• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

You are making yourself clear but I don't know that anything can be done about it as the soldiers weapons seems to be a global setting. A coder would need to look at this. :shrug


Ok then, thank you. The last thing I will say about that is that I am pretty sure that is new in the latest version of beta 3.
 
I rather enjoy the current way soldiers are armed. Should be a bit historical. So The British are armed with muskets and dirk/bayonets and such. The loot you gain should reflect what you saw on the person anyway. Captains seem to have random weapons as well as the ones you seen them using.

Personally i think that they should be kept to what they used historically during that period and not change with levels, because you can still board a ship and take the crew pretty well. No issue with any Naval ship i encountered to board unless its like a 1st Rate considering i only use a Frigate atm. Some have their challenge which i like, others are easy. It just depends on the player and how you arm yourself and your crew and the skills you have too.
 
If the soldiers use their standard weapons during boardings, then methinks the Dutch and Portagee ships would put up the hardest fight because those soldiers have the best swords in the later time periods.
 
I play in the Colonial Powers atm and I find most boardings go rather smoothly. Again it just depends. I have 1 Officer and 2 Sergeants who accompany me everywhere including boardings along with the crew who are armed to the teeth with Swords and Muskets so generally speaking we put up a good fight, a powerful one :D

But this is true as i have all my crew armed with the Dutch Sword :p It is one of the more balanced and powerful weapons out there. But i still prefer to use my British Officer's Sabre.
 
We have levels in the weapons too right ...

When you are a lower level they should have worn out pieces of weaponery and as higher you get as higher quality weapons they should have. This way you can make it scale and be historical accurate.
Also you could for example give the soldiers just 1 shot on a low level and more shots on higher levels and maybe give them a healing potion or something like that.
 
I prefer the Sabre of Nicholas Sharpe for meself, me officers prefer the Dutch Solingen rapier, and me crew seems to like the Cossack shakla.
 
How do you guys know what officers prefer which weapons and that? Do you give them to them or put in weapon's locker? Thought Solingen was in Germany or have the Dutch invaded and claimed it? lol!
 
You can have a rate 2 merchant ship and call it large hulk and not make it to well armed or anything particular,they did exist and mostly used as convict ships.How about that for some interesting coding and putting it in a game,a convict ship.Just use an ordinary large ship graphics and port it and use the jail graphics and tweak a bit. Hulks also transported large bulky cargo like timber,bricks and stone. Now u needed rate 2 large merchant ships,work on that. Huge transport hulks and yes do give them escorts.
 
How do you guys know what officers prefer which weapons and that? Do you give them to them or put in weapon's locker? Thought Solingen was in Germany or have the Dutch invaded and claimed it? lol!


Yes.

I give them a bunch of swords and see which ones they like best. This is interesting in that different officers with different skills will often choose different weapons. Also, sometimes their choices don't make any sense at all.

The Solingen rapier was made there for the Dutch royalty. Money knows no borders.
 
There IS code support for up to two guest nations at a time. Lots of work though, but not impossible.
Usual question: Who would do it?

Find the soldier weapon code at the bottom of Periods.c . Adding some level-dependent quality stuff in there should be quite possible.

For tailor dialog crashes, please check if your game version is up-to-date.
I rewrote that entire selection of code and it has been working fine ever since.
 
Might be since I updated from 2.3 or something like that to beta 3 test thing of 17 september or something like that. :)
 
Sep 17 was quite a while ago. Tailor problem was probably still in there on that date.
The release was 30 Sep with a small update on Oct 8 and that is the version you need.
 
I updated it and it works fine now. :)
However sometimes my screen goes all messed up, this because of Intel HD Graphics or just a small bug?

The thing about the screen is that there are black/white parts going all through out my screen and mostly stay at one side of it. Restarting the game solves it but it's sometimes rather annoying.
 
btw just a little tought but could we include a piece of code somewhere which leaves the version of the potc build in the system and/or compile log? So we can check if they have the most recent version by the log files. Becuase in many cases this is the actual problem.
 
Good idea! This should work in seadog.c:
Code:
void Main()
{
//   LocationTestProcess();
//   return;

   // PB: Log Build Version to File -->
   trace("----------------------------------------");
   trace("Build " + BUILDVERSION);
   trace("Savegame Compatibility: " + IS_SGV);
   trace("----------------------------------------");
   trace("");
   // PB: Log Build Version to File <--
Results in a compile.log file like this:
Code:
----------------------------------------
Build 14 Beta 3 Full: 8 Oct 2013
Savegame Compatibility: 14.888
----------------------------------------

Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
 
Anyone knows what's the name to load this ship in the console ? It says "Escort line ship:Leiden" but I think it's another name of the files. ENGINE 2013-10-28 14-08-29-47.jpg
 
That would be the "NL_ConvoiShip" . :doff

You can find the ships at sea listed in compile.log .
Otherwise use RESOURCE\INI\TEXTS\English\common.ini to find the type name, then look up that type name in ships_init.c .
 
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