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Calling a halt to the ModPack so we can update the Build

Characters array has a max of 850 slots. Well, 1000, but the rest are for fantoms.
We have, IIRC, ~30 left. You can check by logging FindBlankCharSlot(), which returns, IIRC ~820.
I suggest bopping the max up to 1500, and leaving quadruple room for fantoms (in the hope we can squeeze more than 32 onscreen at once). Which will give us another ~400 slots, I believe.

That's what it's set to in the itemtrade zip I posted.
 
I thought I'd fixed the character slots by upping the number (to 299) on one of those docs in one of my adds... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Did that get lost somehow? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

I've come to enjoy restarting the game. The main quest isn't that important, except if you want to go through it; I usually "forget" to tell Silehard about the French occupation of Oxbay for a while - and sail around having battles with the French.

Now with CCC's Stormy Start, you have different enemies to deal with - sometimes you can be at war with BOTH the French AND the Portuguese, for instance, not to mention the pirates! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> Fun stuff! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Alan, Cat: you're talking about portraits. Which did, indeed, get upped to 299 by you, Cat. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> So no worries there. And no need for restart, either. INIs take effect immediately.

The problem is the characters array itself--i.e. the things defined by ch = &Characters[X]; ch.id = "Malcolm Hatcher", and so forth.
That's what's the problem; we can only add another ~30 before starting to overwrite Akella's random characters (boat character, fantoms, etc.). Well, not overwrite; FindBlankCharSlot() will return -1 if there are no slots left.

IIRC CCC found we were also close to limit on new locations.
 
IIRC that was an issue around the time Devils Island was made. Though in that case it should have been increased in B12 already, but it looks as if globals.c still has the same 400 MAX_LOCATIONS as the stock game.

Alan <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , what is your limit to MAX_NATIONS ? If you can work with the stock 400 we should be fine for some time. I will (one far away day) add about 20 locs for Oxbay and maybe 40 for the random location generator.
 
<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin-->What do you need published ? You can send it to me and I'll put it up, I don't seem to have any trouble accessing the ftp.[/quote]
Thanks a lot for that offer, Inez <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" /> But finally I got it working <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
Ah, I see the difference... And it's not a problem to up that limit, you just increase a number, right? I find it odd though taht I wouldn't have hit that max already, on my own personal copy for modding experimentation... And you said once you want to make most town characters phantoms, yeah? That'd be good... some silly thing I keep seeing with the ones generated every single time is how they start in the same spot each time, so if I go in and out of a door a few times they all start walking around outside from the exact same spot, like characters in a play stuck on loop...

CCC: My max nations? What would that affect, and where would I look for the number?

(And what _is_ the viability of adding nations? I see KAM or someone designed new flags, like for Catelonia, and here're a number of nations defined among the tailorsmod outfits (cursed and church, for instance, though there's no place to get church outfits from... Should I put a tailor in a church so we can have robes and be fat friars?) that aren't applied anywhere outside tha mod, so I was confused at first when I noticed them.
 
Re: characters. Yeah, but because it's an object array, we have to restart. (Well, let me try resizing object arrays again, but last time I couldn't get it to work...)
Re: MAX_NATIONS. Since you (CCC) mention a 400 limit, I assume you still mean MAX_LOCATIONS.
But in re nations, it's possible, SFAIK, to add more. You increase MAX_NATIONS, which increases both Nations[] and Nation Relations which is the square of MAX_NATIONS.
Scheffnow set up those nations as a convenience, not as actually implementing them (they're negative, and thus impossible). But I plan to replace that with types, anyway.
Re: location fantoms, town characters.
For now we can just set their locator to "auto", and in whatever logs in Characters, check for location == "auto" and assign a random locator of the given group.
 
Aaargh, that was my Alzheimers. Yes, I meant MAX_LOCATIONS, not MAX_NATIONS <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> (Well, at least I got 10 of 13 letters right. Not too bad a score, isn't it? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> )

Alan, what I want to know is if you still have the stock #define MAX_LOCATIONS 400 in globals.c . Cause if all your new shops, FdF castles and Carib villages work without increasing that limit we can live with those 400 for the time being.

A question about the temporary fantom characters: Am I right that those are being deleted after the location of their creation is being logged off? So that they don't block a character slot anymore? (unless being stored as officers or passengers)
 
CCC: Not bad at all. We got what you mean, which is what counts. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Re: locfantoms. Yep, they're created as fantom characters (in the Characters[LOC_FANTOM_CHARACTERS] through that+32 range, or 860 to 892). So they work just like normal fantoms in that regards, it's just that we save some of their info to the location on creation and read it on LAi_CreateFantomCharacter().
In fact, they never do; like Enc_Officers, who also start out as fantoms, as soon as you hire one, the fantom character is copied onto an open Enc_Officer slot and the fantom character then _deleted_*, and the Enc_Officer teleports in.
*Well, teleported out; the actual clearing happens the next time we need to use that slot when CreateFantom() runs.
 
<!--sizeo:8--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Why has this topic been forgotten?</b><!--sizec--></span><!--/sizec-->
 
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