• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Solved Captain's Challenge mods, including Weaponslocker

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
I uploaded an update to the Captain's Challenge mods on the FTP server (CaptainsChallenge3.zip) . Changes:

Firedrill should be much less annoying now. No whining wimpy cries anymore, and one drill douses all current fires. And you can tweak or disable every feature of it.

I added (yet another <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ) tweak for the annoying reputation loss for fighting unarmed NPCs, as sometimes you just can't help hitting them:
#define REPLOSS 0 // Reputation you loose if you hit an unarmed NPC

For the Boardingparty you can now preselect up to four charactermodels in buildsettings.h .

The "Weaponslocker" feature has been added to Boardingparty. With the help of Inez' tool I added another chest to the cabinlocation (tutorial_cabin), beside the desk where the weapons hang. Any weapon you put into this will be used by your boarders. You can choose if they shall keep the weapons, which will quickly consume all the weapons that formerly clogged your inventory and force you to hunt for resupply. Or they will be handed back to YOU after the fight so that you can fill the locker again.
If the locker is empty your boarders will get a default "spareweapon". Currently they get only a dagger, but you can choose a type for yourself in... err, ehem.. buildsettings.h

I have added several functions to program\situations.c, where they can be called from any part of the game. So you can easily use them for your own mods.


void Explosion (ref chr, int damage) // Explosion hurts character "chr" with "damage" hp

can be used for boobytraps or bombs, or if you want to simulate artilleryhits in landfights.


void ChangeTownNation (string townsk, int nat) // functioncall must include townname, i.e. townsack attribute, and nationindex

will change the nation of a town, including the models of the townguards. E.g. for capturing of towns or political events.


void Ambush(string model, int bmax, string mainrel, string npcrel) // horde of attackers appears
// bmax is number of chr, mainrel relation to player, npcrel to NPCs

will let a horde of temporary "fantom" characters appear at the entry of a location. That way you can create ambushs or let a horde of indians or raiders attack a town. I plan to set random characters in the jungle (an old indian chieftain, a runaway slave...) who promise you the support of their tribe under certain conditions. You will then be able to call for their help in any situation, and a bunch of them will burst into the location and fight with you. As teaser I included a screenshot of savage Akellanis capturing a fort for me <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
That function may be amended later to generate locationspecific screenmessages, sounds and dialogs.


string FindLockerItemByGroup(ref chref, string groupID)

checks the content of your weaponslocker, and


void EquipFromLocker(ref chref)

equips a character with that content. So you can provide not only your boarders with arms but also other characters, e.g. the above mentioned tribes.



In order not to overwrite your whole buildsettings.h with my settings, and for compatibility reasons, I put the tweaks for CC in a seperate file, BuildSettingsCCC.h. Only those take effect, any old CC tweaks which you may have in your buildsettings.h can be deleted. And i fear that the Weaponslockerchest works only if the location is being reinitialized by a new game <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Let's re-purpose another old thread with a new question:
Do or do not your boarding crew (NOT officers!) use potions? I think it was reported that they DO, but the code I found for them does not support that.
Refer to the EquipFromLocker function in PROGRAM\CCCFunctions.c . :confused:
 
i can retest it easily with stinkpot during boarding (and put lot of mixture in chest)

landing crew and offciers use of course

i will report this afternoon ;) (using beta 3 all lastest files)
 
Thanks!
Indeed officers and crewmembers ashore would use it, because you can give it to them personally.
But with your boarding crew, it depends on what they take from the locker.
 
i put like 120 mixture in locker and i poisonned like 20 of my boarding crew with borgiablade :p during an entire boarding

they seems not using it, they pick only armor + melee + ranged weapons

i probably saw bad the first time
 
Thanks for confirming; that's what I thought too.
So... we do WANT them to use potions and the like, right? But how much? One potion per character?
 
do they pick up at each boarding scene ? if yes, 1 potion/mixture is ok (we dont want to cheat them up eh ? :D )
if they pick only for the entire boarding, 3 or 4 should be good
 
Each boarding scene. Only problem: Should they get antidotes or regular "potions"?
I figure: Leave it up to the code and if players want to get them antidotes instead, just stock the Weaponslocker with only those.
 
only potions (including mixture)

i nearly never use antidote :p

anyway they are not poisonned that much
 
I did some copy-pasting and adjusting of the existing code, so hopefully the crew now WILL use potions.
Needs to be tested once I get round to releasing my latest next week. :doff
 
As per Cassadar, the potions use on boardings works now:
USING POTIONS FROM THE WEAPONSLOCKER

Gave me 500 potions by console, to make sure everyone of my crew gets one. I'm despicable, I know.

Healing elixirs in Weaponslocker before boarding: 500
Afterwards: 495
So I'm called this "Solved".
 
Back
Top