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Stable Build 13 Work In Progress

The line that sets crew.quantity to boarding_player_crew was added, probably by Maximus, in the June 11 2006 update. I think it was an attempt to reduce your crew by the losses you incurred in boarding, but boarding_player_crew isn't where these losses are recorded. I'm still searching for where they are.

There's another function that's called in that file, SetCrewQuantity(), which should be the proper place to adjust the crew numbers, but it always causes an error for too many crewmembers... then sets the crewmembers to max.

I'd recommend not messing with boarding_player_crew other than commenting out that one line where it's used to set the crew.quantity, and trying to fix the boarding casualties properly somewhere else. Would be nice if Maximus could take another look at the code. He did a great job on that mod.

I'm still researching the problem, which might go a bit faster now that I've gotten some sleep. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=151209:date=Jun 16 2006, 01:02 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 16 2006, 01:02 AM) [snapback]151209[/snapback]</div><div class='quotemain'><!--quotec-->
The line that sets crew.quantity to boarding_player_crew was added, probably by Maximus, in the June 11 2006 update. I think it was an attempt to reduce your crew by the losses you incurred in boarding, but boarding_player_crew isn't where these losses are recorded. I'm still searching for where they are.
<!--QuoteEnd--></div><!--QuoteEEnd-->

As far, as I can see, they are not recorded directly. There are two relevant variables:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
// The amount of crewmembers boarding on each deck
boarding_player_crew

// A factor for calculating ship.crew.quantity after boarding
boarding_player_crew_per_chr
<!--c2--></div><!--ec2-->

Her are the relevant code-pieces:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
void LAi_StartBoarding(int locType, ref echr, bool isMCAttack)
{
  ...
  // ship.crew.quantity of PChar
  int mcrew = GetCrewQuantity(mchr);
  ...
  // ship.crew.quantity of enemy
  int ecrew = GetCrewQuantity(echr) + 1;
  ...
  float curplayercrew = mcrew;
  ...
  // Here the quantity of the boarding crew is calculated
  float rel;
  if(mcrew > ecrew)
  {
    if(mcrew > maxcrew)
    {
       rel = mcrew/maxcrew;
       mcrew = maxcrew;
       ecrew = MakeInt(ecrew/rel + 0.5);
    }
  }else{
    if(ecrew > maxcrew)
    {
      rel = ecrew/maxcrew;
      ecrew = maxcrew;
      mcrew = MakeInt(mcrew/rel + 0.5);
    }
  }
  ...
  boarding_enemy_crew = ecrew;
  ...
  boarding_player_crew = mcrew;
  ...
  // and the scaling factors
  // (note that curplayercrew is the same as PChar.ship.crew.quantity!)
  boarding_player_crew_per_chr =
      (curplayercrew + boarding_officers + 1)/(mcrew + boarding_officers + 1);
  boarding_enemy_crew_per_chr =
      boarding_enemy_base_crew/ecrew;
  ...
}
<!--c2--></div><!--ec2-->

boarding_player_crew sinks with each deck, you fight. You need not know the losses, you just need to knw, how many crewmembers left with you on boarding.

<!--quoteo(post=151209:date=Jun 16 2006, 01:02 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 16 2006, 01:02 AM) [snapback]151209[/snapback]</div><div class='quotemain'><!--quotec-->
There's another function that's called in that file, SetCrewQuantity(), which should be the proper place to adjust the crew numbers, but it always causes an error for too many crewmembers... then sets the crewmembers to max.
<!--QuoteEnd--></div><!--QuoteEEnd-->

That's because the piece of code with the for-loop I previously posted calculates boarding_player_crew new. But I think, it doesn't work properly, because it sets too many boarding crewmembers (in my case: 1st deck 10, next deck 49).

After boarding, there's a call to SetEndingStats(), where ship.crew.quantity is recalculated:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
void SetEndingStats()
{
  ...
  // That of course gets you over maximum, if boarding_player_crew gets
  // higher during boarding as happens in the previously posted for-loop
  crew = (boarding_player_crew + boarding_officers + 1)
    * boarding_player_crew_per_chr;
  // That's some weird arithmetic, that sets your crew quantity at
  // least to 80% of before boarding, if you had more crew than
  // enemy at boarding start
  if(boarding_player_crew_per_chr>boarding_enemy_crew_per_chr)
  {
    while(crew < (GetCrewQuantity(PlayerChar)*0.8))
    {
      ...
    }
  }
  ...
  // There was another line, to recalculate crew quantity, if you lost more
  // than 20 crewmembers of ship (not boarding!). I took that out.
  if(crew < (GetCrewQuantity(PlayerChar)-20))
  {
    crew = crew +
      (((GetCrewQuantity(PlayerChar)-crew)/2) +
      rand(makeint((GetCrewQuantity(PlayerChar)-crew)/2)));
    ...
  }
  ...
  // And here is the line, that sets the new ship.crew.quantity:
  if(!IsFort)
  {
    SetCrewQuantity(PlayerChar, makeint(crew + 0.5));
  }
  ...
}
<!--c2--></div><!--ec2-->

I played yesterday a lot with the changes I made and the crew amount after boardings seemed ok for me. I can send you the changed file, if you like. Or someone tell me the new public ftp-data.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Please send me any fixed file you have. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

The FTP data is:
ftp.piratesahoy.org
User: files@piratesahoy.org
Pass: piratesahoy
 
Been a month since I have been on last.


First,

A big congrats for getting this build out. It is by far the most stable version of the build I have seen. thank you for all the hard work. I have found a few bugs, but only minor ones it seems. No more Blue screen of death for me, yet.

Anyway, here are the bugs I have found.

1. On Oxbay tutorial, if you happen to talk to the guy with the new building ( the one that blew you up during the main quest on a previous bug) and a union labor riot starts, The danger symbol keeps flashing red. and Malcom got stuck with his sword out and Oxbay stayed locked as the danger sign either kept flashing. On a work around when i got the city unlocked first, then dangern sign still kept flashing and an seemining endless wave of rioters/ solideirs kept appearing.

2. On boarding in the captains captain, sometimes the pc kept circuling without ever talking to the captain, but the work around is using the side step. It only did not work for me one time to get out of this.

3. Once on the Osseau, when boarding it to continue on the main quest, Boon would not talk with me. (like the other captains when you take them prisoner) and got stuck once.

4. In Redmond Taven when you first meet Daniel in the main quest. Ralph Fawn has no dialog. (go the cant open dialog ralph fawn.dialog c message.

5. On the QC beach. The pirate with the eye patch, cant think of his name has no dialog file assigned (like Ralph Fawn)

6. Apocarthy in Greenford, the Pharmacist has no dialog assigned. No Apocarthy_dialog.c

7. On Falies de Fuer or however you spell it, On the main quest Henry Peat has no dialog.c file assigned as well. this is the only point where the main quest breaks down completelty (he is the one who you have to talk to about the cursed chest earlier in the game)

Anyway,

Again thanks for such a good stable version. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
<!--quoteo(post=151684:date=Jun 20 2006, 12:24 PM:name=tcmbmnc)--><div class='quotetop'>QUOTE(tcmbmnc @ Jun 20 2006, 12:24 PM) [snapback]151684[/snapback]</div><div class='quotemain'><!--quotec-->
Been a month since I have been on last.


1. On Oxbay tutorial, if you happen to talk to the guy with the new building ( the one that blew you up during the main quest on a previous bug) and a union labor riot starts, The danger symbol keeps flashing red. and Malcom got stuck with his sword out and Oxbay stayed locked as the danger sign either kept flashing. On a work around when i got the city unlocked first, then dangern sign still kept flashing and an seemining endless wave of rioters/ solideirs kept appearing.

4. In Redmond Taven when you first meet Daniel in the main quest. Ralph Fawn has no dialog. (go the cant open dialog ralph fawn.dialog c message.

5. On the QC beach. The pirate with the eye patch, cant think of his name has no dialog file assigned (like Ralph Fawn)

6. Apocarthy in Greenford, the Pharmacist has no dialog assigned. No Apocarthy_dialog.c

7. On Falies de Fuer or however you spell it, On the main quest Henry Peat has no dialog.c file assigned as well. this is the only point where the main quest breaks down completelty (he is the one who you have to talk to about the cursed chest earlier in the game)...


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


Similar things happened to me, then I found out I had skipped one of the updates, having unzipped the base version and the current update in the wrong order. I reinstalled everything in the correct order and was able to play with no problem...
 
<!--quoteo(post=151343:date=Jun 17 2006, 01:42 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 17 2006, 01:42 PM) [snapback]151343[/snapback]</div><div class='quotemain'><!--quotec-->
Please send me any fixed file you have. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

I put one that works for me on FTP in Directory Swindler. It contains exactly the changes, I previously mentioned:

<b>Line 1048:</b>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
// Swindler 2006-06-19: Commented this line out,
// gives PChar too much crew
//boarding_player_crew = boarding_player_crew + 1;
// <-- Swindler
<!--c2--></div><!--ec2-->

<b>Line 1058</b>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
// Swindler 2006-06-19: Commented this line out, causes crewlosses.
// mchr.ship.crew.quantity = boarding_player_crew;
// <-- Swindler
<!--c2--></div><!--ec2-->

<b>Line 1590</b>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
// Swindler 2006-06-19: Commented this line out, don't think, it's
// necessary anymore
// crew = crew + (((GetCrewQuantity(PlayerChar)-crew)/2) + rand(makeint((GetCrewQuantity(PlayerChar)-crew)/2))); // Yet another attempt to up the number of survivors. Gameplay.
// <-- Swindler 2006-06-19
<!--c2--></div><!--ec2-->

But I didn't take into account situations boarding a surrendered ship, as I have this mod turned off.

Hope, that helps Hook in some way...
 
Don't you love comments like "// Yet another attempt to up the number of survivors."?? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I think the whole thing could have been cleared up by keeping a reserve. The code seems to assume that every man-jack aboard is going on the boarding party, including Roger-The-Cabin-Boy. If everyone ends up getting cut to ribbons and you have to retreat, who is going to sail your ship? Just because you can't retreat in the game doesn't mean this isn't how it should be done. The ship being attacked will keep some reserve as well. A crew will surrender before fighting to the very last man.

I don't know exactly how many crew to keep in reserve. Possibly mincrew for the ship, although you might get by with half this amount.

Until I know exactly what each of the numbers is and what the programmer is trying to do with them, I'm not going to change much.

And we have to be able to deal with surrendered ships. Having a ship surrender is one of the better features that's been added.

In any case, thanks for your help so for. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=151692:date=Jun 20 2006, 09:41 PM:name=Vanderdecken)--><div class='quotetop'>QUOTE(Vanderdecken @ Jun 20 2006, 09:41 PM) [snapback]151692[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=151684:date=Jun 20 2006, 12:24 PM:name=tcmbmnc)--><div class='quotetop'>QUOTE(tcmbmnc @ Jun 20 2006, 12:24 PM) [snapback]151684[/snapback]</div><div class='quotemain'><!--quotec-->
Been a month since I have been on last.


1. On Oxbay tutorial, if you happen to talk to the guy with the new building ( the one that blew you up during the main quest on a previous bug) and a union labor riot starts, The danger symbol keeps flashing red. and Malcom got stuck with his sword out and Oxbay stayed locked as the danger sign either kept flashing. On a work around when i got the city unlocked first, then dangern sign still kept flashing and an seemining endless wave of rioters/ solideirs kept appearing.

4. In Redmond Taven when you first meet Daniel in the main quest. Ralph Fawn has no dialog. (go the cant open dialog ralph fawn.dialog c message.

5. On the QC beach. The pirate with the eye patch, cant think of his name has no dialog file assigned (like Ralph Fawn)

6. Apocarthy in Greenford, the Pharmacist has no dialog assigned. No Apocarthy_dialog.c

7. On Falies de Fuer or however you spell it, On the main quest Henry Peat has no dialog.c file assigned as well. this is the only point where the main quest breaks down completelty (he is the one who you have to talk to about the cursed chest earlier in the game)...


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


Similar things happened to me, then I found out I had skipped one of the updates, having unzipped the base version and the current update in the wrong order. I reinstalled everything in the correct order and was able to play with no problem...
<!--QuoteEnd--></div><!--QuoteEEnd-->

Update:

I did a fresh install last night of everything, and these errors seemed to be fixed. I did find one thing that seemed to be an error however, in Rheims house in the Sugglers Den on Conceicao, when you are searching it to find where he went and are confronted by the two guards, there is no text in the box when they address you. But this was just a minor bug, did not stop any of the action. Everything else seems fine now.
 
<!--quoteo(post=151684:date=Jun 21 2006, 01:24 AM:name=tcmbmnc)--><div class='quotetop'>QUOTE(tcmbmnc @ Jun 21 2006, 01:24 AM) [snapback]151684[/snapback]</div><div class='quotemain'><!--quotec-->
1. On Oxbay tutorial, if you happen to talk to the guy with the new building ( the one that blew you up during the main quest on a previous bug) and a union labor riot starts, The danger symbol keeps flashing red. and Malcom got stuck with his sword out and Oxbay stayed locked as the danger sign either kept flashing. On a work around when i got the city unlocked first, then dangern sign still kept flashing and an seemining endless wave of rioters/ solideirs kept appearing.

2. On boarding in the captains captain, sometimes the pc kept circuling without ever talking to the captain, but the work around is using the side step. It only did not work for me one time to get out of this.

3. Once on the Osseau, when boarding it to continue on the main quest, Boon would not talk with me. (like the other captains when you take them prisoner) and got stuck once.

4. In Redmond Taven when you first meet Daniel in the main quest. Ralph Fawn has no dialog. (go the cant open dialog ralph fawn.dialog c message.

5. On the QC beach. The pirate with the eye patch, cant think of his name has no dialog file assigned (like Ralph Fawn)

6. Apocarthy in Greenford, the Pharmacist has no dialog assigned. No Apocarthy_dialog.c

7. On Falies de Fuer or however you spell it, On the main quest Henry Peat has no dialog.c file assigned as well. this is the only point where the main quest breaks down completelty (he is the one who you have to talk to about the cursed chest earlier in the game)
<!--QuoteEnd--></div><!--QuoteEEnd-->

OK. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

1. File PROGRAM\DIALOGS\b_workshop.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
        case "First time":
            Dialog.defAni = "dialog_stay1";
            ********
            Dialog.snd = "voice\PADI\PADI001";

          if(bDisableFastReload==true || objLandInterface.data.riskAlarm==1)
          {
              Dialog.text = "Looks like You are busy? Finish your business first.";
              link.l1 = "Certainly, I'll come soon.";
              link.l1.go = "exit";
          }
          else
          {
              ORIGINAL CODE
          }

<!--c2--></div><!--ec2-->

All others - looks like they have an errors. I'll check these files.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

For who like me have problem with corpsemode=1 (cause CTD) and prefer to use corpsemode=3 (NOT CAUSE CTD) I'm starting to fixing all quest where this setting could cause problem (quest can't continue).

My fix is pretty simple, just check groupname or name+lastname of quest actor and then disable corpsemode=3 just for these characters.

The fix is in file: LAi_events.c

at line 1332 and 1333

First I add a log to show group, name and lastname of characters just before they died, so if problem occurred i more easy to fix.

Logit("group: "+chr.chr_ai.group+" - Name: "+chr.name+" - lastname: "+chr.lastname);

Then I add to the Corpsemode test a check for the following quest:

Pirate quest in Douwesen (free the lady).

Artois Voysey and Nigel Blythe quest on the pirate island.

Estrella quest (start with FreeBob quest).

if(CORPSEMODE == 3 && !CheckAttribute(chr, "corpse") && !bAbordageStarted && chr.name!=LanguageConvertString(tmpNameFileID,"Crewmember") && chr.name!=LanguageConvertString(tmpNameFileID,"Pirate") <b>&& chr.name+chr.lastname!=LanguageConvertString(tmpNameFileID,"Bernardo")+LanguageConvertString(tmpNameFileID,"Gamboa")&& chr.name+chr.lastname!=LanguageConvertString(tmpNameFileID,"Nigel")+LanguageConvertString(tmpNameFileID,"Blythe") && chr.name+chr.lastname!=LanguageConvertString(tmpNameFileID,"Artois")+LanguageConvertString(tmpNameFileID,"Voysey") && chr.chr_ai.group!="FBQ_SPAIN_SOLDIERS"</b>) // NK persist original corpse 05-07-19

In bold you can see what I added.


<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
WOW! That'll be the biggest if() statement ever! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Im just confused now....does this work, does that work....please stop the ride, I gonna be sick...I think.....unless I dont have enough crew to sail with me being confined to mu bunk
 
<!--quoteo(post=151922:date=Jun 23 2006, 07:38 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 23 2006, 07:38 PM) [snapback]151922[/snapback]</div><div class='quotemain'><!--quotec-->
WOW! That'll be the biggest if() statement ever! <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#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Maybe it's better made a bool new function for group that statement, but I like prefer don't add nothing to the game just try to fix (for now) <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />



<!--quoteo(post=151936:date=Jun 23 2006, 10:06 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 23 2006, 10:06 PM) [snapback]151936[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Im just confused now....does this work, does that work....please stop the ride, I gonna be sick...I think.....unless I don't have enough crew to sail with me being confined to mu bunk
<!--QuoteEnd--></div><!--QuoteEEnd-->

If you notice some problem (quest break) with CORPSEMODE=3 this may help <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

This fix the following quest that have problem with CORPSEMODE=3:

1) Help the lady quest (quest break after fight with Spanish soldier on Isla Muele).
2) Nigel Blythe qust (quest break if you let Nigel kill Artois Voysey).
3) Save Safi Daughter (quest break after kill the Pirate).

If you notice some problem with the above quest try my fix <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliootto
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Important news</b><!--sizec--></span><!--/sizec-->
I have returned from my holidays, so I'll continue with the work on Build 13 again. I am glad to see that there have not been overly many conflicts the past week. There have been some, but it has been worse. So I am very happy with that. I am also happy to see Jack Rackham and Petros still on the forums and I am especially happy to welcome High Sea Lass back! It is also great to see that the Bermuda sloops are finished and that the P&E mod is going well. In general, I'm pretty happy with how things are going.

As could be expected, many new bugfixes have been made lately and also some improvements of existing features. Naturally, I am also very happy with that. However, merging all of them is proving a bit complicated, because people have been modifying the same pieces of code again. I think there is a need for some communication between the modders who work on the same code, so they can come to a mutual agreement about how everything should be done in the end. That is why I have posted three threads on the seperate issues where the modders and anyone else will be able to discuss the work that has been done and that still has to be done:
<b><a href="http://www.piratesahoy.com/forum/index.php?showtopic=7841" target="_blank">Hiring officers</a></b> - Maximus and IncredibleHat please read
<b><a href="http://www.piratesahoy.com/forum/index.php?showtopic=7840" target="_blank">Boarding code</a></b> - Hook, IncredibleHat and Maximus please read
<b><a href="http://www.piratesahoy.com/forum/index.php?showtopic=7839" target="_blank">Ammo mod</a></b> - Jack Rackham, IncredibleHat and Maximus please read

My idea of modders discussing their work in these forum threads is only <i>experimental</i>: I want to see how it works if the modders are able to discuss their opinions on the mods they're all working on in one central place. If you have comments on this new procedure, please post them in THIS thread and not in one the three seperate discussion threads. Maybe this is a good idea, maybe it is not. But I think it's worth a try.

I think if we all work together on making a proper merge, we will once again be a MAJOR step towards the final Build 13. A lot of good work has been done during the last week! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

All recent work for Build 13 can be found in the folder <i>+ Latest modpack update WIP</i> on the PA! FTP:
<b>1) Pre Build 13 Base Version.zip</b>
This contains the Pre Build 13 base files
<b>2) Maximus Fixes.zip</b>
This includes Maximus' fixes for hiring officers, the boarding code and the ammo mod.
<b>3) IncredibleHat Fixes and Features.zip</b>
This includes IncredibleHat's fixes for hiring officers, along with Hook's work on the boarding code. It also includes some pretty big changes in itemtrading and the buying of ships. Check the documentation in the .zip file.
<b>4) Pieter Attempted Merge.zip</b>
This is my attempt at a merge. This is far from the final merge and I need the original modders' input on this. Also included here is a small fix by me for the Maltese Knight Abbey in the Russian game. It also contains some comments from me on some of the newly added code.
 
<!--quoteo(post=149748:date=May 30 2006, 06:33 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 30 2006, 06:33 AM) [snapback]149748[/snapback]</div><div class='quotemain'><!--quotec-->
If you have any other comments, please post here as well.
<!--QuoteEnd--></div><!--QuoteEEnd-->
as you can see, im fairly new to these forums, so bear with me, if i tell you old stuff.
but ive already got some suggestions (so obvious, that im pretty sure you heard of it already):

.)i find it rather annoying, that in the action menu on sea "enter cabin" and such stand BEFORE
the "ability" option. admittetly i havent played much, and maybe im talking crap, because its a lot more important to enter parts of your ship, than to access your "ability" option, but my feeling strongly says:
"reshuffle those icons"

.)it would be nice, if you included the english loading screens (possible?). it gives a strange feeling, when most text is in english, you enter a new area, and all of a sudden, BAMM, old localized crap.

ill spend another 15 minutes playing, maybe i notice some more stuff <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

and i have the strong urge to say "keep up the amazing work" after each of my posts <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
man, i just tried a seabattle, and have been rocking around on those waves in that little nut shell...
GREAT
 
<!--quoteo(post=170259:date=Nov 7 2006, 03:33 PM:name=ged)--><div class='quotetop'>QUOTE(ged @ Nov 7 2006, 03:33 PM) [snapback]170259[/snapback]</div><div class='quotemain'><!--quotec-->
.)i find it rather annoying, that in the action menu on sea "enter cabin" and such stand BEFORE
the "ability" option. admittetly i havent played much, and maybe im talking crap, because its a lot more important to enter parts of your ship, than to access your "ability" option, but my feeling strongly says:
"reshuffle those icons"
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That might be a good idea, though I don't know how to do that. It could be pretty easy. At the moment, going into the captain's cabin isn't really a top priority. It's more fun to be able to do it, but it doesn't add much gameplay, except to be able to talk to your officers and exchange items with them while on sea. In Build 13 it also enables you to put weapons in the weapon's locker. We have been brainstorming on ideas to make "ship management" play a bigger part in Build 14, so you would be able to talk to many more characters aboard your ship, be able to walk on the entire ship and you would have lots of new ship-based features. But that is for the future. At the moment it is not overly useful.

<!--quoteo(post=170259:date=Nov 7 2006, 03:33 PM:name=ged)--><div class='quotetop'>QUOTE(ged @ Nov 7 2006, 03:33 PM) [snapback]170259[/snapback]</div><div class='quotemain'><!--quotec-->
.)it would be nice, if you included the english loading screens (possible?). it gives a strange feeling, when most text is in english, you enter a new area, and all of a sudden, BAMM, old localized crap.
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The English loading screen and voice files are not a part of the Build, because we assume you already have those. If these were included, the download would be much larger. And most people using other language versions want to keep their language, instead of having the game in English. I could upload the files somewhere, but I'd prefer not to. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=170277:date=Nov 7 2006, 08:49 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 7 2006, 08:49 AM) [snapback]170277[/snapback]</div><div class='quotemain'><!--quotec-->I could upload the files somewhere, but I'd prefer not to. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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yeah, i know, that this stuff takes a lot of space and its unwise to add to the modpack download.

i, however, was under the impression that the changing screens between areas should NOT take that much space.
dont get me wrong... i dont like to play my game in german, but i would, for cosmetics sake...
but the new npc dialogues you guys added are all in english/russian, right? so theoretically i dont really have an option to stay in the games original language, and will always get that "mixed" experience.

i just stumbled upon another possible improvement:
did it never bother you, that during dialogues and menus, youll have to reach for the arrow keys, which ARE NOT used during all the other parts of the game?

so would it be possible to add scrolling/menu selection with the movement/wasd keys?
 
All loading screens together are quite a lot of MBs, I think. I'll check it.

You can change some key assignments in PROGRAM\CONTROLS\init_pc.c
 
<!--quoteo(post=170393:date=Nov 8 2006, 04:24 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 8 2006, 04:24 AM) [snapback]170393[/snapback]</div><div class='quotemain'><!--quotec-->
You can change some key assignments in PROGRAM\CONTROLS\init_pc.c
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thanks, i took a look.
and was reminded of my days in school when i utterly and horribly failed at c++ class <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
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