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    Maelstrom New Horizons


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Assassin Main Quest

You're right ! I made a mistake when I was working on Lai_Monsters <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> . I used an old one. In the Alpha 9 light we can find the last one released (14 March 2009)

About the ship sinking, I will try your different suggestions. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Isn't there a modified file in one of the patches too? Don't remember and can't check right now. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=313942:date=Apr 17 2009, 10:56 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 17 2009, 10:56 AM) <a href="index.php?act=findpost&pid=313942"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Isn't there a modified file in one of the patches too? Don't remember and can't check right now. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
No, the last release was in alpha 9 light. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Otherwise, I tried all your suggestions and nothing works. Only the code change that ASVS made in the PROGRAM/Locations/Locations_loader.c works and just for the horizontal movement and no specific ship.
And even in this last case, I’ve got a bunch of errors.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Darn. I'll see what I can do for you, but it seems I again have way too much to do for one weekend.
I'm currently working on the following:
- Alpha 9 Patch 3
- Additional Eleuthera download
- Updated Development Resources that WORK

Then I also need to do some experimenting with:
- Musketeers for Damski62
- Ship sinking code for you
- "Dangerous" location code update

I'm afraid I'm not going to manage all the above; I have only one more day to get it all sorted and I also need to get some proper rest. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Maybe this works better. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(CheckAttribute(location,"dangerous") && NationsRelations2MainCharacter[sti(GetLocationNation(location))] <= RELATION_ENEMY)<!--c2--></div><!--ec2-->It was checking if it was equal before, which means it'd only work on relation -90 and not when it's lower; oops. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
By the way, why not delay the update ? and include Alpha 9 Patch 3+ Additional Eleuthera download+ Updated Development Resources in a single file ?
 
That's what I'd like to do, but we need to fix some things in the Eleuthera and Development Resources for that and I'm afraid nobody's going to even try to fix those unless they're available in such a way that they at least work for as much as possible. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Understood <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I have come up with a new formula for deciding whether you should be attacked in a dangerous location or not:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// KK -->
        if (GetLocationNation(location) != PERSONAL_NATION)
        {
            // PB: For Bartolomeu -->
            if(CheckAttribute(location,"dangerous") && 10*(GetNationRelation2MainCharacter(sti(GetLocationNation(location)))-REL_MIN)/REL_WAR>-(10-rand(sti(PChar.skill.luck))))
            {
                relation = LAI_GROUP_ENEMY;
            }
            else
            {
                relation = LAI_GROUP_NEITRAL;
            }
            // PB: For Bartolomeu <--
        }
        else
            relation = LAI_GROUP_FRIEND;
// <-- KK<!--c2--></div><!--ec2-->
The chance to be attacked in a dangerous location decreases as your luck skill is higher and increases as your nation relation is worse.
Also, for each luck value there is a nation relation value below which you will always be attacked.

The general idea of this is to work the location relation to a value that is 10 on REL_WAR and is 0 on REL_MIN.
This is then compared to a random value between 0 and PChar.skill.luck.

See attached Excel file for a better overview of what the formule does.
Press F9 to recalculate the RAND_LUCK value and see what happens to the attack/safe cells.
You can change the LUCK value in cell B3 to see what happens on a player with different luck skills.

I am hoping very much that Hook can have a look at this.
This is the first time I've come up with such a complicated-looking formule and I'd like to be sure it does what it's supposed to. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
For sinking, I found the following code in PROGRAM\SEA_AI\AIShip.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // set attributes for sinking effect
    rDead.Ship.Sink = "";
    aref aSink; makearef(aSink, rDead.Ship.Sink);
    aSink.Speed.y = 0.35;    // speed of sink y
    aSink.Speed.x = 0.017 * (frnd() * 2.0 - 1.0);    // speed sink angle rotate around x
    aSink.Speed.z = 0.017 * (frnd() * 2.0 - 1.0);    // speed sink angle rotate around z<!--c2--></div><!--ec2-->
<b>Edit:</b> I just put this in console.c for testing:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    pchar.Ship.stopped = false;
    pchar.Ship.Speed.z = 1.5;<!--c2--></div><!--ec2-->
This does indeed work, but generates insane amounts of error messages. Which is weird, because I thought it worked properly in the past. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Does anyone have any idea what's the problem here? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
It appears to me that the game's having trouble handling a ship sailing around without the captain being at sea. Maybe it'd work better if the character ISN'T the pchar.

<b>Edit 2:</b> Trying this on Thomas the Terror in the beginning of the Jack Sparrow quest works worse.
The ship doesn't make sail at all, but I still get all the errors. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<div class='codetop'>CODE</div><div class='codemain' style='height:200px;white-space:pre;overflow:auto'>RUNTIME ERROR - file: Towns\Towntable.c; line: 918
missed attribute: island
RUNTIME ERROR - file: Towns\Towntable.c; line: 918
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 945
missed attribute: island
RUNTIME ERROR - file: Towns\Towntable.c; line: 945
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 950
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 950
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 952
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 952
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 955
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 955
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 918
missed attribute: island
RUNTIME ERROR - file: Towns\Towntable.c; line: 918
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 945
missed attribute: island
RUNTIME ERROR - file: Towns\Towntable.c; line: 945
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 950
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 950
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 952
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 952
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 955
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 955
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 918
missed attribute: island
RUNTIME ERROR - file: Towns\Towntable.c; line: 918
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 945
missed attribute: island
RUNTIME ERROR - file: Towns\Towntable.c; line: 945
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 950
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 950
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 952
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 952
no rAP data
RUNTIME ERROR - file: Towns\Towntable.c; line: 955
missed attribute: group
RUNTIME ERROR - file: Towns\Towntable.c; line: 955
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4163
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
missed attribute: turn
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4168
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
missed attribute: stormprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4237
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
missed attribute: strand
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 3997
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
missed attribute: camera
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4493
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
missed attribute: longrangeshoot
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 134
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
missed attribute: shipspeedup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4048
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4049
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
missed attribute: shipturnrateup
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4159
no rAP data
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
missed attribute: sailingprofessional
RUNTIME ERROR - file: sea_ai\AIShip.c; line: 4160
no rAP data</div>
 
GetNationRelation2MainCharacter() returns a value of 0, 1 or 2. I think you want to be using NationsRelations2MainCharacter[] in that calculation.

Other than that it looks fine. If it works in the code the same way as in the spreadsheet, you're good to go.

Hook
 
Thanks Hook! So then it would be:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// KK -->
        if (GetLocationNation(location) != PERSONAL_NATION)
        {
            // PB: For Bartolomeu -->
            if(CheckAttribute(location,"dangerous") && 10*(NationsRelations2MainCharacter[sti(GetLocationNation(location))]-REL_MIN)/REL_WAR>-(10-rand(sti(PChar.skill.luck))))
            {
                relation = LAI_GROUP_ENEMY;
            }
            else
            {
                relation = LAI_GROUP_NEITRAL;
            }
            // PB: For Bartolomeu <--
        }
        else
            relation = LAI_GROUP_FRIEND;
// <-- KK<!--c2--></div><!--ec2-->
Can you please test the above, Bartolomeu? I don't have time for it anymore. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<b>Edit:</b> Well, it doesn't crash my game, so that's good. Don't know if it actually <i>works</i> though either. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Just a short note for Bartolomeu: Since you have a slow internet connection, you might want to wait with downloading Patch 3.
Next weekend I'll try to make one file including ALL the new content (Patch 3 + Eleuthera + Development Resources).
If I manage that, it would save you a lot of redownloading of files you already have.
 
Thanks Pieter, I will try your code for the dangerous locations <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

About the sinking ship, it seems you found the same kind of bug than me <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
Anyway, as I said I can make a small video showing a ship(in this case the lineship5) sinking. I'm going to prepare a <i>beautiful</i> sabotage mission <img src="style_emoticons/<#EMO_DIR#>/ph34r.gif" style="vertical-align:middle" emoid=":ninja" border="0" alt="ph34r.gif" />
 
Of course it would be nice to get that "ship sailing in shore mode" working. Seems that is required if any sinking is to be done in shore mode. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I'm sincerely hoping that "dangerous location" code does what I want it to. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=314584:date=Apr 20 2009, 07:23 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 20 2009, 07:23 AM) <a href="index.php?act=findpost&pid=314584"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just a short note for Bartolomeu: Since you have a slow internet connection, you might want to wait with downloading Patch 3.
Next weekend I'll try to make one file including ALL the new content (Patch 3 + Eleuthera + Development Resources).
If I manage that, it would save you a lot of redownloading of files you already have.<!--QuoteEnd--></div><!--QuoteEEnd-->

My problem is for the files on FTP seeing we need the FTP Commander for them and in the cybercafe I can't use it.

By the way, I'm right now in the cybercafe and I downloaded Patch 3 + Eleuthera + experimental mods. (I was pretty impatient to see the new stuff <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ) . Maybe you could release at the same time that the Big update, a small update next weekend so that I can't download the big file. Sorry Pieter <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Good point on FTP Commander; that is REALLY annoying. I can put the hopefully-next-weekend-big-file on Pieter's Pirate Page instead then.
So you want a small update that does NOT include the Patch 3 and Eleuthera content, right? Agh... I had hoped to prevent myself from having to make and upload that <i>too</i>. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
If it's too annoying don't make the small update Pieter. The only problem is the speed rate; it is a bit too slow. Maybe you should put your big update on MOd DB for a higher speed rate. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Otherwise, here's an update. It contains a fix for h_spy1 and h_spy2 + some other things. I noted that the experimental mod contains the new french officer. I will use it for the next mission of the Assassin Main Quest. By the way, I know it's a bit weird (No, I'm not crazy <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ), but I would like a Time Bomb interface picture. I think in that time existed some rudementary time bombs.

And for the new Bartolomeu mission I'm going to make a video showing Bartolomeu climbing the Rock. I will need to make 3 locators for the video. One on the shore and two on the rock. I think I will even need to make a climbing animation for Bartolomeu thanks to the TOOL. After the video, the player will be reloaded on a new locator near the chest.
 
<!--quoteo(post=314944:date=Apr 21 2009, 10:35 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 21 2009, 10:35 PM) <a href="index.php?act=findpost&pid=314944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If it's too annoying don't make the small update Pieter. The only problem is the speed rate; it is a bit too slow. Maybe you should put your big update on MOd DB for a higher speed rate. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I'll try to make the small version too, as time permits. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
I'd rather not put the file on the ModDB, since it's not really intended for "public use". How fast can you download from Pieter's Pirates Page?
That's where I'll be uploading to.

I'm thinking... maybe, just maybe... once I made that file and we do some testing/fixing on it, we can release it as Build 14 Alpha 10.
Then once we fixed the main issues left in Alpha 10, could we... go to... beta stage...? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=314944:date=Apr 21 2009, 10:35 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 21 2009, 10:35 PM) <a href="index.php?act=findpost&pid=314944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Otherwise, here's an update. It contains a fix for h_spy1 and h_spy2 + some other things. I noted that the experimental mod contains the new french officer. I will use it for the next mission of the Assassin Main Quest.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks a lot. The French nobleman is INTENDED for the Assassin quest, so I don't imagine Thomas will mind. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
As for h_spy1 and h_spy2, I imagine the change is tha you swapped the two? I remember I swapped the models, but think I forgot the heads. Ugh. Sorry 'bout that. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=314944:date=Apr 21 2009, 10:35 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 21 2009, 10:35 PM) <a href="index.php?act=findpost&pid=314944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, I know it's a bit weird (No, I'm not crazy <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ), but I would like a Time Bomb interface picture. I think in that time existed some rudementary time bombs.<!--QuoteEnd--></div><!--QuoteEEnd-->Someone else would need to confirm on the historical realism, but I imagine they WOULD have had powder kegs with long fuses, which is almost equal to a time bomb, right?
Sounds like a really interesting idea too! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=314944:date=Apr 21 2009, 10:35 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 21 2009, 10:35 PM) <a href="index.php?act=findpost&pid=314944"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And for the new Bartolomeu mission I'm going to make a video showing Bartolomeu climbing the Rock. I will need to make 3 locators for the video. One on the shore and two on the rock. I think I will even need to make a climbing animation for Bartolomeu thanks to the TOOL. After the video, the player will be reloaded on a new locator near the chest.<!--QuoteEnd--></div><!--QuoteEEnd-->Wow; that sounds REALLY cool too. You're doing an incredible job with your quests! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
And that fort location looks a LOT better ingame than in the GM Viewer; I checked it in there and it looked fairly dull. But ingame it looks GREAT! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
about the h_spy1 and h_spy2 there were some name errors about the tga.file; So, no skin for the animation head.

The transfer rate is limited to 140 ko/s instead of 500 ko/s on MOd DB.. I think <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

By the way, about the fort, I noted the random soldiers are so many that they block the stairs. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> It's almost impossible to go to the top of the fort.
 
<!--quoteo(post=314947:date=Apr 21 2009, 11:09 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 21 2009, 11:09 PM) <a href="index.php?act=findpost&pid=314947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->about the h_spy1 and h_spy2 there were some name errors about the tga.file; So, no skin for the animation head.<!--QuoteEnd--></div><!--QuoteEEnd-->Sorry about that; I renamed the models and texture files (originally 2 was the first spy encountered and 1 was the second), but completely forgot about the heads. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=314947:date=Apr 21 2009, 11:09 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 21 2009, 11:09 PM) <a href="index.php?act=findpost&pid=314947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The transfer rate is limited to 140 ko/s instead of 500 ko/s on MOd DB.. I think <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I'll see what I can do. Since you already have Eleuthera + Patch 3, I'll try to make a file excluding that content.

<!--quoteo(post=314947:date=Apr 21 2009, 11:09 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Apr 21 2009, 11:09 PM) <a href="index.php?act=findpost&pid=314947"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->By the way, about the fort, I noted the random soldiers are so many that they block the stairs. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> It's almost impossible to go to the top of the fort.<!--QuoteEnd--></div><!--QuoteEEnd-->That's the Eleuthera fort, right? I haven't visited there yet.
I think you might be able to decrease the number by removing some of the locators?
 
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