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    Maelstrom New Horizons


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Bug Reports

Then where are those multiple Nicholas Sharp blades coming from? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
You'd think someone didn't know how to use the search functions. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

In elrapido.c in the Rapid_Raid() function, blade18 is one of the random blades given to raiders. Since that blade is the biggest problem and no one's reported others (other than blade9 which is also used in that function) I'm guessing that's the source of your problems.

Edit:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case 5: {blade ="blade" + (22 + rand(5));} break; // Windmill Slayer, Atwood F100, Cardinal's Guard, Solingen Rapier, Bosun's Choice<!--c2--></div><!--ec2-->

Hook
 
I'm guessing that given the nature of the rapid raid function, we should leave case5 is it is, and change the blades in the other cases to not use unique ones.

I'd prefer that the unique blades have a toggle anyway, and you could test this toggle in the rapid raid function.

I'm posting a fix for other unique blades showing up on random characters in the modder's section.

Hook
 
The Rapid Raid function is used only in one instance in the game: when you press Numpad 9.
I can't imagine so many people pressing that button to get the CTDs that way... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

As for a toggle on the unique blades, some blades really MUST be unique. Though usually those are not qualitized and should therefore work.
We have yet to decide what to do with the blades. The dozens of unique blades are because of the Give Promotion Reward mod for the governors.
I don't even know if that mod WORKS though. And as you said before, by the time you finally get the blade, it's gotten pretty useless. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Eventually we'll be working on the Period Weapons mod though, which might completely "supercede" the Give Promotion Reward mod. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I still think there's no point in having dozens of different blades in the same game though, so with the Period Weapons mod,
I'd be inclined to spread out all blades over the various periods and balance them per period. Or something like that. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
The promotion award works. I got an English Officer's Saber. This last game I actually got it early enough for it to be useful. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I didn't see any Bosun's Choices until somewhat later in the game, and I think I've only found 1 by the time I reached character level 17.

The reason to have a toggle on the mod is for people who want random high quality blades to show up. There should be a very few truly unique swords, and they're already set elsewhere to rare of zero. All the other unique blades are high quality, not at all what you normally see, so having a few extra blades in the game can be worthwhile.

I'm not saying to remove the unique blade stuff, just give it a toggle.

Hook
 
<!--quoteo(post=314723:date=Apr 20 2009, 09:29 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 20 2009, 09:29 PM) <a href="index.php?act=findpost&pid=314723"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The promotion award works. I got an English Officer's Saber. This last game I actually got it early enough for it to be useful. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for confirming that! I moved the promotion blades to one rank earlier, hoping they might actually do you some good now.
Still, there's a second promotional blade on a later rank which probably remains as useless as ever.

Basically there's two promotional blades per nation plus one pirate one (which is completely unused) that are all set to be unique at the moment.
This is 11 blades though; it might be better to have only one truly unique promotion blade per nation. That'd give just five truly unique blades.

If possible, I would like to keep those blades to actually be something special though. Maybe they should provide some sort of skill bonus too.
That'd make them more useful and might be a reason to at least keep those five unique.

If so, what do we do with the other blades that are currently intended as promotional blades?
Maybe we could remove their uniqueness, but set them to be really rare?

Of course I'd prefer the low-level promotional blades to be really rare and the high level to be absolutely unique.
However, then we get the problem again that by the time you get that blade, it does you no good anymore. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
So any suggestions on this would be appreciated. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

As for a toggle, it couldn't harm to add one on it, though I'd prefer to try and come up with an improved system where a toggle shouldn't really be required.
And I really do want the Nicholas Sharp saber to remain unique whichever way. It was unique in the original game and I'd like to keep it that way.
It's not that hard to get anyway, even early in the game. As we have noticed from the CTD reports. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />

In any case, soon we'll have many new weapons being added, so I imagine we could spare a few to be unique. Right...?
But on the other hand, we'd be decreasing the number of blades available in the game at any point again with the Period Weapons mod.
So then certain blades you wouldn't be able to get in certain periods. In other words, I'm not quite sure of what's the best idea yet. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I have no problem with Sharp's saber being unique even if we toggle unique blades off. We should probably set the rarity for that blade to zero when it's first defined rather than later in code. It's 0.02 in non-weapons mod blades, and 0.30 with the weapons mod. I have no idea why the rare values are different between the two systems.

Suggested code:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PB: Unique Blades -->
if (Unique && UNIQUE_WEAPONS)
{
    blade.rare            = 0.00;
}
else
{
    blade.skiprand        = QualitySkipRand;
    blade.skipsell        = QualitySkipSell; // NK 05-04-06 so traders can buy items but not sell them.
    blade.rare            = QualityRare;
}
if (stf(blade.rare) == 0.0)
{
    blade.skiprand        = true;
    blade.skipsell        = true;
}
// PB: Unique Blades <--<!--c2--></div><!--ec2-->

... and if we set Sharp's saber to rare of 0.0 earlier, it gets handled properly.

Hook
 
Sounds like a good idea to me. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=314649:date=Apr 21 2009, 12:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 21 2009, 12:13 AM) <a href="index.php?act=findpost&pid=314649"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->How did you get those Nicholas Sharp blades? Looted from random enemies?<!--QuoteEnd--></div><!--QuoteEEnd-->

Still playing patch 2 <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
Find them in the boxes when rumaging around the ship!
I made a new install with Patch 3 but not played it yet!
At the rate you bringing out patches, Pieter, I'll never be able to finish a game <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Not complaining, so! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
There was already a bigger space between Patch 2 and Patch 3 than there was between 1 and 2. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
It'll calm down with the frequency of the patches though. Once we're all on the same page again (read: all modders use the same game version),
then I'm probably going to take a bit of a break from releasing patches all the time. I'm already spread thin as it is.
 
My estates income suddenly stopped, along with any information on crew morale and the rest shown on the upper left corner of the screen while sailing.
 
Did anything else happen at the same time or just before that? For example, did your spyglass mess up?

Hook
 
You can toggle various logs with the L-key. If you press that button, you'll get a message on-screen:
"Various logs are now on/off". Can you check if you don't get the logs even if it is definitly on?
 
I never press that button, it makes my game freeze. I didn't have time to check what you suggest Hook, gonna check soon though.
 
It makes your game freeze? WHAT??? It's just an on/off toggle! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
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