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Tortuga problem

It's based mainly on your personal wealth. This increases slowly if you're paying salary, but signing articles will make it increase quicker.
Getting a letter of marque also helps, especially when you're promoted and get land, since you get personal wealth from your land too.
 
<!--quoteo(post=323464:date=May 29 2009, 03:17 AM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ May 29 2009, 03:17 AM) <a href="index.php?act=findpost&pid=323464"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=323423:date=May 29 2009, 06:42 AM:name=thevegimobil)--><div class='quotetop'>QUOTE (thevegimobil @ May 29 2009, 06:42 AM) <a href="index.php?act=findpost&pid=323423"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->hows the fix for the tortuga problem coming on cos im there now and no mattter how close u are it wont let u land??!!!<!--QuoteEnd--></div><!--QuoteEEnd-->
Do this:
1. Sail to Tortuga in world map (when it says sailho leave map not when your right in the port!)
2. Go back into world map and sail close to Cuba
3. Go to character menu-relations-pirates and press personal then pirates
4. Enter world map and sail to Tortuga (should let you land now)
<!--QuoteEnd--></div><!--QuoteEEnd-->

I have been playing the Standard storyline ( Nathaniel Hawk). I went and played the side quest about helping Pieter Boelen & the Turks pirates against the Spanish. At the end having defeated the Spanish. Pieter asks me to take him from Turks to Tortuga as his ship is being repaired. I say yes, sail to Tortuga and get blown out of the water by Tortuga Fort. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Even though I could sail in and out of Turks without the Turks fort or the Pirate Vessels there firing at me, (my relationship with pirates is -64 all through this quest) the Tortuga Fort fires at me.

I have tried the in/out of the world map as suggested above and that stops Tortuga Fort blowing me to bits, however taking Pieter Boelen from Turks to Tortuga has a timer on it. Take to long and you don't collect the 40,000 gold.

If you go in/out of the world map as above the journey takes to long and you can't collect the gold, but at least you don't get sunk.

Why the inconsistency between Turks and Tortuga (does Turks fort fire at anyone? ). <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Perhaps the problems with Tortuga Fort could be solved as they are in the Bartolomeu Quest where when you are sent to Tortuga the quest alters your relationship with pirates to friendly (-30) so you can land however many pirates ships you have previously attacked. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
Just try to fly a pirate flag. You can raise a pirate flag before setting sail for Turks.
 
<!--quoteo(post=324094:date=May 31 2009, 07:53 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 31 2009, 07:53 PM) <a href="index.php?act=findpost&pid=324094"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just try to fly a pirate flag. You can raise a pirate flag before setting sail for Turks.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks that worked perfectly. I now have my gold.

Before originally landing on Turks I set the Pirate flag at sea.
When sent to Santo Domingo I set a Spanish Flag at sea.
Before leaving the deserted Spanish Beach I set a Pirate Flag, and it was not changed for the rest of the quest so I arrived safely in Tortuga in time to collect my gold from Pieter. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Cheers mate. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I have an idea of how to fix the problem in Jack Sparrow storyline... Will do work on it later today to see if I'm right <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
If only the <i>HoistFlag(PIRATE);</i> line would work to make sure you automatically get the right flag just before entering Tortuga. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=327907:date=Jun 12 2009, 04:36 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 12 2009, 04:36 PM) <a href="index.php?act=findpost&pid=327907"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If only the <i>HoistFlag(PIRATE);</i> line would work to make sure you automatically get the right flag just before entering Tortuga. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
What I think it is, is that you change flag entering Hispanolia so it is always detected. making it change before hopefully will work
 
The flag change should indeed occur BEFORE logging into Hispaniola.
UNLESS... Screwface can extend his distance-dependent flag recognizing code to forts as well. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=327924:date=Jun 12 2009, 05:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 12 2009, 05:10 PM) <a href="index.php?act=findpost&pid=327924"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The flag change should indeed occur BEFORE logging into Hispaniola.
UNLESS... Screwface can extend his distance-dependent flag recognizing code to forts as well. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
It won't be hard to make it occur first anyway <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
I thought it was already occurring upon MapEnter, which IS first. That's what I recall from last time I had a look at that code.
But it didn't work right for Short Jack Gold, so he added a LOT of setting-the-player-to-pirate code that theoretically shouldn't be necessary.
All that should be required is <i>HoistFlag(PIRATE)</i> and maybe setting the <i>iForceFlagDetection</i> thingey but no <i>pchar.nation = PIRATE</i> or anything like that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=327930:date=Jun 12 2009, 05:18 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 12 2009, 05:18 PM) <a href="index.php?act=findpost&pid=327930"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I thought it was already occurring upon MapEnter, which IS first. That's what I recall from last time I had a look at that code.
But it didn't work right for Short Jack Gold, so he added a LOT of setting-the-player-to-pirate code that theoretically shouldn't be necessary.
All that should be required is <i>HoistFlag(PIRATE)</i> and maybe setting the <i>iForceFlagDetection</i> thingey but no <i>pchar.nation = PIRATE</i> or anything like that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
yep I'll just finish test my latest add for sidequest then check
 
And Captain Maggee does it again <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

All fixed up now Pieter (in my tests anyway) so it should be good to go
 
Great! Does it also work when not using the skip-cheats or didn't you test that?
 
<!--quoteo(post=327996:date=Jun 12 2009, 09:02 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 12 2009, 09:02 PM) <a href="index.php?act=findpost&pid=327996"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Great! Does it also work when not using the skip-cheats or didn't you test that?<!--QuoteEnd--></div><!--QuoteEEnd-->
I didn't test it but I think it didnt work at all no matter what
 
Hey Pieter this is the code change:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Turner_and_me_take_ship2":
    Characters[GetCharacterIndex("James Norrington")].Dialog.CurrentNode = "First time";
    Locations[FindLocation("Redmond_Town_01")].reload.l1.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l2.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l3.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l6.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l8.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l9.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l10.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l11.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l12.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l13.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l14.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l15.disable = false;
    SetCurrentTime(10, 0);
    SetNextWeather("Blue Sky");
    SetRMRelation(&PChar, PIRATE, REL_AMNESTY);
    if (ENABLE_FLAGS == 1) iForceDetectionFalseFlag = -1;
    pchar.quest.Turner = "Straight_from_Jail";
    LAi_SetImmortal(characterFromID("Will Turner"), true);
    LAi_SetActorType(characterFromID("Will Turner"));
    LAi_ActorWaitDialog(PChar,characterFromID("Will Turner"));
    LAi_ActorDialog(characterFromID("Will Turner"),PChar,"",1.0,1.0);
    //--> CTM (Noticed Norrington had a little speech when loosing the Interceptor)
    LAi_SetActorType(characterFromID("James Norrington"));
    LAi_ActorWaitDialog(PChar,characterFromID("James Norrington"));
    LAi_ActorDialog(characterFromID("James Norrington"),PChar,"",1.0,1.0);
    //<-- CTM
    Characters[GetCharacterIndex("Will Turner")].Dialog.CurrentNode = "Turner_Jail_Break";
    if(AUTO_SKILL_SYSTEM)
    {
        AddPartyExpChar(pchar, "Leadership", 5000);
        AddPartyExpChar(pchar, "Sneak", 50);
    }
    else {AddPartyExp(pchar, 5000);}
    LAi_SetPlayerType(pchar);
    SetQuestHeader("Times_with_Turner"); //CTM            AddQuestRecord("Times_with_Turner", 1);
//Trigger Pirate flag on hitting this location for diect sail
    pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1 = "location";
    pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1.location = "Hispaniola";
    pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition = "Tortuga_for_Annamaria_after_Redmond";
//Trigger Pirate flag on entering map
//    pchar.quest.become_a_pirate.win_condition.l1 = "MapEnter";
//    pchar.quest.become_a_pirate.win_condition = "become_a_pirate";
break;

case "become_a_pirate":
    if (ENABLE_FLAGS == 1)
        {
        PChar.nation=PIRATE;
        HoistFlag(PIRATE);
        for(cc=1; cc<4; cc++)
        {
        if(GetCompanionIndex(PChar, cc) >= 0 && GetRemovable(GetCharacter(GetCompanionIndex(PChar, cc))))
        {
        Characters[GetCompanionIndex(PChar, cc)].nation = PChar.nation;
        }
    }
}

    pchar.ship.nation = PIRATE;
    PChar.nation = PIRATE;
    if (ENABLE_FLAGS == 1) {
        HoistFlag(PIRATE);
    }
    SetRMRelation(GetMainCharacter(), PIRATE, REL_AMNESTY);
    SetRMRelation(PChar, PIRATE, REL_AMNESTY);
    SetRMRelation(PChar, PIRATE, 40);
    UpdateRelations();
    if (ENABLE_FLAGS == 1) iForceDetectionFalseFlag = -1;
            
break;<!--c2--></div><!--ec2-->
to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Turner_and_me_take_ship2":
    Characters[GetCharacterIndex("James Norrington")].Dialog.CurrentNode = "First time";
    Locations[FindLocation("Redmond_Town_01")].reload.l1.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l2.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l3.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l6.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l8.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l9.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l10.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l11.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l12.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l13.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l14.disable = false;
    Locations[FindLocation("Redmond_Town_01")].reload.l15.disable = false;
    SetCurrentTime(10, 0);
    SetNextWeather("Blue Sky");
    SetRMRelation(&PChar, PIRATE, REL_AMNESTY);
    if (ENABLE_FLAGS == 1) iForceDetectionFalseFlag = -1;
    pchar.quest.Turner = "Straight_from_Jail";
    LAi_SetImmortal(characterFromID("Will Turner"), true);
    LAi_SetActorType(characterFromID("Will Turner"));
    LAi_ActorWaitDialog(PChar,characterFromID("Will Turner"));
    LAi_ActorDialog(characterFromID("Will Turner"),PChar,"",1.0,1.0);
    //--> CTM (Noticed Norrington had a little speech when loosing the Interceptor)
    LAi_SetActorType(characterFromID("James Norrington"));
    LAi_ActorWaitDialog(PChar,characterFromID("James Norrington"));
    LAi_ActorDialog(characterFromID("James Norrington"),PChar,"",1.0,1.0);
    //<-- CTM
    Characters[GetCharacterIndex("Will Turner")].Dialog.CurrentNode = "Turner_Jail_Break";
    if(AUTO_SKILL_SYSTEM)
    {
        AddPartyExpChar(pchar, "Leadership", 5000);
        AddPartyExpChar(pchar, "Sneak", 50);
    }
    else {AddPartyExp(pchar, 5000);}
    LAi_SetPlayerType(pchar);
    SetQuestHeader("Times_with_Turner"); //CTM            AddQuestRecord("Times_with_Turner", 1);
//Trigger Pirate flag on hitting this location for diect sail
//    pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1 = "location";
//    pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1.location = "Hispaniola";
//    pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition = "Tortuga_for_Annamaria_after_Redmond";
//Trigger Pirate flag on entering map
    pchar.quest.become_a_pirate.win_condition.l1 = "MapEnter";
    pchar.quest.become_a_pirate.win_condition = "become_a_pirate";
break;

case "become_a_pirate":
    if (ENABLE_FLAGS == 1)
        {
        PChar.nation=PIRATE;
        HoistFlag(PIRATE);
        for(cc=1; cc<4; cc++)
        {
        if(GetCompanionIndex(PChar, cc) >= 0 && GetRemovable(GetCharacter(GetCompanionIndex(PChar, cc))))
        {
        Characters[GetCompanionIndex(PChar, cc)].nation = PChar.nation;
        }
    }
}

    pchar.ship.nation = PIRATE;
    PChar.nation = PIRATE;
    if (ENABLE_FLAGS == 1) {
        HoistFlag(PIRATE);
    }
    SetRMRelation(GetMainCharacter(), PIRATE, REL_AMNESTY);
    SetRMRelation(PChar, PIRATE, REL_AMNESTY);
    SetRMRelation(PChar, PIRATE, 40);
    UpdateRelations();
    if (ENABLE_FLAGS == 1) iForceDetectionFalseFlag = -1;
    
    LAi_SetActorType(characterFromID("Will Turner"));
    Lai_ActorFollow(characterFromID("Will Turner"), pchar, "Tortuga_for_Annamaria_after_Redmond_2", 3.0);        
break;<!--c2--></div><!--ec2-->
 
Theoretically this should be enough:
<b>Edit:</b> Oops... how about this?<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Turner_and_me_take_ship2":
            Characters[GetCharacterIndex("James Norrington")].Dialog.CurrentNode = "First time";
            Locations[FindLocation("Redmond_Town_01")].reload.l1.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l2.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l3.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l6.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l8.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l9.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l10.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l11.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l12.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l13.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l14.disable = false;
            Locations[FindLocation("Redmond_Town_01")].reload.l15.disable = false;
            SetCurrentTime(10, 0);
            SetNextWeather("Blue Sky");
            pchar.quest.Turner = "Straight_from_Jail";
            LAi_SetImmortal(characterFromID("Will Turner"), true);
            LAi_SetActorType(characterFromID("Will Turner"));
            LAi_ActorWaitDialog(PChar,characterFromID("Will Turner"));
            LAi_ActorDialog(characterFromID("Will Turner"),PChar,"",1.0,1.0);
            //--> CTM (Noticed Norrington had a little speech when loosing the Interceptor)
            LAi_SetActorType(characterFromID("James Norrington"));
            LAi_ActorWaitDialog(PChar,characterFromID("James Norrington"));
            LAi_ActorDialog(characterFromID("James Norrington"),PChar,"",1.0,1.0);
            //<-- CTM
            Characters[GetCharacterIndex("Will Turner")].Dialog.CurrentNode = "Turner_Jail_Break";
            if(AUTO_SKILL_SYSTEM)
            {
                AddPartyExpChar(pchar, "Leadership", 5000);
                AddPartyExpChar(pchar, "Sneak", 50);
            }
            else {AddPartyExp(pchar, 5000);}
            LAi_SetPlayerType(pchar);
            SetQuestHeader("Times_with_Turner"); //CTM (changed where it starts: getting rid of quest book mucking up)
            AddQuestRecord("Times_with_Turner", 1);

            if (ENABLE_FLAGS == 1) {
                iForceDetectionFalseFlag = -1;
                HoistFlag(PIRATE);
            }
            pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1 = "location";
            pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1.location = "Tortuga_port";
            pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition = "Tortuga_for_Annamaria_after_Redmond";
        break;

// Bartolomeu o Portugues CotBP Starts Here
        case "Tortuga_for_Annamaria_after_Redmond":
            LAi_SetActorType(characterFromID("Will Turner"));
            Lai_ActorFollow(characterFromID("Will Turner"), pchar, "Tortuga_for_Annamaria_after_Redmond_2", 3.0);
        break;
            
        case "Tortuga_for_Annamaria_after_Redmond_2":
            iForceDetectionFalseFlag = 0;
            pchar.quest.Turner = "Change_over_to_Bartolomeu_Quest";
            characters[GetCharacterIndex("Will Turner")].Dialog.Filename = "Will Turner_dialog.c";
            LAi_SetActorType(characterFromID("Will Turner"));
            LAi_ActorDialog(characterFromID("Will Turner"),PChar,"",10.0,1.0);
            Characters[GetCharacterIndex("Will Turner")].dialog.currentnode = "begin_28";
        break;<!--c2--></div><!--ec2-->
 
Also:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Turner_and_me_back to film":
            DeleteEnterLocationQuest("Tortuga_tavern", "Jackpot_start_check");
            if(AUTO_SKILL_SYSTEM)
            {
                AddPartyExpChar(pchar, "Leadership", 5000);
                AddPartyExpChar(pchar, "Sneak", 50);
            }
            else {AddPartyExp(pchar, 5000);}
            if (ENABLE_FLAGS == 1) {
                iForceDetectionFalseFlag = -1;
                HoistFlag(PIRATE);
            }
            pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1 = "location";
            pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition.l1.location = "Tortuga_port";
            pchar.quest.Tortuga_for_Annamaria_after_Redmond.win_condition = "Tortuga_for_Annamaria_after_Redmond";
        break;<!--c2--></div><!--ec2-->
 
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