'Cargo washing overboard in a storm' is a feature I added.Can quest cargo be washed overboard?
Since I didn't want it to be super annoying for players, I added code to safeguard the quest cargo.
Whether that still works though...?
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'Cargo washing overboard in a storm' is a feature I added.Can quest cargo be washed overboard?
Why? Is there something wrong with the current import/export setup?Also, shouldn't those island Import/Exports not be updated at some point?
Maybe that should be done first?
NPChar.deliver_cargo = GOOD_CLOTHES; // GR: was GOOD_SILK which is import at Jamaica and export at Martinique! Clothes is export at Jamaica.
NPChar.deliver_amount = 250; // GR: x3 = 750 space, was 200 which for silk is x4 = 800 space
I'd like to know how cargo can be washed overboard from anything bigger than a lugger. It's below deck in the hold. If anything is floating out of there, you have bigger problems than loss of a couple of crates of cargo!'Cargo washing overboard in a storm' is a feature I added.
Since I didn't want it to be super annoying for players, I added code to safeguard the quest cargo.
Whether that still works though...?
I thought someone mentioned that there was a lot of copy-pasting in that from island to island which didn't make for great gameplay.Why? Is there something wrong with the current import/export setup?
I'd like to know how cargo can be washed overboard from anything bigger than a lugger. It's below deck in the hold. If anything is floating out of there, you have bigger problems than loss of a couple of crates of cargo!
The way to check would be to look at the code and then use debugging logs to see if the right parts still get triggered.Whether it still works, I can't say - I tend to travel around on worldmap, avoid storms when I see them, reload a savegame if a storm shows up when I switch to sailing and there wasn't one on the map, and try to get the bows in line with the waves as soon as possible. Occasionally all that fails and I do lose some cargo, but if it's random then I've no way of knowing if it's actively avoiding quest cargo, and anyway the failure to avoid the storm would need to coincide with a delivery mission in progress.
Very true.Anyway, with the new dialog, you'll know if cargo has gone missing. So even if the safeguarding has somehow stopped working, at least you won't arrive at the destination and wonder why the storekeeper doesn't give the option to complete the quest.
No, I don't know much about how islands' imports and exports work. I stumbled across a bit of it while trying to find out why Curacao wasn't showing its name in the "Ship Berthing" screen, but as the island code had nothing to do with that, I didn't look at it more closely. There seems to be something accounting for island economy types, which is perhaps why sandal is exported from Barbados and imported to Jamaica. Unless someone actively made them the same, it's likely that all the original islands (Oxbay/Barbados, Falaise de Fleur/Martinique, etc.) are different. Mod-added islands are probably copied from those originals, but provided they aren't all copied from the same one, there should still be enough diversity for trading.I thought someone mentioned that there was a lot of copy-pasting in that from island to island which didn't make for great gameplay.
But you would know better than me.
As far as I understand, the bit about the economy types relates primarily to contraband goods.No, I don't know much about how islands' imports and exports work. I stumbled across a bit of it while trying to find out why Curacao wasn't showing its name in the "Ship Berthing" screen, but as the island code had nothing to do with that, I didn't look at it more closely. There seems to be something accounting for island economy types, which is perhaps why sandal is exported from Barbados and imported to Jamaica. Unless someone actively made them the same, it's likely that all the original islands (Oxbay/Barbados, Falaise de Fleur/Martinique, etc.) are different. Mod-added islands are probably copied from those originals, but provided they aren't all copied from the same one, there should still be enough diversity for trading.
A quick look there indicates that original islands do have different export/import lists. The new islands which I checked are almost but not identical to original islands of the same nation, e.g. Guadeloupe is similar but not quite the same as Martinique, while Cuba and Hispaniola aren't quite the same as Puerto Rico or each other.As far as I understand, the bit about the economy types relates primarily to contraband goods.
This is part of @Levis' smuggling functionality.
Regular import/export goods should still be taken from PROGRAM\ISLANDS\Islands_init.c and that is fairly straightforward to modify.
New islands are mostly copied from old ones. There are differences. For example, Puerto Rico exports bricks and imports silver. Hispaniola doesn't care about bricks and exports silver. Both of them export gold. Cuba doesn't care about gold or silver. But from Cuba, you don't bother trying to trade to another Spanish island; you load up on sandal if you're an honest merchant or ebony if you're not, then head for Port Royale which is a little way to the south and where those are import and contraband respectively.That confirms what I would've suspected.
New islands are copied from the old ones.
Sounds to me like that makes for boring gameplay though.
Maybe this is something that @The Nameless Pirate or @DavyJack would feel like spicing up a bit?
A #sRedmond# merchant, on the island #sisland_Redmond#, named Thomas O'Reily ordered me to deliver a contraband cargo to #sFalaise de Fleur# on #sisland_Falaise de Fleur#, six hundred cwt of ebony and two hundred cwt of sandal. First I should sail to a small bay north from this town where Thomas's workers will load my ship with sandalwood. Then I should sail to #sFalaise de Fleur# and deliver the cargo to a fellow named Andre Juliao in the tavern there.
if (iCharacter1 == iTestCharacter || iCharacter2 == iTestCharacter)
{
Characters[GetCharacterIndex("Thomas O'Reily")].quest.contraband = "boarding";
AddCharacterGoods(GetMainCharacter(), GOOD_SANDAL, 50);
}
CloseQuestHeader("trade_fra");
CloseQuestHeader("trade_red");
CloseQuestHeader("trade_ox");
CloseQuestHeader("trade_green");
CloseQuestHeader("trade_spa");
CloseQuestHeader("trade_hol");
CloseQuestHeader("trade_por");
pchar.quest.generate_trade_quest_progress = "";
pchar.quest.generate_trade_quest.over = "yes";
case "generate_convoy_quest_completed":
DeleteQuestHeader("trade");
pchar.quest.generate_trade_quest_progress = "";
pchar.quest.generate_trade_quest.over = "yes";
Did stock PotC allow you to actually use your planks and sailcloth at all...?Having said that, cargo quests are a lot more reliable in "New Horizons" than in the stock game. Goods which can be expended, such as planks and sailcloth used for repairs, can not be used in cargo quests, so there's much less risk of arriving at your destination with some of the cargo missing.