• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Search results

  1. T

    Needs Testing Intelligent AI retreats and surrenders

    I'm taking a break from the board and modding. Anyone is welcome to take over the AI improvements, they should basically be ready to go in the current fixed state after my most recent upload. All the needed retreat checks are unified and in, and the surrenders have been rebalanced according to...
  2. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    No, this is compeltely not the case. There are only two parts of the code. The retargeting logic for targeting away from surrendered enemies was ALREADY in place, I just corrected it so it actually works by adding a lone. It was always intended and present. The only other part is an if...
  3. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    Yep, the task updates actually aren't hard, it just looks like If(guy you are targeting has attribute surrendered) target closest enemy instead. There was a check for that written already actually, but it wasn't fully working, but started working when I made a slight change. Then a full...
  4. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    @Levis oh my mistake, I see what you mean. :) The answer is it would be fine, but it won't acomplish anything, because checkallships with initilize at false runs every few moments no matter what you do. Checkallships is running constsntly in the background, if you sail around it is running...
  5. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    @Levis EDIT: oh I see, but I think checkallships runs constsntly in the background with initilize set to false, see below post. I don't think running it here an extra time at surrender would do anything at all, neither harmful nor helpful.
  6. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    In some technical sense maybe, but if the bug being "hidden" means it doesn't occur in 99% of cases, I'd call that 99% fixed. A hidden bug thst never bothers players might as well not exist. :) Got it, I'll only call it when it is the last group member surrendering. Actually Pieter, your...
  7. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    @Levis no clue, but I have tested my fix over 10 times, using the console to force surrenders of flagships of various fleets, and holding off on the refresh fixes the problem. Interestingly, the ships do know who their friends and enemies are perfectly correctly without the refresh. I can see...
  8. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    @Pieter Boelen Ah I understand your last question--no, you misunderstand I most certainly have NOT changed anything in how the relations system functions anywhere. All I have done is change the call of that function at the end of surrender code, in that one time. And I will only have it hold...
  9. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    The only purpose I can see of updating nation relations at the point of surrender is to keep other ships from firing on the surrendered ship, or to allow fast travel without boarding the ship or sailing away. The first goal can be achieved using the targeting logic to redirect the ships to fire...
  10. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    Ah, figured it out just now. I'll just have a check to run the refresh function set to true for initialize instead of false if the surrendering ship was a member of a 1 person fleet (surrendered ships are transferred to a new group as they surrender, so entually the enemy fleet will only have 1...
  11. T

    Needs Testing Intelligent AI retreats and surrenders

    New Version posted to first post! Included fix for that old bug of flagship surrender causing other ships to go neutral, caveat is if all of an enemy fleet surrenders, and you have allies, and you don't board any vessels, then some of the remaining allies might keep firing on the surrendered...
  12. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    Ok, so the surrendered ships are already neutral to everyone with the fix, the only issue is getting the AI ships to retarget. I did a little change to AISHIP targeting logic, and it seems to have at least have the AI retarget to a live vessel if they were targeting a surrendered one. However...
  13. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    EDIT: Ah, the surrendered ships are already neutral to everyone. Figured out the remaining issue, see below.
  14. T

    Needs Testing Intelligent AI retreats and surrenders

    @Cassadar No clue why it was grabbing the wrong number then, weird! What I'm going to do is remove the modifier influence for my new surrender mechanic, the modifier can continue to influence the old one. It was always designed for the morale based surrenders anyway. That should fix whatever...
  15. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    @Pieter Boelen @Levis @Grey Roger I think I've got the bug fixed. I'm putting it into my AI changes for further testing, but here's the full report. A somewhat abbreviated summary later down. First, the full explanation: The bug comes from running this line at the end of the surrender code...
  16. T

    Needs Testing Intelligent AI retreats and surrenders

    @Cassadar , thank you, that is pretty awesome info, and your detailed description of the battle helps a great deal. It helps me to understand the compilelog wonderfully. Let me annotate your narrative with info from the compilelog, and thoughts on what we might change going forward: WITHDRAWL...
  17. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    Just tested a 4th time, it is completely reliable, loading a save right before going hostile to the other fleet by raising a pirate flag prevents the bug from occuring, it doesn't just fix it by refreshing. BTW, in case anyone wants it, here is a console code for forcing the nearest ship to...
  18. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    Yep, weird right? It made testing the bug hard, because I had to find a new fleet everytime. The save alongside that allied fleet just would not generate the bug, tried 3 times with raising the pirate flag and consoling the flagship to surrender. Instead, the other ships would stay properly...
  19. T

    Needs Testing Intelligent AI retreats and surrenders

    Yep, that's right. From a coding perspective, I'm trying to be very conservative and safe to avoid any unforseen problems like that, so I'm only: 1) fixing a broken function to actually work like it was intended. The fixed function is fully tested without errors, has checks to prevent errors...
  20. T

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    @Pieter Boelen Well, as you expected, I had no luck trying to fix this. I tried: A) reinitilizing relations in various ways B) find the surrendered ship or the new group commander's "last ball character", set their task to attack him, and set their relations to him to enemy C) reaarange...
Back
Top