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Fixed Perk object gets removed somehow

Jason

Buccaneer
Storm Modder
While I am downloading today"s version I wanted to check on something that happened in the game I am playing. I received four promotions in a row to Capitane De Frigate and when I went to the perks screen all of the remaining locked perks I had including the potions had been unlocked. Is this supposed to happen?
 
Assuming you're playing as a French privateer, you should get the following perks unlocked
"BasicLandOwner" at "Sous-Lieutenant de Vaisseau"
"Trustworthy" at "Capitaine de Fregate"
"Troopers" at "Contre-Amiral"

I do vaguely recall @Levis had some code in place to possibly unlock extra perks if your officers had them.
But you don't get any promotion officers as a privateer, so they shouldn't contribute those other perks either.

So nope.... not making sense to me.

You didn't have any crazy indian herbs or something with you, did you?
 
Assuming you're playing as a French privateer, you should get the following perks unlocked
"BasicLandOwner" at "Sous-Lieutenant de Vaisseau"
"Trustworthy" at "Capitaine de Fregate"
"Troopers" at "Contre-Amiral"

I do vaguely recall @Levis had some code in place to possibly unlock extra perks if your officers had them.
But you don't get any promotion officers as a privateer, so they shouldn't contribute those other perks either.

So nope.... not making sense to me.

You didn't have any crazy indian herbs or something with you, did you?

No nothing like that.
 
Does it happen every time?
Does it happen also in the latest version?
Does @Levis have any thoughts on this one?
 
Can't think of any reason why this should happen ....
Did you change your internal settings to disable locked perks?
 
I cant find the right tread right now so here it comes: The old problem is back.
When I go from worldmap to direct sail at Turks, the game becomes stuttering
and not playable. Im on a treasure quest here.
 

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  • compile.log
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  • -=Player=- Open Sea January 4th, 1683.zip
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@ANSEL: And that WAS with a new game? Must be, because you've got the new update and that is enforced.

It seems obvious the game is stuttering specifically because it is logging plenty errors.
Which shouldn't be happening, but does anyway.

And of course it is Levelling-related:
Code:
elRUNTIME ERROR - file: Leveling.c; line: 207
missed attribute: officertype
RUNTIME ERROR - file: Leveling.c; line: 207
no rAP data
RUNTIME ERROR - file: seadogs.c; line: 727
Ghost A reference
RUNTIME ERROR - file: seadogs.c; line: 727
Ghost A reference
RUNTIME ERROR - file: seadogs.c; line: 1391
invalid index -1 [size:1000]
RUNTIME ERROR - file: seadogs.c; line: 1391
process event stack error
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 334
missed attribute: fastreload
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 334
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 335
missed attribute: immediatereload
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 335
no rAP data
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 334
missed attribute: fastreload
RUNTIME ERROR - file: sea_ai\AICannon.c; line: 334
no rAP data
So this one @Levis.
 
will look at this tomorrow ... somehow there are still characters created without officertype ... this might have something todo with the captain generation...
 
It sounds to me like this issue is PROPER NASTY and is basically a showstopper that prevents proper testing on a lot of other still-open issues.
So that's not very good at all....

@ANSEL: Just for the sake of it, can you enable all the debug lines at the top of PROGRAM\Levelling.c and then play through the stutter-scene?
Maybe that can speed up @Levis' fixing here.

Also some "GetMySimpleName" calls in that file probably need to be replaced with "character ID" again.
We probably need to know if the ships affected are Companions, WorldMap/DirectSail Encounters or Coast Raiders.
 
@ANSEL: Just for the sake of it, can you enable all the debug lines at the top of PROGRAM\Levelling.c and then play through the stutter-scene?
Like this you mean? Udklip.PNG Also there was 4 pirate ship at the coast, i have to fight.
 
Okay going trough the code a bit this is what I think is happening.
When a coastraider is generated the captain isn't assigned right to the ship so the ship gets no captain. This is why these errors seem to occur.
I assume this because it seems the ship update parameters isn't called. If it where the missing values would be there.

I'm looking into it more. expect a fix later tonight.
 
Hmmm....looking trough the coast raider code it can't be coastraiders because they only appear in groups of 2. It must have been an encounter instead.
 
btw @Pieter Boelen of @Jack Rackham any idea why the
Code:
WARNING!!! Item id = -1 not implemented
is appearing A HELL OF A LOT in his compile.log files??
 
@Pieter Boelen after closer examination I saw this in his logs:
Code:
SEA: Did CRs
SEA: Error: Group Treasure_Pirate, Island Turks
SEA: Error: Find locators Group , Locator 
SEA: Did any groups
SEA: added ships
SEA: Set tasks

@ANSEL where you doing a treasure quest?
 
Might be because ANSEL usually plays with Ammo Mod OFF.

If the captain is missing altogether, I don't think the ship can exist at all.
A ship must have a Captain, especially in this game.

We did do all the ClearCharacter business though, so maybe part of the initialization is missing.
But it is similar for Coast Raider and Worldmap encounters now.
And we've had the worldmap ones like this for a while. So that doesn't make much sense either.
 
Treasure Pirates do not get cleared. Not yet anyway.
Maybe we really DO need to make one single set of functions to generate captains and their ships.

Have you found the character ID yet of the one that is throwing all the errors?
That would be very good to know.
 
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