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Proposed changes to ship goods transfer time

<!--quoteo(post=221907:date=Nov 17 2007, 11:47 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 17 2007, 11:47 AM) [snapback]221907[/snapback]</div><div class='quotemain'><!--quotec-->can't confirm that bug. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> sounds like another installment fluke to me.<!--QuoteEnd--></div><!--QuoteEEnd-->

I read this, uninstalled, and reinstalled Build 13 Final (Correctly, I might add). True, if you do the transfer with Malcom, it's instant. But when you trade goods, it takes days... I don't believe you tried it. Start with a bermuda sloop, 45 crew and trade over 100 goods. Don't have more than 1 point in leadership when you make the trade, just for test purposes. It will take at least 4 days.

Henry Avery
 
no, i hadn't tried it, but if nobody else reports it, i usually call it an installment fulke. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> besides that, those flukes occur wether or not you install it correctly, and they're always random.
 
There should be no such flukes. If you install correctly, the code is correct. It's the code that causes the bug, so you only get a bug when the code itself is incorrect even if you did instill correctly. Sometimes there are bugs caused by a wrong installation order, but if you install correctly, the only bugs you should experience are the REAL ones and possibly bugs caused by hard- or software on your computer.
 
well, the fact that i keep getting different bugs each time i install the game pretty much sums it up. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
That is what I simply do not understand. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
i wish I did! <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<!--quoteo(post=221890:date=Nov 17 2007, 10:24 AM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 17 2007, 10:24 AM) [snapback]221890[/snapback]</div><div class='quotemain'><!--quotec-->I'm not trying to beat a dead horse, but does leadership still influence cargo transfer times?
I'm starting a new game, Build 13, and if I dismiss Malcom Hatcher and sell the cargo myself it takes 6 days.
Looking at the formula in IS.h:

#define TIME_MOVEGOOD 30 // INT - time in minutes for 1 crewman to move 1 unit of a good. Also, no matter the crew, this * goods qty /10 is added in minutes.

According to the comment, my crew of 45 men on my Bermuda Sloop with Towngirl avatar moving 164 cargo units should take:
(164 / 45 * 30) + ((30 * 164)/ 10) minutes
109.3 + 492 minutes
601 minutes

I've since started a new game with Nathan Hawk on a Brig to confirm: it takes a long time to move cargo - days, in fact. But there are 1440 minutes in a day (in RL), so this comment cannot be correct.

Can someone confirm this long cargo transfer time by starting a new char, dismissing Malcom, and selling goods?
I thought also it could just be the pre-Oxbay scenario, but I went to another island and sold some goods and it took a long time too.
I don't remember noticing this long transfer time in the past though. I'm wondering if some other random modifier I've changed in BS.h or IS.h is causing this?
It's as if I'm transferring cargo with one crew unit (5412 minutes).

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

It makes a difference to run the game before you install the Build 13 Final.
Running the game, before modding it, creates necessary files that won't be there if you don't start a new game. For example, the file config.exe, is created when you first run the game. You can't resize your screen until you have this file.

I figured out what was happening to make me think there was a bug in cargo transport times. The formula is not using the number of cargo pieces, but the number of cargo weight. Therefore, my 164 cargo, composed of 100 leather and 64 silk ( I think silk takes up 3 cargo, maybe it's 2 or 4?), weighs 400 + 192
So it's really (692 / 45 * 30) + ((30 * 692) / 10) minutes
461 + 2076
2537 minutes

Which is well over a day in real time. I'm not sure how many minutes are coded into the "game day" but I think it would be the same.
Anyway, my point is, when you start the game with a Barque, or other ship chosen for cargo space, and are limited to under 100 crew, it takes days to move goods. This is due to the latter-half of the equation. True, you can set the 30 to 0 in InternalSettings.h, but I think the code should be adjusted, for what it's worth.
Suggest:
(#ofcargo / #ofcrew * IS.h modifier) + (#ofcargo / 10)

Henry Avery
 
Config.exe is created when the game is first run? I'm pretty sure it's there as soon as I installed the stock game. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
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