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Problem with hiring crew.

Odd... I've never had a problem with the quick repairs ability not showing up if the conditions were right. This includes actually having the perk, having less than 90% in sails or hull or both, and having the necessary repair materials on board the ship.

I have seen a problem ever since I've been playing where the light repairs perk gets unchecked in the abilities menu somehow. I still have the quick repair perk, which has light repairs as a prerequisite. Light repairs only shows up if you have less than 10% in hull, far as I know, and doesn't require repair materials. I use light repairs so seldom that I don't know what happens if it gets unchecked in the abilities menu.

It's possible that if the light repairs perk gets unchecked, the quick repairs perk will not show up.

Hook
 
The reason why the Quick Repairs perk doesn't show up is a bit more odd than that: For some reason, the Quick Repairs perk is executed as soon as you open the Abilties menu, so that you can't manually enable that perk. The result is that the perk appears to not be there at all, but it is auto-executed for some reason.

This bug has been in there for a long time. Both IncredibleHat and me tried to figure out why this would be happening, but could not find the reason. The code appears to not be changed since Build 12.1, except for the inclusion of the Realistic Repairs code. This code is meant to make it so that the Quick Repairs only work if the "Go to shore" icon appears. This would be more realistic, because it's a bit odd to repair the ship instantly while in mid-battle. However, with this bug and the Realistic Repairs mod, the Quick Repairs ability is just about useless.

That is why I have removed the "Go to shore" requirement from Beta 2, so that the Quick Repairs ability should work again. However, because it is auto-executed when you open the perks menu, you don't actually see the perk anymore, but at least it should work again.

To Rad: If you open the perk menu, does the following message show up on the screen: "You need a sheltered anchorage for repairs!"?
 
I'm not sure I understand. I play without the realistic repairs, and I've never had a problem with either seeing the icon or having it exectued automatically. It's working as it's supposed to for me.

I do know that if you put an officer in charge of a ship who has the quick repairs perk and the necessary materials, he will do the quick repair immediately upon leaving the ransack screen. I wonder if that has anything to do with it.

Hook
 
<!--quoteo(post=165013:date=Oct 2 2006, 10:36 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 2 2006, 10:36 AM) [snapback]165013[/snapback]</div><div class='quotemain'><!--quotec-->
I'm not sure I understand. I play without the realistic repairs, and I've never had a problem with either seeing the icon or having it exectued automatically. It's working as it's supposed to for me.
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I wonder if the realistic repairs could possibly have anything to do with it. I'll check it... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I have been testing this and am happy to conclude that it, in fact, does work! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I found the following requirements for the Quick Repair perk to show up in the abilities menu:
1) You must have the perk, of course
2) You must have damage
3) You must have planks and/or sailcloth
4) The "Go to shore" icon must show up (if the Realistic Repairs mod is on)

If either of these is not true, then the perk will not show up. If you are at open sea and you open the abilities menu, then the message "You need a sheltered anchorage for repairs!" shows up.

I wonder if we should remove the sheltered anchorage requirement altogether. What do you people think? Is there anyone who wants to keep that requirement?
 
I must be missing something. I thought the whole idea behind realistic repairs is quick repair could only be done when you had the anchor icon. If you remove that requirement, what does the realistic repairs mod do?

Hook
 
Ok, I looked at the code and it looks like the only places REALREPAIR is used is to keep you from using the quick repair ability unless you can anchor, and to make repairs at a shipyard take some time.

This basically makes quick repair useless unless you're at an island where you can't visit the shipyard. Perhaps a better restriction would be that you can't use quick repair unless you can enter the worldmap. Substitute bMapEnter for bCanEnterToLand in the CheckInstantRepairCondition() function and remove the log string or change it.

Hook
 
Not a bad idea <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> The main thing is that IMHO you shouldn't be able to repair your ship during battle. That was the idea behind this option.

<!--quoteo(post=164859:date=Oct 1 2006, 12:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 1 2006, 12:15 PM) [snapback]164859[/snapback]</div><div class='quotemain'><!--quotec-->
While checking this issue, I found some interesting unused code: Code that apparently is meant to generate interesting encounters in towns and ports as well, such as rapers, deadmans, patrols, late walkers, etc. I also found some code about a camouflage cloak.
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I assume that Akella once had a lot of interesting features in the game that were later disabled cause they were buggy, interfering with the mainquest or not to Bethesda's or Disney's liking (like the rapers)

The camouflage cloak was once upon a time written by me. If you don one at night the hearing and vision radius of Guards and Bandits will be reduced so that you can sneak around them or knock them out from behind. But it is not yet fully implemented cause the thief/ secret service missions that could be played with that feature still need to be written. Maybe I get this finally done this winter <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Though I am not sure if there is really demand for such a feature. Probably those who are mainly interested in the maritime part of this game will regard it as yet another nuisance or overcomplication <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I have some another problem with hiring crew now. When I had smaller ships in the course of repairing ship in shipyard my crew was replenish to the maximum and it was good. Now when I have two MOWs when I go to shipyrd because of repairing my ship crew is replenished only partially. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
Concretly, condition of my MOW was 79% Hull and 100% Sails. I had 298 crew. After complete repairing I have 542 crew. Is it anyhow conditioned or limitied by anything yet? Maybe by size of ship damage ? The more damage the more added crew? I don´t know. What do you think? And I am in paradoxical situation in which I never was in the past that I must deliberately stop to use the light repairing of my ships on the see that works for me already because when my ship is completely repaired which hapened me several times I can replenish any crew in shipayrd if my ship is OK, only a small number of crew when some ship surrender to me or in taverns where I can hire every morning 16 - 30 sailors but never more. But if you fight with fleet of enemy I quite often loose half or two thirds of my crew through gunshots and boarding several ships. So I am in constant shortage of crew again, on my two ships it is ( about 1000 -1500 crew members) that I can´t replenish anywhere. Could you advise me something effective? Could be something changed in mode code or at least in my game code so as my crew in taverns were suffucient and I could concentrate on fighting and enjoy my playing? With my crew 250 man at my MOW I can shoot only slowly and lately I boarded frigate and want to take it and sell it but I had to sink it because of shorthage of the crew. I think the game work well if you use one smaller ship but when you start to use large ships and even more ships, and you play at high difficulty, some disproportions about that issue starting appear. <img src="style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
 
To Hook: That sounds like an excellent idea! As you know, the realistic repairs mod also makes repairs take several days at shipyards. I reckon that the duration of the repairs should be a seperate toggle or it should simply be always enabled.

To CCC: I would very much like such a mod. More interest on land is always good as far as I'm concerned! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
I just managd to reduce the problem with lacking crew. I am concentrating at two fighting parts and I involve into that fight if they are Franchmen or Pirate. Those figting parts are too depleted from courage and morale that surrender more frequently. And I can take some crew from their ships for me. But it´s nothing fast, practical and efficient. But I can somehow survive on that. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Open PROGRAM\InternalSettings.h and increase CREW_CHANGE_RATIO. If you increase this, then the amount of crew for hire in taverns will increase more rapidly each day, so you would have more crew available for hire again.
 
Thanks Pieter. I will surely try it. And if I would have enough crew I could even start to use you my foot issue again. But probably not. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
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