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Build 13 bugs

Cargo prices: Look in Shipyard.c around line 1300 for the line:

price = makeint(price * GetCharPriceMod(GetMainCharacter(), PRICE_TYPE_SELL, true) * sellMult); // TIH moved down here where it is SUPPOSED TO BE - NK now use central func 05-04-19. Yes there is an extra *0.25, not just straight tradeprice. //price /= (2 * 2 * 2); //pricescalar * orig div * extra div

Looks like Hat moved it after the cargo price calculations, so that when you sell a ship with cargo, the cargo also gets the hit to the sales price that you get for selling a captured ship. I think moving this line above the line that says:

if ( cargoHandler == "includecargo" ) {// TIH added handler Jul27'06

... will fix the problem. I agree that it's a problem, as you get full price if you sell the goods at the store, and I'm tired of having to visit the store first to get full price on the goods. I haven't tested this yet, so if someone would try it and post the results I'd be grateful.

Hook
 
OK, I've tested this and it works. You get full price for your goods.

But it uncovered another problem in the store.c code. If you sell each good one at a time, you'll get more money than if you click on the Sell All button. This is particularly strange because the same code is called the same way in shipyard.c and store.c. For several of the goods, using Sell All would only give me 80% (plus or minus 1/2 percent) of what selling the goods individually gave me. Too weird. I'm tracing the problem now.

Hook
 
Well, as long as I'm here, I might as well report another bizarreism I found.

If you click on the Sell button at the shipyard, if the crew is not at full strength it will be set to full strength, even if you escape out of the transaction without doing anything. You get charged for hiring the crew.

This might be good or bad, depending on your point of view. For example, if your ship does not need repairs, but is low on crew, click the Sell button to see how much it will sell for. This will auto-hire crew for you, and won't take until nightfall as in the tavern. I guess the tavern has to collect all those sailors from the shipyard. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
I hope you'll be able to fix those issues, Hook. They really sound like they should be fixed! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=173394:date=Nov 26 2006, 12:29 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 26 2006, 12:29 AM) [snapback]173394[/snapback]</div><div class='quotemain'><!--quotec-->
Say a player has his lugger, trades goods between islands, the profit is barely enough to maintain the ship.
The player plays for a few weeks (real time), finally has a fleet of 4 galleons. Trades goods between islands, but the profit is barely enough to maintain the 4 larger ships. How did you envision this being balanced, because you probably didn't mean what I just described.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm. Actually, I did. I'm just saying how I would like it to be ingame. Unfortunately I have no time whatesoever anymore to actually <i>play</i> the game, so I don't <i>really</i> know what it's like ingame at the moment. I just know what I remember from the last time I played.

<!--quoteo(post=173397:date=Nov 26 2006, 01:01 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 01:01 AM) [snapback]173397[/snapback]</div><div class='quotemain'><!--quotec-->
So then don't forget to change the "Characters" section.

It starts listing individual contributions and then lumps everyone else in.
I thought that had been discussed on the MB and corrected.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The Build 13 ReadMe was updated, but not the About Build 13 screen.

<!--quoteo(post=173414:date=Nov 26 2006, 06:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 06:16 AM) [snapback]173414[/snapback]</div><div class='quotemain'><!--quotec-->
2. If you have a grapeshot pistol with no ammo and a short pistol with ammo, the "2" and "F" quick equip keys still default to the empty grapeshot pistol.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The [2] and [F] keys have no built-in check for ammo, so that's why that happens. Would be nice to add such a check, but I don't think it'd be easy. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=173430:date=Nov 26 2006, 05:07 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 26 2006, 05:07 AM) [snapback]173430[/snapback]</div><div class='quotemain'><!--quotec-->I hope you'll be able to fix those issues, Hook. They really sound like they should be fixed! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I found the problem with the Sell All button. It was calculating prices based on your companion's skills, not the player's skills. There are a lot of goods price calculation calls in that part of the code, so it's not a quick one-line fix. After I've tested it a bit I'll send you the new store.c file.

I'm guessing the auto-hire process at the shipyard can be moved to a different part of the code to fix the problem.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--quoteo(post=173394:date=Nov 26 2006, 12:29 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 26 2006, 12:29 AM) [snapback]173394[/snapback]</div><div class='quotemain'><!--quotec-->Say a player has his lugger, trades goods between islands, the profit is barely enough to maintain the ship.
The player plays for a few weeks (real time), finally has a fleet of 4 galleons. Trades goods between islands, but the profit is barely enough to maintain the 4 larger ships. How did you envision this being balanced, because you probably didn't mean what I just described.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm. Actually, I did. I'm just saying how I would like it to be ingame. Unfortunately I have no time whatesoever anymore to actually <i>play</i> the game, so I don't <i>really</i> know what it's like ingame at the moment. I just know what I remember from the last time I played.<!--QuoteEnd--></div><!--QuoteEEnd-->
I worded that wrong, I think. What I meant was with your suggestions a player with just a lugger could barely make ends meet, and if he was able to scrape together a fleet of 4 galleons, he *still* wouldn't be able to make ends meet because of the increased cost of the larger ships. We're missing an "economy of scale" here somehow. I was asking how you intended to balance this, because I didn't think that's what you had in mind.

Hook
 
soory to say this, but the CTD's aren't solved yet. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> i had one when i tried to enter cuba from the world map. i'll see if it happens again.
 
We know there are still some CTDs, but we have no idea when or how they get caused, so they can't be fixed.
 
well, at least it didn't happen again. maybe it will be found by accident eventually.
 
<!--quoteo(post=173430:date=Nov 26 2006, 06:07 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 26 2006, 06:07 AM) [snapback]173430[/snapback]</div><div class='quotemain'><!--quotec-->
...<!--quoteo(post=173414:date=Nov 26 2006, 06:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 06:16 AM) [snapback]173414[/snapback]</div><div class='quotemain'><!--quotec-->
2. If you have a grapeshot pistol with no ammo and a short pistol with ammo, the "2" and "F" quick equip keys still default to the empty grapeshot pistol.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The [2] and [F] keys have no built-in check for ammo, so that's why that happens. Would be nice to add such a check, but I don't think it'd be easy. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

This will make the ammo mod useless again.

As you can't buy grapeshot, if you pick up such pistol (auto loot, or on purpose) and forget and hit the quick equip, your toast at the wrong time.

I'll just have to turn off that mod again ... a shame.
 
<!--quoteo(post=173414:date=Nov 26 2006, 05:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 05:16 AM) [snapback]173414[/snapback]</div><div class='quotemain'><!--quotec-->
Back to real bugs:

1. Grapeshot and Musket bullets still can't be bought from vendors and stores.

................

4. Not a bug, but a departure from previous builds, I noted months ago.

I checked one instance now and found selling a full ship at shipyard gave about 10% less than selling goods first and then selling empty ship at yard.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ref 1: are you sure - i see them in the vendors goods list from the very begining of the game, usualy at the 'end' of the traders items(when you scroll far right)? Oh and remember all types of ammo count to your total you can buy/carry at one time(6 default/12 with ammo pouch).

<!--quoteo(post=173414:date=Nov 26 2006, 05:16 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 26 2006, 05:16 AM) [snapback]173414[/snapback]</div><div class='quotemain'><!--quotec-->
...........................
I've also noticed that you don't get full price for the cargo when you sell a ship at a shipyard.

I assume both are intentional.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->

Ref 4:(and hooks reply on it) yeah i thought it was also intentional. Afterall you are giving the task of selling those goods to the shipyard guy - i'd thought he was just taking his 'cut' out of the sale price for his efforts?

But as it turns out this was just a 'side effect' caused by some other calculation, heh - it had fooled me <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
you find plenty of grapeshot on the corpses if you loot them. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> i think autoloot should take the ammo as well.(if there's space for it that is) that should solve the problem, because when you find a grapeshot pistol, you also find ammo.
 
<!--quoteo(post=173416:date=Nov 26 2006, 01:13 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 26 2006, 01:13 AM) [snapback]173416[/snapback]</div><div class='quotemain'><!--quotec-->
I've seen many instances of 0 caliber guns on ships. I'm assuming they don't have any guns mounted.

...
I assume both are intentional.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->

If it is intentional, it is sick.
It must be a bug. This is the very first ship I have ever captured with guns of zero caliber.

As I said, you cant transfer guns to the ship, and all screens list the ship as having 12 guns.

Is this the way we are handling ships that loose all their guns?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
...
yeah i thought it was also intentional. Afterall you are giving the task of selling those goods to the shipyard guy - i'd thought he was just taking his 'cut' out of the sale price for his efforts?

But as it turns out this was just a 'side effect' caused by some other calculation, heh - it had fooled me <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Stock game caused you to loose any profit from cargo on a ship you sold.
This forced you to make a stop at the store to sell there, often loosing another day and having to go to tavern till morning. Then you made the trip to the shipyard.

The mod was to make it gamer friendly, allowing you to skip that tedious step and just sell it all at the shipyard.

It wasn't for the benefit of some shipyard A.I. avatar.

If I get cut in the game, am I supposed to bleed on my keyboard?

It's a game dag-nab-it!
 
<!--quoteo(post=173489:date=Nov 26 2006, 08:39 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 08:39 PM) [snapback]173489[/snapback]</div><div class='quotemain'><!--quotec-->
......
If it is intentional, it is sick.
It must be a bug. This is the very first ship I have ever captured with guns of zero caliber.

As I said, you cant transfer guns to the ship, and all screens list the ship as having 12 guns.

Is this the way we are handling ships that loose all their guns?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Good question - now that guns can get destroyed in combat i'm not sure how that was worked/made to run. It could be they were simply replaced as 0 calibre guns? Still it does sound like it could do with a less confusing label and a bit of fixing of the gun transfer system? hmmm..... do you get 'no-guns' in the ship guns descriptions ever? I dont think i've seen that.
 
<!--quoteo(post=173414:date=Nov 26 2006, 12:16 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 12:16 AM) [snapback]173414[/snapback]</div><div class='quotemain'><!--quotec-->
Back to real bugs:

1. Grapeshot and Musket bullets still can't be bought from vendors and stores.

...<!--QuoteEnd--></div><!--QuoteEEnd-->

OK, forget about this part, my mistake! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

I failed to keep track of the ammo on hand, went back and tested, worked fine!
 
First the Build is awesome <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> . I'm loving it. I do have a few questions though.

1. Treasure Quests
Whenever I get to where the chest is buried, I open it but it's empty! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> There is no greater disappointment to a pirate!

2. Guad. fort
On Guad., I went into the fort to get some experience and cash. The men were in French uniforms so I thought I was okay. When I got out, England went from friend to hostile with me and but the French hadn't changed.

3. Tortuga
I attacked Tortuga and landed my ship there. I fought through three rooms in the fort. When the fourth loaded, it was just a black screen. I pressed F1 and F2 and got there respective menus so it wasn't a freeze-up.

Still, the positives out way the negatives by a huge margin. Great job! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
If a ship loses all it's guns (I've never actually seen it happen) it is still marked with the size of guns it originally had installed. You can transfer guns in this case.

But occasionally the various modifiers (nationality and random) might cause a ship to have lower than the smallest 4 pounders available in the game. In this case they'd be marked with zero caliber guns. That's my best guess, unless it's being done intentionally. I have no problems with the occasional ship having no guns mounted... as long as it's not a warship! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

If enough people are unhappy with finding zero caliber guns occasionally, I'll look at changing it.

Hook
 
<!--quoteo(post=173495:date=Nov 26 2006, 08:56 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 08:56 PM) [snapback]173495[/snapback]</div><div class='quotemain'><!--quotec-->
..............
It wasn't for the benefit of some shipyard A.I. avatar.

If I get cut in the game, am I supposed to bleed on my keyboard?

It's a game dag-nab-it!
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> think of the poor suffering npcs! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

And ref getting cut+bleeding - now that would be an awesome mod! it would certainly add some intensity to the game <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

Still as the moment i cant even 'bleed' in the game world <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=173486:date=Nov 26 2006, 02:29 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 26 2006, 02:29 PM) [snapback]173486[/snapback]</div><div class='quotemain'><!--quotec-->This will make the ammo mod useless again.

As you can't buy grapeshot, if you pick up such pistol (auto loot, or on purpose) and forget and hit the quick equip, your toast at the wrong time.

I'll just have to turn off that mod again ... a shame.<!--QuoteEnd--></div><!--QuoteEEnd-->
Is there something in the ammomod that turns a gun into some kind of uber-weapon? I've found them to be generally useless. Of course, most of the melee combat I do is during boardings, against enemies with a reasonable amount of hit points. Against the wimpy lowlifes that attack you in town they are often one-shot-one-kill. And it is kind of fun to watch an enemy drop dead from one shot (not to mention the Indiana Jones aspect of that). <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

But using a gun in town is dangerous. The first thing I do upon hiring an officer is to tell him to sit out boardings, then take away his pistol. I don't want my officers taking random potshots at bad guys in a crowded street, hitting a bystander, and precipitating a general free-for-all. It's amusing when one of the bad guys does this, but then he usually gets killed before I can kill him myself (missing out on his goodies because of autoloot).

If there's a problem with the ammomod, then JRH is the person to fix it.

Hook
 
<!--quoteo(post=173418:date=Nov 26 2006, 12:47 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 26 2006, 12:47 AM) [snapback]173418[/snapback]</div><div class='quotemain'><!--quotec-->
Cargo prices: Look in Shipyard.c around line 1300 for the line:

price = makeint(price * GetCharPriceMod(GetMainCharacter(), PRICE_TYPE_SELL, true) * sellMult); // TIH moved down here where it is SUPPOSED TO BE - NK now use central func 05-04-19. Yes there is an extra *0.25, not just straight tradeprice. //price /= (2 * 2 * 2); //pricescalar * orig div * extra div

Looks like Hat moved it after the cargo price calculations, so that when you sell a ship with cargo, the cargo also gets the hit to the sales price that you get for selling a captured ship. I think moving this line above the line that says:

if ( cargoHandler == "includecargo" ) {// TIH added handler Jul27'06

... will fix the problem. I agree that it's a problem, as you get full price if you sell the goods at the store, and I'm tired of having to visit the store first to get full price on the goods. I haven't tested this yet, so if someone would try it and post the results I'd be grateful.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->


Hook: So moving the line you are referring to up to appr. line 1279 should make the fix, correct?

Also, I like the sounds of a number of the fixes you are proposing, positing they don't break anything else, of course. **grins**

Cap'n Drow
 
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