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Boarding, Crew and Firearms

Jason

Buccaneer
Storm Modder
Let me start by saying, again, how much I love the new boarding code, how well it works and how smooth it is and I know I brought this up once before, but I am pretty convinced the baording crew are not using their guns.

In the old code crew with firearms fired them immediatley on boarding before closing with blades and the reports were different depending on the gun. You could see them lift the gun, hear the reprot and and see smoke, just like when you or your officers fire.

I executed several boardings today for the purpose of watching this and no one fireed a weapon but the enemy and the officers.

So I am wondering if someone familiar with the boarding code could take a look and see if I am missing something.
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I've been noticing that often the crew doesn't fire their guns. From the looks of the log files, they don't always equip them from the weapons locker either. Look at your boarding characters and see if they have guns.

I suspect there's a problem when you have certain guns in the weapons locker and the crew can't use them. I'd suggest not putting any guns in the weapons locker that require the gunman perk to use them. This probably includes all "brace of ..." pistols. Check the info for each type of gun by clicking on the INFO button; it should tell you there.

I'll have a look at that part of the code eventually. It's something Hat modified considerably, but may have a bug or two.

Hook
 
<!--quoteo(post=162155:date=Sep 18 2006, 05:39 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 18 2006, 05:39 PM) [snapback]162155[/snapback]</div><div class='quotemain'><!--quotec-->
...I suspect there's a problem when you have certain guns in the weapons locker and the crew can't use them. I'd suggest not putting any guns in the weapons locker that require the gunman perk to use them. This probably includes all "brace of ..." pistols. ...Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Hook and Jason

That is correct. It has been that way in weapons locker use for about a year.

I know that short pistols, long pistols, and scrappers, worked fine in the past.

Jason, are these guns not being used by the boarders?
 
I think I also found another bug: one of my officers (Rys Bloom, actually) was knocked unconcious during one of the early boardings, straight at the beginning. I deliberatery let him to stay that way in order to save his life - I hoped that game will recognize thim as non-combatant or something <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Well, it kinda worked - Rys survived this boarding... the trouble was, he remained stunned for the rest of the game, until game made me to sail captured French ship from Oxbay. If you recall, at this point game removes all my officers and temporarily gives me Tobias and captain Rabel. Well, after I arrived at Redmont, game gave me back my old officers, including Rys. Turns out that this process finally woke him up <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

(another thing is, Rys (and Edward Attwood) still doesn't have proper officer dialogue, which means, I can't fire him, for example)
 
I've seen my crewmen use the musketoon and blunderbuss recently. I'll have to put a musket in the box to see what will happen.

If you have nothing but double and quad shot pistols, and "brace of..." pistols in the box, the crew will not equip them currently, although I've got logs where they equipped every pistol in the game. Perhaps the boarders get the gunman perks from the player.

Hook
 
I looked at the code. The boarders are generated the same way officers are, so they may or may not have gunman perks. Looks like the code needs to be massaged a bit.

Hook
 
FOUND that puppy! Hat had included a sorted array check for blades and guns, but the guns array was never properly set up! Before we had the array check, we got the guns. But the array being messed up has been in the code for as far back as I can check. Perhaps it was never used.

I fixed initItems.c to fix the gun array, and changed the blunderbuss (the only item you *could* equip in the current code) to be equippable by boarders. It was treated as a "special weapon" like the cobblestone. Naw. Let's make it a regular weapon. Unless y'all think otherwise.

I'm sending the code to Pieter after one more test.

Hook
 
Great Work, Hook.

I have been aware of the requirement that these be single shot weapons only and have not been using double or quad pistols or the braces.

In the past the musketoons and muskets worked as well. I am sure that the ever reliable Hook has or will find the right fix.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
About Rys being knocked out: There are two ways to wake him up. 1: Talk to him and wake him up that way. 2: Wait a while during the boarding. He'll wake up of his own accord eventually.
I think this problem is caused because Rys wasn't properly reset back to normal, because the code doing that wasn't executed. This code is only executed by talking to a knocked out character or by waiting until the time period is over. If we would add some "wake-up-all-knocked-out-characters" code to all reloads, that should fix it. I think that would be an important fix, though I'm not entirely sure how to code it in... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

No quest-hired officer, except Fred Bob and Danielle (after the main quest), have the officer dialog. It would be nice to change that, but I don't think that would be an easy fix. Especially if these officers are still required to end the quest.

About the Blunderbuss: It is a special weapon because of two reasons: 1) It hurts not just the person you shoot at, but also some enemies standing around. 2) If you have some bad luck, it will explode in your hands, hurting the person who shot instead.

These two options are triggered by two attributes added to the Blunderbuss:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->itm.multidmg = 1;    // new attribute, does multiple damage
itm.misfire = 5;    // chance in % that weapon hurts user only<!--c2--></div><!--ec2-->These attributes are not added to regular guns, so that's why the blunderbuss wasn't a regular gun.

The same goes for all other special weapons: They all have additional attributes to make them work differently.
 
Ok. Next question is, do you want your boarders to be able to equip it?

I guess we could get boarders to equip cobblestones too, but that would make for an unusual boarding action. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> And having stunned enemies during a boarding is a real problem.

Hook
 
Stunned enemies will not occur on boardings anymore. Some code was added to prevent that.

Having boarders equip blunderbusses should work fine, I think. I think blunderbusses would work quite well on boardings, because you hurt multiple enemies at once and there are a lot of enemies on boardings. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Maybe we should mod that you can buy the blunderbuss at some places, such as high lvl traders or something, it is nice to see boardings with blunderbusses
 
Sorry about that... I had cleaned up the code, and made it start using those arrays because I thought they were setup and working properly. I guess I scrood the pooch on that! Might explain why I never saw the bug, as I always put muskets in my weaponslocker! Ha!
 
Not your fault, that gun array had been messed up forever. Using the arrays was a great idea, btw.

Hook
 
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