put that in good form.
 
My original story was, that the Spanish are preparing to reconquer Jamaica and Port Royal. If they succeed Port au Prince (or how is it called in this period) will be surrounded by Spanish settlements, making it easy to wipe out the French. So the French vice-admiral sends you out to stop them. Ambush detachements of soldiers, steal payment roles or even defend Port Royal. Love story should be incorporated too I guess.
 
How bout' a love story with Eliza whatsherface in the bar? I saw her and she just seemed like a good match for my captain.
 
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