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    Maelstrom New Horizons


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Some questions

Yes, well, I just thought that it should at least be possible. :p 15% maximum isn't so high, so I think it will work.

By the way, I've tested these changes for both swords and pistols some more, and as I said it works fine. No longer does this happen: You are at full health and block, but an enemy pierces your block and scores a critical hit on you and takes away all or almost all of your hit points. This can really matter in fights against multiple enemies. Now even if they pierce your block and score a critical hit on you it won't be a too sudden difference in damage. At the same time it doesn't take that much longer to defeat them. :)



Jonty: Hehe, it's been a long time since the quests with Zaid Murro and Vigila Mendes were my primary concerns with this thread.

I don't do it like that, I escort him and complete the quest. Not nice to attack him, better to get money some other way. :p
 
But I'm a horror of high seas baste :dance I pillage and plunder. That is what I do. :sail
 
My reputation in the game is "Hero". I protect the innocent and fight the evildoers. 8)
 
Does anyone know where in the code the fix that makes NPC:s fire their pistols is located? I looked for it but couldn't find it.
 
To be more precise, NPC:s do fire their pistols, but only if they aren't fantoms, it seems. This has been fixed in the build so every NPC with a pistol can do it, but I haven't been able to find where that code change is.

Guess I'll have to keep looking. :shrug
 
Yes, well, I just thought that it should at least be possible. :p 15% maximum isn't so high, so I think it will work.

By the way, I've tested these changes for both swords and pistols some more, and as I said it works fine. No longer does this happen: You are at full health and block, but an enemy pierces your block and scores a critical hit on you and takes away all or almost all of your hit points. This can really matter in fights against multiple enemies. Now even if they pierce your block and score a critical hit on you it won't be a too sudden difference in damage. At the same time it doesn't take that much longer to defeat them. :)



Jonty: Hehe, it's been a long time since the quests with Zaid Murro and Vigila Mendes were my primary concerns with this thread.

I don't do it like that, I escort him and complete the quest. Not nice to attack him, better to get money some other way. :p

Oh...nice i like the sounds of those changes Baste re the damage with criticals etc, any chance of posting those changes for us to test out or are you still fine tuning it all?
 
Well, when I wrote that the code was the same as it was when I made this post, and the pistol change isn't in the patch: http://forum.piratesahoy.net/index.php/topic/15382-build-14-beta-1/page__view__findpost__p__407699 :shrug

But I have made a fix to the code which I posted about here: http://forum.piratesahoy.net/index.php/topic/15382-build-14-beta-1/page__view__findpost__p__409440 :)

Damage from critical hits wasn't decreased if you blocked, but now it is. I missed this earlier.

Code:
// Baste - critical hit calculation changed -->
float critical = 0.0;
if(IsCharacterPerkOn(attack, "SwordplayProfessional"))
{
if(rand(100) <= 25)
{
critical = damage*2.0;
}
}else{
if(IsCharacterPerkOn(attack, "CriticalHit"))
{
if(rand(100) <= 10)
{
critical = damage*2.0;
}
}
}else{
if(rand(100) <= 5)
{
critical = damage*2.0;
}
}
if(isBlocked)
{
damage = damage*0.3;
critical = critical*0.3;
}
 
Do we have any thoughts on what to do with all this code? At the moment, I think I've got Baste's latest work included in my Patch 7-to-be installation, but am not 100% sure I didn't miss out on anything.
 
I have recently discovered that something is indeed wrong with my changes to the critical hit code. I tried using the stock code again in Patch 7 WIP 2 and found that it was easier with the stock code, which is opposite to how it is in my game, where it's easier with my changes. The strange thing is that it wasn't like this when I tried the stock code before. It seems I missed an error in the pierce calculation. So, don't include this code just yet. I will report back about it soon. :) The changes regarding critical hits and so on for the fists can be included, though.

Apart from that, have you included the texture file with cleaned up "Prison" and "Fort" icons? It wasn't mentioned in the changelog.
 
Can you re-upload that texture file, just to be sure? I think I did, but I'm not 100% on that one.

So which code changes should I exclude for now? :?
 
Exclude the changes for swords and pistols, but include these changes for the fists:
Code:
// Baste -->
punch = rand(rank)*0.5;
bool critical = false;
if(rand(100) <= 5)
{
punch = rank*0.5;
critical = true;
}
if(IsCharacterPerkOn(enemy, "BasicDefense"))
{
punch = rand(rank)*0.45;
if(critical == true) punch = rank*0.45;
}
if(IsCharacterPerkOn(enemy, "AdvancedDefense"))
{
punch = rand(rank)*0.4;
if(critical == true) punch = rank*0.4;
}
if(IsCharacterPerkOn(enemy, "SwordplayProfessional"))
{
punch = rand(rank)*0.35;
if(critical == true) punch = rank*0.35;
}
if(IsEquipCharacterByItem(enemy, "cheaparmor")) punch = punch*0.9;
if(IsEquipCharacterByItem(enemy, "commonarmor")) punch = punch*0.5;
if(IsEquipCharacterByItem(enemy, "goldarmor")) punch = punch*0.4;
if(makeint(punch) <= 0) punch = 1;
bool noExp = false;
if(CheckAttribute(attack, "chr_ai.group"))
{
if(CheckAttribute(enemy, "chr_ai.group"))
{
if(attack.chr_ai.group == enemy.chr_ai.group && !CheckAttribute(GetMainCharacter(),"TrainingFight") && !HasSubStr(attack.id,"TrainingFight_") && !HasSubStr(enemy.id,"TrainingFight_"))//MAXIMUS
{
// ccc mar05 REPLOSS tweak added
//	PB: I don't think we need this; no harm done = no reploss needed
//	LAi_ChangeReputation(attack, - REPLOSS);	// ccc rephit for attacking friends
//	if(sti(attack.index) == GetMainCharacterIndex()) traceandlog("CHANGE REP for player: " + -REPLOSS + " - attacking friends");	// LDH 19Dec08
punch = 0.0;
critical = false;
noExp = true;
}
}
}
if(critical == true)
{
if(sti(attack.index) == GetMainCharacterIndex())
{
Log_SetStringToLog(XI_ConvertString("Critical Hit"));
}
}
// Baste <--
I'm uploading the file from Patch 6 with these changes, and the texture file.

I will report back about the changes for swords and pistols this week, so they can be included in Patch 7 in time before it is released.
 
Thanks a lot; I'll include those files! Not sure when Patch 7 will be released; I'm awaiting Armada's files. If before you finish your work, it'll make it into Beta 2 instead, so no worries there. :doff
 
Strangely enough, that latest LAi_events.c file you uploaded is exactly the same as the one already in my game version,
with the exclusion of the code I put in there to prevent non-qualitized weapons from breaking.
But that suggests that file is also the one that was in my latest Patch 7 WIP files, which apparently does have the game balancing issues. Right? :wacko:
 
Was this the part we should keep or exclude for the time being?
Code:
			// Baste -->
punch = rand(rank)*0.5;
bool critical = false;
if(rand(100) <= 5)
{
punch = rank*0.5;
critical = true;
}
if(IsCharacterPerkOn(enemy, "BasicDefense"))
{
punch = rand(rank)*0.45;
if(critical == true) punch = rank*0.45;
}
if(IsCharacterPerkOn(enemy, "AdvancedDefense"))
{
punch = rand(rank)*0.4;
if(critical == true) punch = rank*0.4;
}
if(IsCharacterPerkOn(enemy, "SwordplayProfessional"))
{
punch = rand(rank)*0.35;
if(critical == true) punch = rank*0.35;
}
if(IsEquipCharacterByItem(enemy, "cheaparmor")) punch = punch*0.9;
if(IsEquipCharacterByItem(enemy, "commonarmor")) punch = punch*0.5;
if(IsEquipCharacterByItem(enemy, "goldarmor")) punch = punch*0.4;
if(makeint(punch) <= 0) punch = 1;
bool noExp = false;
if(CheckAttribute(attack, "chr_ai.group"))
{
if(CheckAttribute(enemy, "chr_ai.group"))
{
if(attack.chr_ai.group == enemy.chr_ai.group && !CheckAttribute(GetMainCharacter(),"TrainingFight") && !HasSubStr(attack.id,"TrainingFight_") && !HasSubStr(enemy.id,"TrainingFight_"))//MAXIMUS
{
// ccc mar05 REPLOSS tweak added
//	PB: I don't think we need this; no harm done = no reploss needed
//	LAi_ChangeReputation(attack, - REPLOSS);	// ccc rephit for attacking friends
//	if(sti(attack.index) == GetMainCharacterIndex()) traceandlog("CHANGE REP for player: " + -REPLOSS + " - attacking friends");	// LDH 19Dec08
punch = 0.0;
critical = false;
noExp = true;
}
}
}
if(critical == true)
{
if(sti(attack.index) == GetMainCharacterIndex())
{
Log_SetStringToLog(XI_ConvertString("Critical Hit"));
}
}
// Baste <--
From LAi_events.c
 
Argh, multiple posting! The moderators will talk to you about this! ...Or not. ;)

The LAi_events file you have in your game version is correct, and the changes for the fists in there can be kept. :) The file with the problems is LAi_fightparams, and my changes in it should have been excluded but I have now updated it and this updated code can probably be kept. I want Black Bart and Hylie Pistoff to test it first before I can say for sure.

I couldn't find any correlation between my critical hit changes and the pierce calculation, and it seems there really isn't one. But, I found another error I missed earlier and when corrected it seems I also fixed the first problem.
Code:
	if(IsCharacterPerkOn(attack, "SwordplayProfessional"))
{
if(rand(100) <= 25)
{
critical = damage*2.0;
}
}
else if(IsCharacterPerkOn(attack, "CriticalHit"))
{
if(rand(100) <= 10)
{
critical = damage*2.0;
}
}
else
{
if(rand(100) <= 5)
{
critical = damage*2.0;
}
}
With how it was the "if(IsCharacterPerkOn(attack, "CriticalHit"))" part could never be loaded. They have no correlation, but it seems that by fixing this I also fixed the first problem. Strange.

If this also fixes the problem for Black Bart and Hylie Pistoff I have updated ability descriptions to upload as well. :)

By the way, have the camera height values in AICameras been changed back to the stock values?
 
I indeed changed the camera height values back to what they were.

I never did care about double-posting. As long as it isn't done to deliberately increase your postcount, which I do consider rather pathetic. :razz

Do you have your latest update of your file somewhere?
 
I understand. I was just kidding anyway. :blah:

I was going to upload it here if Black Bart and Hylie Pistoff found it to be working for them as well, but I see you downloaded it in the other thread. ;)

Anyway, here is the updated ability description file I was talking about, along with the file of all the abilities in which I have rearranged them. Apart from changing the name of "Critical Hit" to "Improved Critical Hit", I have mainly changed the wording of the descriptions such as changing "player" to "the character" since other characters than the player also can have abilities, and have changed the order of the abilities to one that makes more sense to me. Everyone may not like this, but include it if you want.

I'm not sure regarding the "Instant Boarding" ability, though. Its stock description says that it can't be used to board ships of high classes, but there isn't any such limitation in the stock game, so I removed that part of the description. I don't know if this has been changed in the build, but if it has I can just put that part back.

Also, "Musket Volley" although deactivated in the stock game didn't originally have "Professional Gunman" and "Long Range Boarding" as prerequisites but does in the build, and "Master Of Boarding" did originally have Musket Volley as a prerequisite but in the build does not. Should this be left as it is? :shrug

I also updated the borders on the "Land Owner" ability picture - its unselected state didn't have any color on the borders like the other abilities do.

Description file location: RESOURCE\INI\TEXTS\ENGLISH
Ability file location: PROGRAM\INTERFACE\Perks
Texture file location: RESOURCE\Textures\INTERFACES\PERKS\64Disable
 
i'd like to see the name of quick repair changed to emergency repairs myself. it's too easy to confuse it with light repairs at the moment. or at least i want the one that fixes only 10% changed to emergency repairs. i might be confusing them again.
 
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