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Sparrow Sought - 13 Final & 13 Full + Update 3

<!--quoteo(post=229419:date=Dec 31 2007, 11:37 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 31 2007, 11:37 AM) [snapback]229419[/snapback]</div><div class='quotemain'><!--quotec-->Oh? Still weird. What if auto loot is off and corpsemode is on?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll let Julian answer that.

It might not even be "auto loot" in his case. Waiting for his response.

I encountered that bug a year ago, Build 13 update 1.
I don't remember what corps modes were used then.

Now I always keep auto loot off.
 
if i kill both of them, i don't go down a single level. i've always killed them and have never really had any problems with reputation as a result.
 
It's still wrong. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
but it works. and yes, it's wrong. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=229422:date=Dec 31 2007, 05:47 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 31 2007, 05:47 PM) [snapback]229422[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=229419:date=Dec 31 2007, 11:37 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 31 2007, 11:37 AM) [snapback]229419[/snapback]</div><div class='quotemain'><!--quotec-->Oh? Still weird. What if auto loot is off and corpsemode is on?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'll let Julian answer that.

It might not even be "auto loot" in his case. Waiting for his response.

I encountered that bug a year ago, Build 13 update 1.
I don't remember what corps modes were used then.

Now I always keep auto loot off.
<!--QuoteEnd--></div><!--QuoteEEnd-->

The issue is exactly as you describe it throu the tread(s). <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
And yes the quest can be finished by returning and slaying the passive and mute characters.
From a plain player's point of view it really feels wrong to slay the unattacking ressurected characters... without talking to them first out of pure curiosity, which is disabled... if one ever resons that far, because what really is less then perfectly engineered in the quest is that the player experiences the same dialogue window twice. You get "Emillio Fernandez" animation screen both first encounter and then before the second wave the dialogue window defines same "Emillio Fernandez" animation screen... It kind of stalls the performance of the quest... Already here you get the feeling you are in the middle of something wrong.
My guess is that this could be fixed by simply adding a couple more quest characters rather then using the current design which seems to me kind of a short cut. Perhabs Bartholomeo could help.

And here is the answer to your direct question:
#define CORPSEMODE 2
// 0: Stock PotC: no bodies laying around, no looting ability
// 1: Corpses will persist, but will not be manually lootable
// 2: Corpse persists and can be manually looted of items
// WARNING: Until a body is looted, the body will create an impassible obstacle!

#define AUTOLOOT_ON 1
// 0: No automatic looting of killed characters
// 1: Blade/Gun/Money of killed enemies is automaticly moved into your inventory
// (This can be combined with CORPSEMODE 2 as any leftover items not autolooted will be left on the corpse)

<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=229402:date=Dec 31 2007, 04:37 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 31 2007, 04:37 PM) [snapback]229402[/snapback]</div><div class='quotemain'><!--quotec-->Time updates between location changes, so I always imagined that issue to occur when you are in a location just before closing time, but then closing time occurs during the time it takes for the player to move from location to location, so when you are actually in the store, it will have closed. Not really sure how to counter that bug. Simplest might be to have the store keeper be always present, so if the store closed behind you, you can still do what you wanted to.<!--QuoteEnd--></div><!--QuoteEEnd-->

To be honest I don't know where to look either. I remember for certain that I have seen definition of time settings with several program files. I will do some reading in the ... new year... but It will take some time. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> It won't help the crew hire interface issue though, in case the source of the bug is related.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You only ever have these encounters when the crewmembers on shore mod is on, right? And it's only turned on when you ask some of your crewmembers to follow you ashore.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perfectly Right!
The whole random action turns on only if the player shows up accompanied by crew. Half the gaming fun is gone if a player simply doesn't consider asking some of the men to follow ashore.
I remember a lot of good ideas in the former threads as how to redesign Malcom Hatcher' dialogue. My suggestion in addition to those would be to reply already in the tutorial's question "What to do next?" with a firm instruction to order some crew ashore

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Find "9Ja" in PROGRAM\Models\initModels.c and remove the line <i>AssignModelType(isstart, &model, "Outlaws", 1.0);</i> for this character. You could even remove the other <i>AssignModelType</i> lines for him and "9Jb", which is another Jack Sparrow-lookalike, and get rid of random encounters with Jack Sparrow completely.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for the viewer tools and for helping with the fixes!
I'll do that, but this will only cure my game. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Won't there be an update once your page is up and running again?
<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
<!--quoteo(post=229558:date=Dec 31 2007, 10:20 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 31 2007, 10:20 PM) [snapback]229558[/snapback]</div><div class='quotemain'><!--quotec-->To be honest I don't know where to look either. I remember for certain that I have seen definition of time settings with several program files. I will do some reading in the ... new year... but It will take some time. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> It won't help the crew hire interface issue though, in case the source of the bug is related.<!--QuoteEnd--></div><!--QuoteEEnd-->Crew interface thing being time-related? That would be MOST interesting. I would hardly be able to believe that. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=229558:date=Dec 31 2007, 10:20 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 31 2007, 10:20 PM) [snapback]229558[/snapback]</div><div class='quotemain'><!--quotec-->Perfectly Right!
The whole random action turns on only if the player shows up accompanied by crew. Half the gaming fun is gone if a player simply doesn't consider asking some of the men to follow ashore.
I remember a lot of good ideas in the former threads as how to redesign Malcom Hatcher' dialogue. My suggestion in addition to those would be to reply already in the tutorial's question "What to do next?" with a firm instruction to order some crew ashore<!--QuoteEnd--></div><!--QuoteEEnd-->We could do that. It is indeed true that without the crewmembers on shore mod, a lot of interesting stuff is not available. And I have to admit to never playing with that mod, because I never do play much. It would be most unfortunate if most people never even know about it, so mentioning it in the tutorial dialog would be a good idea. I think Screwface's thought was that you can't have those encounters always on, because without crew, you're at a bit too much danger then. So he only had them turned on when you'd actually order crew shore. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=229558:date=Dec 31 2007, 10:20 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 31 2007, 10:20 PM) [snapback]229558[/snapback]</div><div class='quotemain'><!--quotec-->Perfectly Right!Thanks for the viewer tools and for helping with the fixes!
I'll do that, but this will only cure my game. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Won't there be an update once your page is up and running again?<!--QuoteEnd--></div><!--QuoteEEnd-->I also made these changes in my game version as well, so they should be included in Build 14 Alpha 8 once done. We have no idea when this will be released, but it will be some time. Hopefully soonish.
 
wouldn't that bug with the characters without swords be solved if the second group of attackers would have different skins than the first? i think the first two attackers had the same look as two of the second group of attackers, and those where the ones without swords. it would be even more explainable if their names would be the same.
 
Ah! Reused characters! Good point, Morgan! Suddenly things make sense! This whole sword-less quest characters problem is caused when the AUTO_LOOT mod is on because with AUTO_LOOT, the items of these characters are removed and next time they are used in the quest, they will have no more weapons. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
that's funny, i thought you guys would have noticed that one. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Looks like you have squashed the bug in the zaid Munro quest ! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
It is obviously an issue of re-used characters, rather then assigning extra quest characters and also spending some time with assigning those an additional dialogue file.
<!--quoteo(post=229517:date=Dec 31 2007, 09:35 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 31 2007, 09:35 PM) [snapback]229517[/snapback]</div><div class='quotemain'><!--quotec-->You get "Emillio Fernandez" animation screen both first encounter and then before the second wave the dialogue window defines same "Emillio Fernandez" animation screen...<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with Morgan that adding a couple of new characters would be the proper way to deliver this quest as job well done. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Cheers! <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
by the way, they still adress you as 'girl'. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> it's a remnant from the production of the game before disney interfered, but it still sounds odd to me, despite the fact that it may be seen as an insult. well, looks like it's a simple matter of replacing those two dudes with some other two unlucky future victims.

i know it's related to the directsail mod, but remember when i said the crew didn't ask for their salary after 30 days without going to the worldmap? they still don't ask for it after you DO go to the worldmap. i wonder if they'll ask for it next time, or never.
 
<!--quoteo(post=229774:date=Jan 1 2008, 01:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 1 2008, 01:29 PM) [snapback]229774[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=229558:date=Dec 31 2007, 10:20 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 31 2007, 10:20 PM) [snapback]229558[/snapback]</div><div class='quotemain'><!--quotec-->To be honest I don't know where to look either. I remember for certain that I have seen definition of time settings with several program files. I will do some reading in the ... new year... but It will take some time. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> It won't help the crew hire interface issue though, in case the source of the bug is related.<!--QuoteEnd--></div><!--QuoteEEnd-->Crew interface thing being time-related? That would be MOST interesting. I would hardly be able to believe that. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> ... this one being me right now on top of a great new year's party, I would't risk postulating anything... but I was either sober enough or just plain lucky to find through to what I vaguely remembered.

In the tavern dialogue the Crew hire option is available untill 22:00 hours
In the hirecrew interface ( of this very version I'm testing) new modding additions have related the time interval to <u>23:eek:o hours</u>
I might be reading the files wrong ... I'm no coder, but besides one hours "twilight" there is definitely a time relation

Here is the compilation:
In a barkeep's dialogue see case
"crew hire":
if (makeint(environment.time) > 22.0 || makeint(environment.time) < 10.0)
{
dialog.snd = "Voice\CHWI\CHWI011";
Dialog.text = DLG_TEXT[64];
if (npchar.location == "Redmond_tavern")
{
link.l1 = DLG_TEXT[65];
link.l1.go = "room";
}
link.l2 = DLG_TEXT[66];
link.l2.go = "quest lines";
}
else
{
Diag.CurrentNode = Diag.TempNode;
NPChar.quest.meeting = NPC_Meeting;
DialogExit();
LaunchHireCrew();
}
break;

And then in the Program/Interface/Hirecrew file see following statement:
...
if(i>=q) return;*/
// NK 05-04-23 switch to towns[]
ref rTown = GetTownFromID(townName);

if( CheckAttribute(rTown,"crew.quantity") ) nCrewQuantity = sti(rTown.crew.quantity);
if( CheckAttribute(rTown,"crew.morale") ) nCrewMorale = sti(rTown.crew.morale);

// ccc Feb06 minimum crew for hire
// Changed by PB: The player is no longer forced to wait until the evening

current_date = environment.date.day + " " + environment.date.month;
if(!CheckAttribute(PChar, "lasthiredate")) PChar.lasthiredate = "";

int tmpLangFileID = LanguageOpenFile("interface_strings.txt");
if(nCrewQuantity < GetCharacterReputation(PChar) && PChar.lasthiredate != current_date) // PB: So that the number of crew is not increased the same day
{nCrewQuantity = 0.75 * GetCharacterReputation(PChar) + 0.5 * rand(GetCharacterReputation(PChar));} // PB: Add some randomness

/* PB: Commented out, because we now have a different way of preventing cheating
if(!CheckAttribute(PChar, "disable_hiring")) // PB: Fix a little bug in the tutorial
{
environment.time = 23.0; // to prevent cheating you can hire only once a day
Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"Mustering those drunken tars takes till nightfall..."));

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I don't know, what do you make of it?
<img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> ... I am not able to use mail tranfer on the files... my other computer went brocken, so I temporarily don't have e-mail, otherways I would have been interested in testing somebody else's saves in the time period between 10 pm and 11 pm and see how the different features perform. Perhabs somebody else could do that ...
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
That <i>environment.time = 23.0;</i> line is part of some commented out code, so it's not being used. There was some frustration when there would be 0 crew for hire from a tavern, so CouchcaptainCharles made some code that would always put some crew in there. However, you could then "cheat" by opening and closing the hire crew interface and hiring a full crew that way. So he made it so that the time would proceed to 23:00, so that you can no longer hire any more crew that day. However, many people got frustrated with that, so I rewrote that so that time doesn't advance to 23:00 anymore, but the new crew is only supplied the next day anyway.
 
<!--quoteo(post=229920:date=Jan 1 2008, 07:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 1 2008, 07:15 PM) [snapback]229920[/snapback]</div><div class='quotemain'><!--quotec-->That <i>environment.time = 23.0;</i> line is part of some commented out code, so it's not being used. There was some frustration when there would be 0 crew for hire from a tavern, so CouchcaptainCharles made some code that would always put some crew in there. However, you could then "cheat" by opening and closing the hire crew interface and hiring a full crew that way. So he made it so that the time would proceed to 23:00, so that you can no longer hire any more crew that day. However, many people got frustrated with that, so I rewrote that so that time doesn't advance to 23:00 anymore, but the new crew is only supplied the next day anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->

Pitty then!
Would have been too good to be true... and far too quick a solution... <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
well, you of course also get full crew after you repair your ship in the shipyard. i think that's set as a default.
 
Doesn't that take into account the town's availability of crew? If there's not enough crew for hire, you won't get a full crew compliment? Even from the shipyard?
 
maybe, but for as far as i've seen, my crew always get's fully filled. there simply has to be enough crew all the time in the tavern, i guess. and as you can't enter the shipyard by night, i can't really find out unless i have a lot of low-crewed ships.
 
As a matter of prefference I have disabled the crew autohire option in my game... simply because I find it much more realistic to be addressed by random interested deck hands when visiting towns... yet another extra feature triggered by option to order crew members to follow ashore.
But as far as i remember I think Morgan is right about the crew simply being topped-up to max. during ship repair if the autohire is enabled. Besides, the places I noticed had crew shortages didn't have shipyards (pirate fort in Douwesen, Conceicao Smuglers)
 
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