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Bartolomeu quest: loosing bad ship to Rivera

Aconcagua

Sailor Apprentice
Storm Modder
In the Bartolomeu quest, when trying to sell the goods at Boca de Hubon, the caravel shall be raided and stolen.

This is always the first ship - if I have, however, another ship as first one, this one will be stolen instead of the caravel.
 
Maybe we can change it so that always the first ship is stolen, but that will also be the ship you will get back at the end.
There's no way to ensure that the player will keep the Fast Caravel, I think.

Not sure what should be done about when you have a fleet. Or when you lay up any of your ships.
The Bartolomeu quest is more of a linear quest and I don't think it really takes into account different user actions,
though there are some parts where you're free to do as you please. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Code-wise, the ship isn't really "stolen"; you're just "given" a small new ship instead, so you lose your old.
Then you get the "FastCaravel" again later in the game.
 
Well, stolen in sense of the game story...

It happend to me, however, to run into a fine British ship (a frigate), and of course took it as flag ship (that dump old caravel is such a bad ship - there was even the first fast bark better, except for the cannons...).

Eventually, the caravel might be fixed the same way the fast navy ship of Lourenco Vaz (that Portuguese navy officer offering you his companionship).

Giving back the ship that was taken away, however, is a better idea, I think.

In any case, this should get fixed.
If I lose a really good ship and get that dump one back instead - would be quite a disappointment... And even if the story line might be linear, the chances of meeting other ships aren't too bad - and if so and capturing one, I doubt that any player would keep the caravel, cause almost any other ship is better...

What about the dialogs? They should be adapted, too, so that they use the actually stolen ship's name (such as "I'm xyz, captain of the '<ship name>' ... in the citizen dialogs). Should be possible.
 
Maybe set <i>pchar.stolenship = pchar.ship.type</i> and <i>pchar.stolenship.name = pchar.ship.name</i> at the time of the theft.
Then these two attributes would be used for the dialogs and later also for getting your ship back.
Of course Bartolomeu's intention was that the Fast Caravel WOULD be a good ship. Which probably means we should improve her stats.
 
Ah, just another idea: The player might have sold the goods (or in my case, they were loaded on another ship than the first one).

I propose to require for completion of the quest to have the goods loaded on the ship (or any of the ships, if there are more than one).
If not so, Eugene could ask something like "But where are those goods?".

If they are, they are taken away from the cargo hold, no matter where on the ships they are.
 
There should be a function for GetSquadronGoods or something like that. Have a look through the BuildingSet dialogs; it's used there at some point.
I'm not near my game right now, so I can't check for the exact name but something like that exists.
 
... or we could make use of the code in the standart main quest when the player temporary loose his ship and get it back later (when escaping from Oxbay with the French corvette, or for the storm).
 
That's a good idea! But don't your officers get stored with the other ship then too?
 
Just a thought for everyone : The Bartolomeu Main Quest is completely linear. Trying to adapt the quest for each player is not in my mind <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> .
At the moment, I've got enough work to finish so if someone wants to make some small improvements, feel free to do it. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
With the following code, you should get the ship back that was originally stolen from you.
Goes in PROGRAM\Storyline\Bartolomeu\QUESTS\quests_reaction.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "gocuba":
            if(AUTO_SKILL_SYSTEM)
            {
                AddPartyExpChar(pchar, "Leadership", 20000);
                AddPartyExpChar(pchar, "Sneak", 200);
            }
            else { AddPartyExp(pchar, 20000); }        
            AddQuestRecord("Bad_Blaze", "9");
            CloseQuestHeader("Bad_Blaze");
            locations[FindLocation("Hispaniola_shore_02")].reload.l2.disable = 0;
            pchar.stolen.ship.type   = pchar.ship.type; // PB
            pchar.stolen.ship.name   = pchar.ship.name; // PB
            GiveShip2Character(pchar,"Ketch","l'Insouciante",-1,PIRATE,true,true);<!--c2--></div><!--ec2-->
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "directbarco10":
            setCharacterShipLocation(characterFromID("Santiago"), "none");
            GiveShip2Character(pchar,pchar.stolen.ship.type,pchar.stolen.ship.name,-1,PIRATE,true,true); // PB<!--c2--></div><!--ec2-->
 
The code I posted stores the ship type and name at the point of the theft and by the time you're supposed to get the Santiago back,
you get that ship back. If you play a linear game, you'll get the Santiago back as per your original intent.
If you had swapped the Santiago for another ship, you'll get that other ship back instead. Should be good, no?
Apart from dialogs and quest-texts that'll not make much sense anymore... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=332808:date=Jun 25 2009, 09:39 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 25 2009, 09:39 PM) <a href="index.php?act=findpost&pid=332808"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Apart from dialogs and quest-texts that'll not make much sense anymore... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Indeed, that's the problem. Anyway, if you want you can include this code in the quest_reactions.c <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I already did. If you play the quest as intended, it'll make no difference. And if not, you'll get the ship back you would want. Right?
 
Fine for me <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
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