I have changed so the books can be sold now. If you manage to steal all books you'll
get a reward - but with a twist...
get a reward - but with a twist...
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Oh dear!If you manage to steal all books you'll
get a reward - but with a twist...
I only added the casino (now renamed "gambling house"), I haven't worked on an actual quest yet, just brainstorming for idea's. So if you want to use the location feel free to ask and you could. Or if you want you can use some of the assets I made for it in your location. I mean it's not that weird to have two big gambling locations in the Caribbean, especially with this one being on the main land. I was hoping on adding another one somewhere else, so if you want to feel free to do that.Given the possible developments elsewhere I think we need to give an outline of what the gambler trophy quest is intended to contain. Basically it is an opportunity to enter a Pan-Caribbean invitation poker tournament at a new location
If you're not a Gambler this may well be you only opportunity to glimpse the location
(it would have been more casino like but that ship seems to have sailed in the interim - so the drawing board had to be revisited!).
Thanks for the file. I have looked at it and tried a number of hands - had two hands where king high was said to beat Ace high (i have the compile log for at least one if you haven't seen that behaviour).@pedrwyth here is a WIP version of the gamble.c interface file I've been working on. Still need to finish up some of the debug strings but I think this should be a lot more clear.
If you look in the GetGameBet function you'll that the functionality you where talking about is already build in. So probably this file will make it easier for you .
I can understand that for blackjack/twenty one but not for poker consequently I have added in a shuffle before each poker hand is dealt.- For both poker and blackjack the pack of cards is only reshuffled after you depleted it.
I saw the bug for the highcard also yesterday.Thanks for the file. I have looked at it and tried a number of hands - had two hands where king high was said to beat Ace high (i have the compile log for at least one if you haven't seen that behaviour).
However I have altered where the gambler shows his poker hand and placed a further UpdateBetButtons(BetIndex) to allow betting on a changed hand. I can't quite see how to do that for an unchanged (ie pat, high value hand), yet - I think I need a console command to set up that type of hand because it takes forever if you're waiting on a clean deal to produce it . Here is the file as I currently have it (my changes tagged PW), you can probably make a more elegant code solution for that functionality.
I had also earlier got rid of the laughter /sound effects and changed most of the in game messages (for a tournament setting) since the swearing and gloating is out of place there. I can easily add all that back in when your code is finalised together with the change to chips, hand count etc.
I can understand that for blackjack/twenty one but not for poker consequently I have added in a shuffle before each poker hand is dealt.
if(ValidateCombination(playerChar)>=16)
//UpdateBetButtons(BetIndex);//PW would placing this here allow betting on pat hand before enemy turn? not tested
if(ValidateCombination(playerChar)!=19)
{
SetNodeUsing("ENFACE",true);
SetSelectable("ENFACE",true);
bGambleMove = true;
bStart = true;
}
}
Very true somehow tidying up my comment there I must have overwritten it - it should be
if(ValidateCombination(playerChar)>=16)
{
//UpdateBetButtons(BetIndex);//PW would placing this here allow betting on pat hand before enemy turn? not tested
if(ValidateCombination(playerChar)!=19)
{
SetNodeUsing("ENFACE",true);
SetSelectable("ENFACE",true);
bGambleMove = true;
bStart = true;
}
}
For good measure, if the opponent has high "Luck/Sneak" skill, allow him to bluff, or to check his skill versus your skill plus a random number to see if he falls for it if you bluff. Bluffing is a key part of poker. Showing your hand after you bluffed and he folded, causing him to get annoyed and make more mistakes, is another part. Poker is a lot more than just comparing hands! (I've never played it but I sometimes watch it on TV, and a good bluff is always fun to watch!)I do like the idea of betting on your hand. I does make me wonder, should we change poker so that it just has a default blind bet (and you can set this for the occasion, so for a tournament the blind cloud be larger for example). and if you think your hand is good you can raise the bet.
But should the opponent then also be able to raise their bet? And if you don't want it you can fold to give up the bet money instead of potentionally lose more?
I do like the idea of betting on your hand. I does make me wonder, should we change poker so that it just has a default blind bet (and you can set this for the occasion, so for a tournament the blind cloud be larger for example). and if you think your hand is good you can raise the bet.
But should the opponent then also be able to raise their bet? And if you don't want it you can fold to give up the bet money instead of potentionally lose more?
For good measure, if the opponent has high "Luck/Sneak" skill, allow him to bluff, or to check his skill versus your skill plus a random number to see if he falls for it if you bluff. Bluffing is a key part of poker. Showing your hand after you bluffed and he folded, causing him to get annoyed and make more mistakes, is another part. Poker is a lot more than just comparing hands! (I've never played it but I sometimes watch it on TV, and a good bluff is always fun to watch!)
@pedrwyth Here is again a WIP version of my gambling file.
In poker after you both changed your hand the gambler will ask you if you want to raise, the amount of raises you can do will depend on your location (for now in taverns you can only raise it once while in the casino you can do it twice). I've added two lines in the habitue_dialog.h for this so included that here too.
The removal of sounds I haven't included yet. I think we should do this by a variable or something so you can set it based on quests or locations.
if (!checkAttribute(playerChar,"quest.poker.started"))PlaySound("gamble_shout_win");
Just a WIP place holder.Also I noticed you have a different background in your file. Is that the background used for your tournament or just a replacement?
That's the nice thing about the game, you may know the odds against something but it doesn't mean it can't happen. That, apart from decisions like whether to risk trying to fill a straight or flush or keep a low pair and hope for a match, is about all there is to the in-game game as it stands, so it was good to see the dealer's draw right at the end and see if you were winning until that last draw - so I'll see how it feels now you have that taking place earlier (to give that extra info about how many cards they draw). Should be OK though still just bet some more and see the winner.I think this way there is a nice balance. you have some information about the opponent based on what they discarded but even while I've written the AI now I was surprised by the result sometimes.
For now I left the poker not shuffling in it because I still thinks it adds a layer of extra play which you will only detect if you are doing it more.
Yeah the use of the dialogfile is a bit weird, and still produces an error also. I'm still looking into that because I haven't found which system actually loads in the dialog file.Habitue_dialogue.h is where I have already extra dialogue related to getting an invite to the tournament (within a girl won in a card game ), I added a comment at the bottom to warn future modders of its unusual use in gamble.c which seems to mean you have to change the file length declared in there if you add extra dialogue lines (even if they don't relate to gambling). Not a problem to merge them later. I also have some extra interface_string for changed dialogues (well in game text)
However I know I can't agree to not shuffle before each poker hand, a depleted pack may make an interesting card counting challenge but whatever it is, it is not poker as I know it. It may replace the missing human element with something else but it throws all the odds . So I guess that's heading for a toggle in internal settings (with my vote being for shuffle as the default).
The problem is that "debug.c" is loaded for every dialog. I've seen that cause an error as well - it certainly causes an error every time you gamble, and causes the same error at other times, though I haven't found a similarly reliable cause.Yeah the use of the dialogfile is a bit weird, and still produces an error also. I'm still looking into that because I haven't found which system actually loads in the dialog file.
Character.Dialog.Filename.Debug = "Debug.c";
For vingt-un, I agree, do not shuffle until the deck is depleted, as card-counting is a valid strategy. For poker, I agree with @pedrwyth, shuffle the deck every time.I haven't decided on this yet. I just forgot to change it (back) in my version . I can see that shuffling would be good to have the same odds every game. On the other hands having the option for some card counting is interesting too. So I'm also still in doubt here. For blackjack I'm sure it should not shuffle unless the deck is depleted.
For vingt-un, I agree, do not shuffle until the deck is depleted, as card-counting is a valid strategy. For poker, I agree with @pedrwyth, shuffle the deck every time.
For blackjack I'm sure it should not shuffle unless the deck is depleted.
For vingt-un, I agree, do not shuffle until the deck is depleted, as card-counting is a valid strategy. For poker, I agree with @pedrwyth, shuffle the deck every time.
Please don't. I'm already having trouble understanding all the new changes. When I don't understand code, I get suspicious. When I get suspicious, I'm liable to leave it out of the next update. However, to be fair, I'll test the version from post #94 when I get time and check that vingt-un/blackjack, at least, still works properly. (I'd already made a very minor fix which made the game stop at once if either the player or the opponent were dealt a natural 21, and tested it - it worked fine. The only problem I could see is that the opponent wins ties, whereas ties ought to result in no money changing hands.)Ok I will change that. I also had a little look at how the name of the game was used exactly and I think I should be able to alter the code a little bit to make it easier to change the name of the game without it altering the logic. So will try to implement that also.