• New Horizons on Maelstrom
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    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    Hmm, the group commander is properly changed--I could see they had a new flagship. Now I wonder if it is the new group commander's relations not getting set to hostile. Perhaps when DeleteAttribute(cmdr,"relation.UseOtherCharacter"); is done for the new group commander, his relations aren't...
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    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    EDIT: Nevermind, made a mistake with the trace, will look some more tomorrow
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    Needs Testing Intelligent AI retreats and surrenders

    Ok, here's an interesting example where a ship's morale and HP have both reached critical levels at the same time: num of near ships found for CrOxbay1is 9, and friend power for is 13.enemy power for is 22. strengthrat for char CrOxbay1 of ship San Lino strengthrat is 0.59091 char CrOxbay1 of...
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    Needs Testing Intelligent AI retreats and surrenders

    @Pieter Boelen @Levis I have unified the various AIship retreat code into the moralecheck function, done right before the surrender code (so we can conserve processing power by only running the powerratio function once and then use for both). I studied the screwface functions for awhile, and...
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    Need Help "nosurrender" attribute and retreat

    One more question if anyone is still around. In the same function, the code currently uses &rCharacter and rCharacter to get values: float HP = GetCurrentShipHP(&rCharacter); float SP = GetSailPercent(rCharacter); What is the significance of this? Is one safer to use? I know they are both...
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    Needs Testing Intelligent AI retreats and surrenders

    I am removing the SURR_GLOBAL_SCL >0 check at the beginning of the surrender code, ie for people who play with surrenders turned off. If set to 0, you will still get 0% surrender chances, but your computer will waste some effort trying to compute them initially. This allows me to put the new...
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    Need Help "nosurrender" attribute and retreat

    Got it, I'll make it prevent all retreats now, not just some. Nice part of getting everything into one function is it is easy to notice mistakes like that. :) It was properly blocking surrender before, just not all retreats, so no fix needed on surrenders.
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    Need Help "nosurrender" attribute and retreat

    Unifying the retreat functions, some are in the morale check (where if a character has "nosurrender" marked they skip), others are elsewhere and get run for everyone. Many of these are inherently similar (ie, HP loss checks for retreat appear all over the place, some blocked by this, others...
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    Engine Limitation List of Known Bugs that Cannot be Fixed

    Interesting list! This one has been fixed I think: Unrecognized Text in Questbook: Confirmed Bug - Unrecognized Text in Questbook! | PiratesAhoy!
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    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    I might fail, but I have a couple of suspicions. I looked at the past posts there and didn't see what I was suspecting. The first suspicion is that this part goes wrong: bool cmdrchange = cmdridx == chridx; bool firstchar = Group_GetCharacterIndexR(rOGroup, 0) == chridx; int og_ships =...
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    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    Opening a bug report for this one because after staring at the AI stuff so much this weekend I have some ideas on what might cause it, and will try to fix it soon.
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    Needs Testing Intelligent AI retreats and surrenders

    Yes, in fact I've specifically not changed "morale based" surrenders, except to remove one modifier that used powerratios (because the old powerratios function was broken in a way that the modifier would never ever occur, because the AI ships could only measure themselves, so this was the way to...
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    Needs Testing Intelligent AI retreats and surrenders

    Agreed! I'll get everything for retreat unified and using the new powerratio function over the next couple of weeks.
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    Needs Testing Intelligent AI retreats and surrenders

    That's ok Pieter, to simplify, all I'd be doing is taking things where the AI asks: "Do I have more cannons than the enemy? Do I have more ships? Do I have more total HP? Is my ship higher tier?" In a decision tree that asks one question after another and leads to either retreat or fight, and...
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    Fix in Progress Demasted AI and retreat order

    Great, I'll add a check to force demasted enemies to turn and fight. :) (I always thought it was silly, how they kept trying to sail away at 0.5 speed, and I would just hide in their diagonal arc and pound them away)....
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    Needs Testing Intelligent AI retreats and surrenders

    Great idea! I will do so, indeed some of the reasons should be weighted heavier or lighter. :) Will do on the retreats! I do think the new powerratios will handle the screwface retreat decisions better (and I'll preserve the same value judgements in terms of merchants, pirates, and navy...
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    Fix in Progress Demasted AI and retreat order

    It still does matter actually--the normal surrender mechanism has hard ties to minimum morale, and in the example I posted of a compilelog for surrenders under the new system, a ship had 6% HP, was surrounded by three warships, had its sails torn up, and yet had a morale in the 50s while its...
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    Needs Testing Intelligent AI retreats and surrenders

    Thanks for all the advice Levis! I'll be making changes accordingly, here are some comments: This one is already in: //TY Pirates require an extra factor, merchants require one less than normal. Based on same value jugdement as preexisting surrender chances detailed above (where the surrender...
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    Drastically reduce chance of Pirate encounter in friendly ports

    @Pieter Boelen happy to report the coastal raider suiciding against forts problem is indeed fixed with the new powerratio and tactical retreat code. :) (once it is properly tested and ready for inclusion). I ended up setting forts to be measured as if they had 500hp, which seems low, but is...
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    Needs Testing Intelligent AI retreats and surrenders

    One important clarification for the update: now, the previous low morale based surrender still operates virtually unchanged from the current version of the base 4.1 mod (I removed one modifier that had never operated anyway because powerratio function was broken in its old form). The new...
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