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Solved Store/Shipyard Treatment of Enemy Players

DasKapitalist

Landlubber
The shop-owner in Conceicao continuously throws me out and threatens to call the guard. Have I done anything wrong? I'm not an enemy of the Portugese.

Note: I'm now playing Build 13, since Build 14 Beta was a bit too Beta for my tastes...
 
What flag are you flying? I recoded it in the Build 14 Beta to not care anymore about your flag's relations, but on your REAL relations instead. That means that in Build 13, it DID depend on your flag. Also, what's your reputation?
 
I've tried all flags except Pirate and it's no use. My reputation is Swindler so not very good, but they actually cease trading completely? :( I thought it would effect those cargo transport/escort quests.
 
There is a reputation level at which they stop trading and it might be swindler then.
However, if you've got a commerce level over 5 (I think), they'll start trading again, albeit for higher prices. (Is that in Build 13 or is it a Build 14 mod? I don't remember...)
 
I have the same problem in the Nathaniel Hawk storyline, DasKapitalist, only with the shipyard. Check out my thread and you can find the code there.
 
Actually, it looks like that function is the same in Build 13, apart from the one line I changed for B14 B1 to fix the flag-issue. I think you can stick that new code in B13 as well.
 
mabey you can just get rid of the function, I saw no use for it anyway.


And also, a question about B13, why is every storyline in it the Nathaniel Hawk storyline, only you can choose different characters?
 
And also, a question about B13, why is every storyline in it the Nathaniel Hawk storyline, only you can choose different characters?

The ability to have seperate Quests ( storylines ) was only created in Build 14.

In Build 13 you only have the Nathaniel Hawk ( Standard ) storyline. But you have a choice of skins ( appearances ) that you can give your character before you start.

Also in Build 13 some of the side quests that were added ( e.g. Bartolomeu's ) are the original quests that the quest writers ( modders ) created -- then in Build 14 they expanded them into their own stand alone main Quests ( storylines )
 
mabey you can just get rid of the function, I saw no use for it anyway.


And also, a question about B13, why is every storyline in it the Nathaniel Hawk storyline, only you can choose different characters?
Why? Because we hadn't implemented different storylines yet. Remember, in the stock game there were only one!
In Build 13 the idea was that if you didn't want to be Nathanael and play the main quest, you could simply choose to ignore it and avoid Oxbay, playing whatever type of character you like - after all, you can change of name, nationality, model... Obviously, when starting a new game, you had a lot more customisation & choices than in Build 14.

In Build 14 we still need to recover a similar customization interface at the begining of a new game - last time I was there I think pirate_kk was working on that. The amount of liberty would depend on each storyline, some don't require a lot - it'd be a nonsens to play Bartolomeu main quest and change the character to a female english pirate for example. I personally hope there will be a 'storyline' without main quest at all, with all customizable options on.
Last of all, we would be able to move some options out of Maximus "advanced options" menu (thinking of stuff like starting level, etc), so we'd have something more organised, hopefully simpler.
 
mabey you can just get rid of the function, I saw no use for it anyway.
What function? The TradeCheck one? It's been there ever since the stock game, improved to a certain extent in the various Build mods. There IS a use for it to put a penalty on being hostile to nations or having a bad reputation.

Also in Build 13 some of the side quests that were added ( e.g. Bartolomeu's ) are the original quests that the quest writers ( modders ) created -- then in Build 14 they expanded them into their own stand alone main Quests ( storylines )
I think Bartolomeu started making sidequests after the release of Build 13...

In Build 14 we still need to recover a similar customization interface at the begining of a new game - last time I was there I think pirate_kk was working on that.
Pirate_KK still has it on his to-do list, but he's been sidetracked working on the CoAS source code for the past while.

I personally hope there will be a 'storyline' without main quest at all, with all customizable options on.
There already is: Master and Commander. Just doesn't have any customization yet...

Last of all, we would be able to move some options out of Maximus "advanced options" menu (thinking of stuff like starting level, etc), so we'd have something more organised, hopefully simpler.
Very much agreed. Starting level, skills and money should go into the Customization Interface. IF the cheatmode is enabled. :cheeky
 
Now HERE's a question: How do we want store owners and shipyard owners and the like of enemy nations to treat you?
Right now, they just plain will not deal with you. Unless you've got a Commerce level of 5, in which case you can trade with them at double price.

However, should a false flag have any influence on this? Of so, what would you have in mind?
In Pirate_KK's code, these guys will always believe your fake flag, but it seems to me that makes the game a bit too easy.
Plus it defeats the purpose of the whole "trade high" code, because if they don't talk to you, just hoist another flag and you're done.

So.... what is it that we want?
 
a fake flag would not be logical in my opinion.. I usually don't carry a flag with me all the time to show that I'm friendly :D I quite like it just how it is now^^
Maybe we could let them believe a 'fake' national outfit instead of your hoisted flag? So if the english trader doesn't like you, try to put on a english soldier uniform and maybe he will believe you (we could depend that on the luck skill)
 
I do like that idea quite a bit, but that's not easily accomplished.

Ad you're very much right on not carrying a fake flag around everywhere. How would HE know what flag is on your ship in port?
On the other hand, how would he know that you are an enemy in the first place?

I do reckon it makes sense from a gameplay perspective though: It is already far too easy to safely walk around enemy towns.
That is something I'd like to change at some point so that you just plain can't without soldiers stopping you and interrogating you and the like.
Or that forts just never believe fake flags or something so that you can only get in from the jungle side.
And then when you try to trade with anyone, they won't because your ship isn't in port. Or something.
 
I get quite often stopped by the soldiers and then ->:duel:this is difficult enough :D we could the refusing to trade add to the other important town-locations (shipyard and tavern), too. That would be enough then, I think.
 
I like it the way it is. A merchant won't trade with you? The smugglers do.......

There are already too many soldiers. We do not need even more! In some towns there are more soldiers than people.
 
Shipyards already DO refuse to trade in similar fashion. And taverns won't help you get a job if you're hostile. Maybe we should extend that to hiring crewmembers too.

Where are those soldiers stopping you in enemy towns? The regular town guards couldn't care less. :facepalm
 
last time it was in Port Royale Port :D I was pirating and so all nations hated me :D Then I got stopped by a Soldiers, and then they ask "Your papers please" or something like that. And then you either respond ("here are my papers..[...] was that quick enough?") if you're really friendly or something I can't remember right now :D
The soldier will never believe you if you're hostile :p :D And in Port Royale e.g. were like 10-20 soldiers in the port? I was dead within seconds :D
 
Oh wait, that is in NAVY ports. Indeed that would happen there. Not in regular ports with only town guards though.

I wouldn't propose adding more soldiers. But the town guards SHOULD care about enemies walking around in their town.
For the Bartolomeu storyline, there IS code code in place with a ".dangerous" attribute. This is used for locations where you are "WANTED".
The effect of this is that based on a detection chance, all characters might attack you.
I quite like the idea of that and wonder if we should ALWAYS enable that.

Or does anyone have any other ideas on how to make hostile towns more... well, hostile?
 
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