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Included in Build Revamped Smuggling [3.3 compatible]

Indeed I got the book from a dead soldier. The second screenshot is from the actual looting interface.

What file has the ImproveSmuggling unlock in it? I can't find it right now.... :facepalm

Anyway, will check your fixes as soon as I can. Thanks for your hard work! :bow
 
I forgot to include this file in the release.
This should make sure the item is shown correctly in the items overview.

How do you trigger that description window in the loot window?
I can't find any other instance in the interfaces where the description is called which isn't fixed already....
 

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  • items.c
    58.7 KB · Views: 124
@Pieter Boelen I forgot to add it in the book creation. I did it else first but changed to this way later on but forgot to include it here. This should do the trick. (for the perk)
 

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  • smuggling.c
    49.5 KB · Views: 118
Ah I missed one instance.
Here it is.
Please put this one in the interface folder

@Pieter Boelen please include this file and the previous one in the updated installer.
 

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  • itemsbox.c
    120 KB · Views: 117
So what are the toughts on the books? Should there be a chance they dont have one with them?
I personally think they should have, it makes it easier indeed but in 150 days or so the smuggling schedule for the island will be changed again so you can only profit for a small period.
 
How do you trigger that description window in the loot window?
Right-click on the item in the Loot Interface.

@Pieter Boelen please include this file and the previous one in the updated installer.
Will update it as soon as I find the time. Should be before the end of tomorrow at the latest.

So what are the toughts on the books? Should there be a chance they dont have one with them?
I personally think they should have, it makes it easier indeed but in 150 days or so the smuggling schedule for the island will be changed again so you can only profit for a small period.
Agreed. Especially now that the feature is new, it helps with making it obvious to the player too. :yes
 
Did a quick test and all the above seems to be working now.

Only thing I didn't check yet is the Questbook entries on the second smuggling run.

Also, is there a patrol schedule on a corpse EVERY time even if you already have the up-to-date one?
You could end up with quite a lot of the same items then. Is there any way to get rid of them? I notice already that you can't sell them.
How about allowing you to sell excess ones to the smugglers in the taverns?
And if you sell them an out-of-date one, that could lead to some more double-crossing fun?
Just to prevent cluttering the player's inventory too much.
 
Did a quick test and all the above seems to be working now.

Only thing I didn't check yet is the Questbook entries on the second smuggling run.

Also, is there a patrol schedule on a corpse EVERY time even if you already have the up-to-date one?
yes there is
You could end up with quite a lot of the same items then. Is there any way to get rid of them? I notice already that you can't sell them.
How about allowing you to sell excess ones to the smugglers in the taverns?
tought about that but think that would unbalance it, hence I want to add a "toss" option
And if you sell them an out-of-date one, that could lead to some more double-crossing fun?
Just to prevent cluttering the player's inventory too much.
 
Here's a suggestion on those patrol books:
Code:
  string idbook = CreatePatrolBook(Islands[GetCharacterCurrentIsland(Pchar)]);
  if(!CheckCharacterItem(Pchar, idbook)) GiveItem2Character(sld, idbook); // PB: Prevent multiple instances of the same book
Doesn't prevent you getting lots of them, but should at least prevent you getting more than one of the same version.
I think....
 
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That might be an good addition pieter.
Here is some more work from me.
If you add this you will have the ability to toss items.
You can't remove the "fist" and "archipelago map" and you cant toss any quest items either. The cursed coin can't be tossed also of course. Also equiped items can't be tossed. Before you toss and item you will get an prompt first to ask for confirmation.

@Pieter Boelen , @Jack Rackham , @Bartolomeu o Portugues did I forget something with this?

other fixes posted above are also included in this altough i see they are also included in the installer already :).
 
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With "toss an item", you mean get rid of an item by throwing it away instead of selling it?
I'm not entirely sure when you might want to do that, apart from with outdated quest type items that no longer serve a purpose.
Anything that has any monetary value at all would be more profitable when sold. Right? :confused:

The "albatross (mineral4)" should be an exception too if it isn't already.
 
This actually allows for some items with no real market value but still interesting info on them.
It might be some prework for things I have planned also ;).
also it allows for the patrol schedules to be trown away if they are not needed anymore. I can't imagine someone wants to buy them if they are outdated :p.

included the albatros to the exceptions.
 

Attachments

  • FINAL_I_HOPE_4.zip
    94.5 KB · Views: 88
Ahaaaaaa..... You've got MORE fun stuff planned, eh? Consider me interested! :cheeky
 
Why do you think I go trough all this trouble of making sure you can have books etc which can be generated during the game to have new versions.
I'm going to use this feature more in the future.

There is one problem with it tough now.
The items which are generated (the books) wont dissapair again when they get outdate, so the amount of initialized items will start to grow during the game play. This means it could reach the max of 1700 items. But at a clean start only about 900 items are used I believe, if not less actually. So there is room for about 800 books. The book is only generated once you actually get caught by a guard and it takes about 180 days to generate a new patrolling schedule.
From the top of my head there are about 15 islands which actually have a schedule. so that means if you try each island every time a new patrolling schedule is made you could play for about 22 years before the items array would be full. So for now I don't see this as a problem.
I will add a feature later to remove items which aren't used anymore so this problem wont occur (unless you keep them all stored somewhere :p).
And if it really becomes a problem we can always increase the MAX_ITEMS :p.
 
@Jack Rackham has already gradually been bumping up MAX_ITEMS. We may want to be careful with that.

Would it be possible to reuse the same two item IDs per island?
So the third book overwrites the first one instead of adding a new one?
 
@Jack Rackham has already gradually been bumping up MAX_ITEMS. We may want to be careful with that.

Would it be possible to reuse the same two item IDs per island?
So the third book overwrites the first one instead of adding a new one?

I'm going to introduce something like that yes.
The calculation I just made it to show you it's not that big of a problem atm, and I will soon add something to fix this but I don't expect it to be ready for this release but in 3.4 it will.
Probally nobody will notice it ;).

But just incase I've already added a flag to added items so they can be recognised between the normal items.
 

Attachments

  • items_utilite.c
    86.3 KB · Views: 154
hmmm due to all those updates going so quick now I think this very small bugfix was lost somewhere. Just noticed it while doing some testing.
Now the version will actually count up :p.

@Pieter Boelen I really think I caught everything now .... XD

Changed the first post to include new features will which be implemented for 3.4
 

Attachments

  • smuggling.c
    49.7 KB · Views: 105
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Very cool!

I see you didn't include this change yet:
Code:
if(!CheckCharacterItem(Pchar, idbook)) GiveItem2Character(sld, idbook); // PB: Prevent multiple instances of the same book
Do you want that added as well?

Additionally, any luck on the Antigua "all goods are contraband" exception?

I'm going to introduce something like that yes.
The calculation I just made it to show you it's not that big of a problem atm, and I will soon add something to fix this but I don't expect it to be ready for this release but in 3.4 it will.
Probally nobody will notice it ;).
For your calculation, did you take into account that each qualitized weapon counts for 6 items? There must have been a reason for Jack Rackham increasing the numbers....? :confused:

But just incase I've already added a flag to added items so they can be recognised between the normal items.
The file attached to your post is identical to the one already in my game? Did you upload the right one?
 
- If you got caught by a guard in possession of a patrolling schedule (random event I think) they will confiscate it and change the schedule
That definitely makes sense! I like it. If you have the chance to include that for Beta 3.3 still, I don't think you'd hear me complaining. ;)
Even if it is a simple version where, if you arrive outside a break time and you do get caught despite having the schedule, then they will confiscate and change it.

Though indeed it would be more fun if there were ALWAYS a risk of this, also when randomly walking around towns.
On that subject, perhaps the guards should care more about you walking around their town if you are hostile to their nation.
Right now, if you managed to get into the town, nobody will challenge you. Only the shipyard/store may refuse to deal with you.
But never do you actually get attacked by the soldiers for being an enemy of the state. :facepalm

- Smugglers wont deal with you once the market is saturated already (for a while)
This could potentially be annoying for players who like to smuggle a lot.
 
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