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Officer Flushing

<!--quoteo(post=166829:date=Oct 10 2006, 11:54 AM:name=windwolf7)--><div class='quotetop'>QUOTE(windwolf7 @ Oct 10 2006, 11:54 AM) [snapback]166829[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166750:date=Oct 10 2006, 08:05 AM:name=Meximaster)--><div class='quotetop'>QUOTE(Meximaster @ Oct 10 2006, 08:05 AM) [snapback]166750[/snapback]</div><div class='quotemain'><!--quotec-->
Its done finally, now the Officers reload properly and they dont get lost in time.

Seems working good but needs extensive testing, please guys test it and tell me how it goes.

For testing use the supermod you have, 1.0 or 1.1 is ok.

File : Officers Fix.zip

Uploaded to : <a href="ftp://aop%40piratesahoy.org:piratesahoy@ftp.piratesahoy.org/Meximaster%20Files/" target="_blank">ftp://aop%40piratesahoy.org:piratesahoy@f...master%20Files/</a>

To Install : Extract zip contents keeping directory structure to your Age of pirates folder
<!--QuoteEnd--></div><!--QuoteEEnd-->

Wow that is alot of files. I mean it's not really, but for this issue. You fond refs in all these files. This code is all over the place. Thanks for the hard work. I see you didn't annotate where you made changes. I'll see if I can't note them with winmerge when I copy them in.

Thanks Again.
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Finished the flushing fix, was kinda a little mess, what happened is that officers never returned to the island from where they come from, so you were out of slots depending if they died or transfered to another ship.

The compiled fix is here : <a href="http://www.piratesahoy.com/forum/index.php?showtopic=8655" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=8655</a>
 
Hmm, I see the issue here and I will confess, I am damn lost here! I found a simple solution thought it might not work for everyone........wait for a patch that works, I read the posts and the patch seemed more trouble than it was worth so I'm waiting for a new one,

cheers

Cpt. V.D.
 
<!--quoteo(post=166781:date=Oct 10 2006, 10:09 AM:name=Stone-D)--><div class='quotetop'>QUOTE(Stone-D @ Oct 10 2006, 10:09 AM) [snapback]166781[/snapback]</div><div class='quotemain'><!--quotec-->
<SNIP>
Skull : Fairly easily, actually. I've uploaded my fixed scripts/officers.c file to the aop ftp (sd-OfficerFix-1.0.zip). This is the vanilla version that's been fixed - I don't have the supermod.
<SNIP>
Anyway. Sorry for being so vague, I haven't got much time right now. I'm going to work on a more detailed Officers modification, which should allow for an unlimited number of officers.
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Arrr thar, Stone-D! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Fred Bob tried out yer modded officer.c file in de stock game unpatched game tonight and had ZERO crashes capturing ships fer once! <img src="style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Harr! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
Some o' dem ships musta had onboard lumber mills judgin' by de inordinate amount o' planks ye kin end up with! <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Glad it worked out! I'm making some progress on officer quantities. I might skip on the idea of *infinite* officers, not impossible but alot of work involved there. What I have done so far is to have each tavern's officer count raised to 12 instead of 3. That allows for a full complement for one ship and have some spare to act as governors in taken colonies. I've been playing this mod for a few days now with no problems.

Interested? <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
oh yeah! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Are play'n stock version with or without patch <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Yer editted file werked fine fer ol' Fred Bob, but it turns out he be a bit premature in stating no crashes when capturing ships, 'cause last night de game crashed several times after boardin' actions, so it prolly some o' Akella's unfinished bidness, me thinks! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Frankly de most pressin' need in Fred Bob's opinion be tew trap some o' dem crash bugs, if'n it be possible through scriptin' alone! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Yeah, I've found a couple of bugs that showed up during surrendering. Game tries to identify what the surrendering ship's target is, but if its running away, it doesn't have a target. Ergo, crashtastic. Quite a few silly ones like that. Also, I've found that if you edit sea_ai/sea.c and comment out a lighting-related line, the game doesn't crash as much!

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
        string sTexturePath = "islands\" + Islands[iIslandIndex].TexturePath + "\";
        SetTexturePath(0, sTexturePath);
        Island.FogDensity = Weather.Fog.IslandDensity;

        // Stone-D :: BugFix
        // CRASH CreateEntity(&SeaLighter, "lighter");
        // Stone-D :: BugFix
        SendMessage(&SeaLighter, "ss", "ModelsPath", Islands[iIslandIndex].filespath.models);
        SendMessage(&SeaLighter, "ss", "LightPath", GetLightingPath());
<!--c2--></div><!--ec2-->

BTW Fred_bob, as for the planks... I need to find my old programs folder for PotC. I'd modded the game quite a bit, lots of unreleased material. One of them was a more realistic load for ships. I found the planks thing to be a bit retarded too, ya see. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Question is, did I wipe it entirely or did I save it?!
 
Should you update your archive please ?

The actual content dont match with the update 1 & 2 of the supermod, who mainly add a new ship..

Also it sound like most of the file inside you archive isnt necessary, regarding the size and last usage date..
 
This is an interesting quirk I found.

I had to reinstall and recopy the supermod because after I installed the flushing fix I was getting stack errors in the utils.c.

So Anyway fresh load except changed recharge time on officers to zero. Everything seems to work out but the bug I found was in San Jaun. There for some reason there were more than 3 officers available at once. You would hire one and another would imediatly take its place. I thought I just wasn't hireing them until I checked and had 6 spanish officers where before I had none. Any ideas where the change in code for might be?

Great work on the sea lighter code any ideas about the rest of the errors mean?

RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
missed attribute: fastreload
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
no rAP data
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
missed attribute: fastreload
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 597
Save - ARef to non existing attributes branch
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
missed attribute: fastreload
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
no rAP data
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
missed attribute: fastreload
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
no rAP data
RUNTIME ERROR - file: sound.c; line: 171
missed attribute: fastreload
RUNTIME ERROR - file: sound.c; line: 171
no rAP data
RUNTIME ERROR - file: sound.c; line: 163
invalid index -1 [size:20]
RUNTIME ERROR - file: sound.c; line: 163
invalid array index
RUNTIME ERROR - file: sound.c; line: 163
function 'GetColonyNation' stack error
RUNTIME ERROR - file: sound.c; line: 171
Unknown data type
RUNTIME ERROR - file: sound.c; line: 171
missed attribute: fastreload
RUNTIME ERROR - file: sound.c; line: 171
no rAP data
RUNTIME ERROR - file: sound.c; line: 163
invalid index -1 [size:20]
RUNTIME ERROR - file: sound.c; line: 163
invalid array index
RUNTIME ERROR - file: sound.c; line: 163
function 'GetColonyNation' stack error
RUNTIME ERROR - file: sound.c; line: 171
Unknown data type
RUNTIME ERROR - file: scripts\quest_delivery_item.c; line: 563
missed attribute: pquest
RUNTIME ERROR - file: scripts\quest_delivery_item.c; line: 563
no rAP data
RUNTIME ERROR - file: sea_ai\sea.c; line: 1199
Cant create class: lighter
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
missed attribute: fastreload
RUNTIME ERROR - file: battle_interface\BattleInterface.c; line: 2318
no rAP data
RUNTIME ERROR - file: sea_ai\sea.c; line: 1199
Cant create class: lighter
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 31
missed attribute: go
RUNTIME ERROR - file: battle_interface\reload_tables.c; line: 31
no rAP data
 
Windwolf: Ignore the save errors, can't fix 'em. They're not crashers anyway, they just fail to save something the devs forgot to put in before building the DLLs.

You can kill alot of the battleinterface/sea.c errors by commenting out the lighter references as I mentioned before. Just lighting and DOES cause crashes.

As for the rest, dunno. As I said, don't have supermod yet so the line numbers are off for me.
 
<!--quoteo(post=167173:date=Oct 12 2006, 04:53 PM:name=Stone-D)--><div class='quotetop'>QUOTE(Stone-D @ Oct 12 2006, 04:53 PM) [snapback]167173[/snapback]</div><div class='quotemain'><!--quotec-->
Yeah, I've found a couple of bugs that showed up during surrendering. Game tries to identify what the surrendering ship's target is, but if its running away, it doesn't have a target. Ergo, crashtastic. Quite a few silly ones like that. Also, I've found that if you edit sea_ai/sea.c and comment out a lighting-related line, the game doesn't crash as much!

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

You seem to understand this part of the code well enough to understand whats going on. any ideas how to fix it? Or I thought we could fix a way I did with getting stuck after raises. I just cut them out.
Is there a part we can disable to prevent them from surrendering at sea, so they can only surrender during a boarding attempt?
 
Ahoy,
first I´m sorry for bumping a very old thread, but I have no idea where else I could ask for help.
I have AoP 1.5 installed on my HD and I came across the same problem as the topic starter did. There are no more officers for hire
in my game.
Since my modding abilities are very poor, all efforts fixing this problem by myself were without any result.
I tried to download the zip file that meximaster offered but sadly the link is dead. Does somebody still have this file ?

I would be glad for your help, many thanks.
 
<!--quoteo(post=262992:date=Jun 18 2008, 04:32 PM:name=Captain Green)--><div class='quotetop'>QUOTE (Captain Green @ Jun 18 2008, 04:32 PM) <a href="index.php?act=findpost&pid=262992"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ahoy,
first I´m sorry for bumping a very old thread, but I have no idea where else I could ask for help.
I have AoP 1.5 installed on my HD and I came across the same problem as the topic starter did. There are no more officers for hire
in my game.
Since my modding abilities are very poor, all efforts fixing this problem by myself were without any result.
I tried to download the zip file that meximaster offered but sadly the link is dead. Does somebody still have this file ?

I would be glad for your help, many thanks.<!--QuoteEnd--></div><!--QuoteEEnd-->
Thats fairly weird, I have never heard of this bug... Does it just slowly happen over time when your save game gets too long? I have no way to try and fix and test this if I cant reproduce it. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> Are you running any mods like supermod or anything currently? Too bad Stone-D was so extremely veg on his explanation of how this fix works... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
It happens after hiring 3 officers from each tavern. When they die in combat or leave the crew due to low loyality there´s no way
to replace them, since the taverns stay empty. This problem occurred with modded and unmodded versions of the game. The supermod didn´t
work properly on my system, it caused several crashes, so i had to remove it.
 
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