<!--quoteo(post=312639:date=Apr 12 2009, 05:29 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 12 2009, 05:29 AM) <a href="index.php?act=findpost&pid=312639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Did you change any game options after that game was saved and before you started having the problem?<!--QuoteEnd--></div><!--QuoteEEnd-->You'd notice that soon enough; you can't leave your current location after you do that. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=312640:date=Apr 12 2009, 06:01 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 12 2009, 06:01 AM) <a href="index.php?act=findpost&pid=312640"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I understand your definition of "forever" is something like 5 parries or thereabouts...
After every visit in the jungle or a dungeon my blade has decreased at least one lvl. This is no fun at all, IMHO.
Admittedly I seek combat<!--QuoteEnd--></div><!--QuoteEEnd-->It only takes 5 blocks to decrease a weapon's quality? That's interesting. I play with that mod off, because it filled my inventory with too much stuff and on every boarding, sometimes on every deck, I'd hear someone's sword break.
So, Pieter... is THIS the reason you want to limit blocking? If so, the problem isn't the blocking.
We only have two things we can do during a swordfight: hit and block. If we eliminate blocking by any method, we are left with an unsubtle bashing contest. There will be times you *have* to block. Megla, if you haven't seen one yet, trust me, you will.<!--QuoteEnd--></div><!--QuoteEEnd-->5 blocks? Impossible. The counter increases by 1 with every block and _base is set to 50, so you can do at least 50 blocks (give or take a couple).
The real reasons I'm against the "infinite block syndrome" are the ones I have already given you.
It could be that _base and _rand are not balanced the way they should; they were 100/100 before,
but with those values I never had my blade break once through a whole playing of the Bartolomeu main quest.
With 50/50, I had my blade break once during the part of the Assassin quest that is finished so far, so I reckon the values should be higher than 50/50.
Maybe try 75/75? In PROGRAM\InternalSettings.h set:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define BLADEDAMAGE_BASE 75 // INT - This increases the amount of strokes you can CERTAINLY do without your blade breaking.
#define BLADEDAMAGE_RAND 75 // INT - This increases the amount of strokes you MIGHT BE ABLE to do without your blade breaking.<!--c2--></div><!--ec2-->
I've got two counters in place to count the total amount of blocking you do during the game.
I'll restore the console log messages for those; then I'd be interested in the values people get after playing the game for a while.
That way, we might be able to decide upon better values by taking the total number of blocks during the game
and diviving it by a number that we'd consider reasonable for blade breaking.
So that eventually your blade might decrease in quality maybe 10 times during the straight playing of a main quest.
It takes 5 decreases in quality to break your blade, starting out from Excellent, so you would break you blade twice then during the main quest
if you'd use Excellent blades and never repair.