• 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!

Fixed Smuggling: Eleuthera has Smuggling Goods when it shouldn't

Trying to find the shore from worldmap and switch to sailing close to the Island: I can't find the shore!!
Only fastreload works (if you have been there earlier I guess).

This does seem a problem if you are playing ironman etc
 
I found one mistake + changed to l1 (just in case) in Eleuthera.c. Now I can sail out from the cove but the winds are still difficult
so now I can't enter the cove instead.
I started from Alice_port and sailed to the right along the coastline and YES I found the shore at last. :pirateraft
 
I found one mistake + changed to l1 (just in case) in Eleuthera.c. Now I can sail out from the cove but the winds are still difficult
so now I can't enter the cove instead.
I started from Alice_port and sailed to the right along the coastline and YES I found the shore at last. :pirateraft
you can't sail in it but the moor icon appears before you need to? then its fine with me
 
The anchor icon shows up first when I'm exactly at the narrow inlet.
Sailed again from Alice_port and this time the wind must have changed a little so I could enter the shore.

Maybe I should try to move the "reload_4" I'm using to a little outside this troublesome passage?
 
The anchor icon shows up first when I'm exactly at the narrow inlet.
Sailed again from Alice_port and this time the wind must have changed a little so I could enter the shore.

Maybe I should try to move the "reload_4" I'm using to a little outside this troublesome passage?
a little bit might be good yes. not to much, if you are at the inlet and the icon shows I'd say it's good enough.
 
Larger radius works. :onya
Smuggling tested now and works. :onya
Also added a smuggler in Alice_tavern.


I'm not sure about the goods/contraband. Just turned on what @Talisman turned off earlier:

Code:
//TALISMAN - Eleuthera - no beach for smugglers - remove contraband
        //JRH reassign contraband
        rIsland.Trade.Export.id1 = GOOD_TOBACCO;
        rIsland.Trade.Export.id2 = GOOD_COFFEE;
        rIsland.Trade.Export.id3 = GOOD_COPRA;
        rIsland.Trade.Export.id4 = GOOD_ALE;
        rIsland.Trade.Export.id5 = GOOD_FOOD;
        rIsland.Trade.Export.id6 = GOOD_TREATMENT;
        rIsland.Trade.Import.id1 = GOOD_PLANKS;
        rIsland.Trade.Import.id2 = GOOD_SAILCLOTH;
        rIsland.Trade.Import.id3 = GOOD_WHEAT;
        rIsland.Trade.Import.id4 = GOOD_GOLD;
        rIsland.Trade.Import.id5 = GOOD_SILVER;
        rIsland.Trade.Contraband.id1 = GOOD_SUGAR;
        rIsland.Trade.Contraband.id2 = GOOD_LINEN;
        rIsland.Trade.Contraband.id3 = GOOD_WINE;
/*
        // TALISMAN - reassign goods
        rIsland.Trade.Export.id1 = GOOD_TOBACCO;
        rIsland.Trade.Export.id2 = GOOD_COFFEE;
        rIsland.Trade.Export.id3 = GOOD_COPRA;
        rIsland.Trade.Export.id4 = GOOD_ALE;
        rIsland.Trade.Export.id5 = GOOD_FOOD;
        rIsland.Trade.Export.id6 = GOOD_TREATMENT;
        rIsland.Trade.Export.id7 = GOOD_RUM;
        rIsland.Trade.Import.id1 = GOOD_PLANKS;
        rIsland.Trade.Import.id2 = GOOD_SAILCLOTH;
        rIsland.Trade.Import.id3 = GOOD_WHEAT;
        rIsland.Trade.Import.id4 = GOOD_WINE;
        rIsland.Trade.Import.id5 = GOOD_GOLD;
        rIsland.Trade.Import.id6 = GOOD_SILVER;
        rIsland.Trade.Import.id7 = GOOD_SUGAR;
*/

1) There's a difference concerning wine & rum.
2) Checking colonies menu ingame gives SILK as (only) contraband for Eleuthera. And that's what smugglers accept too.
 
@Jack Rackham its because of the dynamic smuggling system. You can just keep the goods as they where as long as @Pieter Boelen doesn't add his exception to the code.
 
What is it like if you are found by coastguard ships - how easy is it to get away from them and out of the bay ?

:read
That could be a nice fight XD.
 
You can just keep the goods as they where as long as @Pieter Boelen doesn't add his exception to the code.
The only thing you can do to to ensure that is to travel back in time and stop me from doing it.
In other words: I already did that and the exception is currently in the mod. So you just have to remove that line again. Easy enough. ;)
 
Just for fun and variation. Here it is, the new shore: Citadel Rock.
 

Attachments

  • Citadel Rock.jpg
    Citadel Rock.jpg
    460.9 KB · Views: 75
Just for fun and variation. Here it is, the new shore: Citadel Rock.
You couldn't resist the temptation of actually making it look interesting, could you?
That is nice, that is! Haven't seen that before in the game. :onya
 
Back
Top