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Some suggestions

Well i wnet though the file and didnt find a thing taht even hinted at blade deterioration. Most values there were about character damage, experience gaining and the block damage mod.
 
That's LAi_fightparams.c, is it? Maybe all blade detoriation IS then limited only to LAi_events.c. Even though I originally coded it and do remember basically how it worked, I don't remember how exactly I did it and I'd have to check the code, which at the moment I cannot do. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Well i dropped the blade damage rand to 0 and base to 10 for quicker and acurate results.

I allso enabled the logging for hitduringblock and and hitwhileblocking counters.

To check the progress. Now the only thing that keeps getting in my way is my own HP.

I die to fast for any effect to be noted >.<

Well i guess ill just increase the number so much that hitduringblock = bladedamage_base ^^

That should make my blade deteriorate with each block. But yea i think i found it ^^
 
Why are you dying so fast though? Because your blade breaks on you? That'd prove that it still works. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
If you want to have your blade deteriorate with each block, set _base and _rand both to 0.
Of course there is NO WAY you can PLAY with such values! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<!--quoteo(post=310139:date=Apr 1 2009, 03:53 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 03:53 PM) <a href="index.php?act=findpost&pid=310139"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why are you dying so fast though? Because your blade breaks on you? That'd prove that it still works. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
If you want to have your blade deteriorate with each block, set _base and _rand both to 0.
Of course there is NO WAY you can PLAY with such values! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

With bladedmage_base set to 10 id need 4 hits previously to deteriorate the blade. But while i was blocking. I died with 2 hits ^^

Basically block didnt stop the damage XD
 
<!--quoteo(post=310087:date=Apr 1 2009, 02:41 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 02:41 AM) <a href="index.php?act=findpost&pid=310087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can take officers with you for such cases though, can't you?
If we do remove the damage while blocking, we should put in something else to prevent the player from being able to block ad infinitum.
How feasable would it be to have a block become ineffective after, say, 3 seconds and you'd have to let go of your block and re-block to get an effective block again?
Then if your block IS succesful, you won't take any damage, but you must keep paying attention and can't just keep your block-key pressed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unfortunately, you cannot take officers with you in the instance I'm thinking of. Play through the Rheims quest to see what I mean. It's at the end of that part of the quest where you go to his house in the jungle. The three quest bad guys aren't bad, but the game generates other bad guys sometimes. Those other guys are nasty.

I get my officers back when I leave the house to go back to town. I've died several times trying to get BACK to town even with 3 good officers to help. It's the first time I've had officers killed. I've also discovered another reason not to give officers guns: they shoot each other, even the guy with 10 accuracy. Guns are evil in the hands of officers.

I don't know how useful a 3 second limit on blocking would be. If you're blocking for that long without taking a swing at someone, you'll probably die anyway, even with the old system with effective blocks, because occasionally a hit pierces your block.

If blades are taking damage and breaking, eventually everyone will end up unarmed, including you, your officers and all the bad guys. I'm not sure what happens then. If you have your super-unique sword equipped, it's gonna disappear and you'll never see another. I heard a lot of swords break during boardings before I turned that mod off.

Hook
 
<!--quoteo(post=310185:date=Apr 1 2009, 05:18 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 1 2009, 05:18 PM) <a href="index.php?act=findpost&pid=310185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310087:date=Apr 1 2009, 02:41 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 02:41 AM) <a href="index.php?act=findpost&pid=310087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can take officers with you for such cases though, can't you?
If we do remove the damage while blocking, we should put in something else to prevent the player from being able to block ad infinitum.
How feasable would it be to have a block become ineffective after, say, 3 seconds and you'd have to let go of your block and re-block to get an effective block again?
Then if your block IS succesful, you won't take any damage, but you must keep paying attention and can't just keep your block-key pressed.<!--QuoteEnd--></div><!--QuoteEEnd-->
Unfortunately, you cannot take officers with you in the instance I'm thinking of. Play through the Rheims quest to see what I mean. It's at the end of that part of the quest where you go to his house in the jungle. The three quest bad guys aren't bad, but the game generates other bad guys sometimes. Those other guys are nasty.

I get my officers back when I leave the house to go back to town. I've died several times trying to get BACK to town even with 3 good officers to help. It's the first time I've had officers killed. I've also discovered another reason not to give officers guns: they shoot each other, even the guy with 10 accuracy. Guns are evil in the hands of officers.

I don't know how useful a 3 second limit on blocking would be. If you're blocking for that long without taking a swing at someone, you'll probably die anyway, even with the old system with effective blocks, because occasionally a hit pierces your block.

If blades are taking damage and breaking, eventually everyone will end up unarmed, including you, your officers and all the bad guys. I'm not sure what happens then. If you have your super-unique sword equipped, it's gonna disappear and you'll never see another. I heard a lot of swords break during boardings before I turned that mod off.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->

Every broken sword gets added back to your inventory in a broken state. All you need to do to get it back is go to a blacksmith and let him mend it.
 
<!--quoteo(post=310088:date=Apr 1 2009, 02:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 02:49 AM) <a href="index.php?act=findpost&pid=310088"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=309992:date=Mar 31 2009, 08:12 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 31 2009, 08:12 PM) <a href="index.php?act=findpost&pid=309992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You won't know if a fort is friendly until they either fire on you or you get within 500 yards, by which time they'll already be firing on you. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Forts don't appear as red or green on your radar.<!--QuoteEnd--></div><!--QuoteEEnd-->Is that using DirectSail again? I imagine relations do need to update at some point if you never leave 3D sailing mode.
I don't think my suggestion is all that bad though, to have the chance of being detected when flying a false flag would increase as you come closer to enemy ships.
Wouldn't it be like that in real life too? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=309992:date=Mar 31 2009, 08:12 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 31 2009, 08:12 PM) <a href="index.php?act=findpost&pid=309992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What I've seen is that often you'll enter a map and all ships will be green, then after a while they change to red. It appears that they have some chance of detecting your false flag as time goes on. Either that or it takes time for the actual update to take effect.<!--QuoteEnd--></div><!--QuoteEEnd-->Forts should have the same relation to you as the ships around that island of the same nation do. I seem to have observed that is not always the case though. Uh?

Also, imagine being near a ship that is friendly to you based on your own flag, but hostile based on the flag you're currently flying.
I think that even if you would raise your personal flag after this, they'd still remain hostile, right?
But shouldn't they go friendly upon that?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the only time I've seen a ship change from green to red after a delay was when I'd entered the island from the worldmap. During directsail you almost never see ships on your radar until you're closer to the island. Forts don't appear on your radar, so you don't know if they're friendly or hostile unless they fire on you.

I've never had an instance of forts not acting the same as ships that are flying the same flag as the fort. Redmond wasn't firing on anything but pirates for a while, but I fixed that one.

I started work on a mod that would force you to detect the flag on a ship yourself, never giving you any indication if a ship was friendly or hostile until you got within 500 yards and got the battle music. Ideally this would make all ships gray on the radar (similar to the cheaper compass), not display the flag in the spyglass, not show the flag in the sailto list and whatever we did show in the sailto list would have a gray border, not red or green. You'd have to actually see the flag and even then decide if a ship was friendly or enemy by the way it acted until you got the battle music. This would probably do everything you've described.

Hook
 
<!--quoteo(post=310185:date=Apr 1 2009, 12:18 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 1 2009, 12:18 PM) <a href="index.php?act=findpost&pid=310185"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310087:date=Apr 1 2009, 02:41 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 02:41 AM) <a href="index.php?act=findpost&pid=310087"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You can take officers with you for such cases though, can't you?<!--QuoteEnd--></div><!--QuoteEEnd-->
Unfortunately, you cannot take officers with you in the instance I'm thinking of. Play through the Rheims quest to see what I mean. It's at the end of that part of the quest where you go to his house in the jungle. The three quest bad guys aren't bad, but the game generates other bad guys sometimes. Those other guys are nasty.

I get my officers back when I leave the house to go back to town. I've died several times trying to get BACK to town even with 3 good officers to help. It's the first time I've had officers killed. I've also discovered another reason not to give officers guns: they shoot each other, even the guy with 10 accuracy. Guns are evil in the hands of officers.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->I don't really understand Hook, what's so different in the case of the Reims quest, if you've taken back your officers, compared to usual jungle exploration?
In case that makes the quest unplayable, there are other way to correct this. This part is completly stupid anyway : 'Nathanael, we're followed by three dummies. Why don't you stay here and kill them and we continue alone? You'll catch us later'... Honestly, that doesn't make sens.
 
<!--quoteo(post=310004:date=Mar 31 2009, 10:37 PM:name=damski62)--><div class='quotetop'>QUOTE (damski62 @ Mar 31 2009, 10:37 PM) <a href="index.php?act=findpost&pid=310004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Press F8<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi,

so I did. What now, I cannot see where my screenshot is saved... Yes, I am a complete dummy re
this...

Regards, Oldtimer
 
For instances when, for quest purposes, there shouldn't be any randomly generated characters, the .vcskip attribute is supposed to be temporarily added to the location. This is not done as frequently as it should be though. But this is no reason that should influence any decisions made for improvements to the block-system.

As Megla correctly states, I already did rectify the problem that you might permanently lose your special blade when it breaks, based on prior complaints about that. When your worn blade breaks, it is de-equipped but you keep it in your inventory. This is essentially the breaking of your blade, except you can repair it again to ordinary use. So you never do lose your blades forever. Unless you deliberately start fighting with a broken blade.

The 3-second limit is just a random value I was throwing around. Maybe 1-second would be better. We won't know unless we add it and try to balance it. But there's no point in doing that before thinking it through and agreeing that it's a good idea.

Blade breaking is not supposed to be SO frequent that it happens to ALL characters in a fight. Usually, when a character's blade breaks, he wouldn't survive much longer. Unless he'd have the sense to run away OR he has the luck to knock out his opponent.

I have once seen that the pirates around Turks were friendly to me because I was flying a pirate flag, but the fort fired upon me on sight, if I recall correctly. Or it was with friendly French ships and a hostile French Oxbay fort. Anyway, it didn't make sense to me. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=310193:date=Apr 1 2009, 05:50 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 1 2009, 05:50 PM) <a href="index.php?act=findpost&pid=310193"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I started work on a mod that would force you to detect the flag on a ship yourself, never giving you any indication if a ship was friendly or hostile until you got within 500 yards and got the battle music. Ideally this would make all ships gray on the radar (similar to the cheaper compass), not display the flag in the spyglass, not show the flag in the sailto list and whatever we did show in the sailto list would have a gray border, not red or green. You'd have to actually see the flag and even then decide if a ship was friendly or enemy by the way it acted until you got the battle music. This would probably do everything you've described.<!--QuoteEnd--></div><!--QuoteEEnd-->Probably it would, yes, at least to major extent. Sounds like a good idea to me. I don't like that the player somehow knows things he can't possibly know. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=310228:date=Apr 1 2009, 09:46 PM:name=Oldtimer)--><div class='quotetop'>QUOTE (Oldtimer @ Apr 1 2009, 09:46 PM) <a href="index.php?act=findpost&pid=310228"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so I did. What now, I cannot see where my screenshot is saved... Yes, I am a complete dummy re this...<!--QuoteEnd--></div><!--QuoteEEnd-->They're saved in TGA format in your main game folder. You'd need to convert to JPG.
An alternative for screenshots is using PrintScreen+Paste in Paint, then save.
 
<!--quoteo(post=310204:date=Apr 1 2009, 12:40 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Apr 1 2009, 12:40 PM) <a href="index.php?act=findpost&pid=310204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really understand Hook, what's so different in the case of the Reims quest, if you've taken back your officers, compared to usual jungle exploration?
In case that makes the quest unplayable, there are other way to correct this. This part is completly stupid anyway : 'Nathanael, we're followed by three dummies. Why don't you stay here and kill them and we continue alone? You'll catch us later'... Honestly, that doesn't make sens.<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know what's different about it. I was having the same problem when coming back through the jungle from the first trip to the lighthouse, although I could have officers with me then. That's not sufficient reason to change anything.

The problem came in when I was trying to get to Rheims' house. You're teleported into the jungle with no officers, and not much time to figure out what's going on. The three guys you have to kill are easy. Low stats, lousy weapons. It's anyone else in that area of the jungle or the next one before you get to the house.

The only way to fix this is to not have ANY enemies in the jungle, and I don't think you want to do that. I don't know if these guys are specially generated for those parts of the quest or were just random enemies... but there were a lot of them for it to be random. I hadn't seen that before. I never got a really good look at them, but they looked like bandits, and I saw some code that may have concerned them, but didn't study it. They didn't always appear.

If it's intentional that you occasionally meet some nasty bandits in that area, stuff from the original game, you need to think long and hard before removing it. The problem is, you're likely to die if you meet them with the current blocking code, and that's sufficient reason to change it.

It's a shame, too, because I like the new blocking code. I do not make this suggestion lightly.

This kind of problem only appears if you're playing the game without cheats, and actually playing through the game, not playing with it or playing at it, or testing some code related to it. I do enough of that myself, but occasionally I'm just playing, and this happened during one of those times.

Hook
 
If characters appear sometimes, but sometimes not, they're definitly not intentional quest encounters.
They're probably random bandits and setting the .vcskip for that location at time would then be most appropriate.

This should be done for ANY quest scenes where randomly generated characters might interfere with the quest proceeding.
I have also sometimes noticed in a quest when there WERE random characters around, a random character would address ME (random patrol addressing mod), which would interfere with the quest character I was supposed to be talking to at the time and I'd end up stuck.
Such things are easily solved by setting and removing the .vcskip attribute at appropriate times in the quests.

Are you using the crewmembers on shore mod, by any chance?
If so, some extra-big encounters are sometimes generated because of that. Maybe you ran into one of those?
 
I ran into some bugs with the crewmembers on shore once, something to do with the patrols. I haven't used it since.

Hook
 
I often find jungles to be crownded by people, since I play with the Build mod, so... I don't quite see the difference. I recall some part of the main quest in which you have to follow a guy running in the jungle so that he brings you to the pirate camp, last time I tried this one was pretty funny (running without looking back at all the random guys following you, swords at hand...)
A lot of things changed since stock PotC regarding jungle enconters. It's definitly not the same. But indeed walking in the jungle at night was already especially dangerous (monkeys and skellies), except the fact that they weren't walking around - they were just standing there, like our dungeon ennemies still do.

I usually don't have much problem in the jungles as most of the time you can use backstep very efficiently. The worst I get is with the crew on shore mod, when a military raid is generated at the same starting position than my team and it's immediatly a big mess (you imagine 20 guys generated on the same locator that all take out their swords at the same time, with horrible abordage noise in background?)
 
I've seen virtually empty jungles, jungles with lots of walkers, rapists, the party-of-four guys who demand traveling expenses, monkeys, skeletons, indians. These guys are different. I don't remember ever seeing them until after the first encounter with the researcher. They were bad enough that when I went back to meet Danielle after reporting to Redmond I didn't even try going through the jungle, but landed on the Lighthouse beach instead.

And they didn't just stand there, they attacked, en masse. I counted 6 once... could have been more as I was busy trying to stay alive. These don't appear to be your normal monsters. There's no good way to channel them (like through a dungeon doorway) so you end up with all of them at once. The ones who aren't swinging at you are running. Once even one catches you, you're toast. They appear to generate at least half the time and aren't far from you when they do.

In Build 13 I would have taken them on. In Build 14... no way.

Hook
 
I've got a saved game from just before meeting Danielle and Rheims in the tavern, and played through to the end of the house. It turns out you don't HAVE any passengers when you're in the jungle. Your passenger list is empty. No chance of getting officers to help.

The monsters were normal townspeople this time, not bandits, but everyone attacked. I blew a couple up with grenades and dodged the rest. I'm going to try a few more tactics to see if I can make it through.

Hook
 
The first few times I tried this I got bandits. Haven't gotten them at all testing it many times today. Whether lots of unhappy townspeople or rapists, it's a very dangerous place. I couldn't take on 3 rapists. I died and was resurrected once, which generated lots of errors, but when I finally got back to the house (it took at least 5 tries after that to get through that part of the jungle) everything worked.

It's possible to run if they don't generate on top of you. You can go back through the jungle passage that got you there. Of course, that area can have bad guys, and when you go back you end up with bad guys again... hope you brought lots of healing stuff.

It's not like town where just a couple people attack. Everyone attacks.

At least it's not the instant deathtrap it was the first few times.

But it definitely wasn't fun. Not like in Build 13 taking on 13 enemy boarders by yourself because your entire crew was killed. That was fun. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

If some people can't take on a single enemy by themselves, how are they going to handle 3... or 6? I haven't looked, does this mod have a toggle on it?

Hook
 
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