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I thought you fixed that? What change did you make exactly? I cannot check myself right now.Just checked this - Ships Log page does not show text
Probably.I don't know if this is a coding error![]()
Your correction looks good to me. But it wouldn't fix any log entries that have already been made.Just checked this - Ships Log page does not show text - tried F11 - ( maybe I have to start a new game to get it to work )![]()
In that same file, find:He asked me to get him 0 (Zero ) medicines for 0 (Zero) Gold - in both the dialog & Quest book.
int amount = makeint((1+rand(GetDifficulty()*(sti(Pchar.rank)))*(60+rand(sti(ctown.economy)*20)))/sti(Goods[choosegood].Weight));
int amount = makefloat( (1+rand(GetDifficulty()*sti(Pchar.rank))) * (60+rand(GetTownEconomy(ctown)*20)) ) / makefloat(Goods[choosegood].Weight);
Your correction looks good to me. But it wouldn't fix any log entries that have already been made.
It would only fix new ones. Might that explain it?
I think I might have fixed that yesterday:Arriving there I had a surprise:
But unlocked the repair perk anyway!![]()
I think I might have fixed that yesterday:
Fix in Progress - Fetch Quest Errors: Apothecary Ship's Log and Zero Amounts | PiratesAhoy!
To clarify, this will not fix existing Fetch Quests, but should avoid quests with zero cargo being generated in the future.I'll test it now!
To clarify, this will not fix existing Fetch Quests, but should avoid quests with zero cargo being generated in the future.
This is a very difficult bug to confirm fixed, because the only way to find out is that the "zero amounts" do NOT happen anymore.As promised, I tested the code change and it worked.
Feel free to play around with the formula for it. See post #5 above.@Pieter Boelen, today I thought about this problem and came up with an idea. Wouldn't it be better if the amount of goods asked was attached to the player's level? Would it be possible to set it up in a way that the amount asked would be 6x player level number, on landlubber difficulty, 8x level number on mariner, 10x on sea dog and 12x on swashbuckler? I think that would bring up reasonable quantities and make it balanced. What do you think?
Feel free to play around with the formula for it. See post #5 above.
I personally just care about having this silly bug fixed.
Improvements and balancing, I'd leave to you guys.![]()
@Pieter Boelen, today I thought about this problem and came up with an idea. Wouldn't it be better if the amount of goods asked was attached to the player's level? Would it be possible to set it up in a way that the amount asked would be 6x player level number, on landlubber difficulty, 8x level number on mariner, 10x on sea dog and 12x on swashbuckler? I think that would bring up reasonable quantities and make it balanced. What do you think?
//Go on to check for the goods
int goodoptions[5];
option = 0;
switch(choose)
{
case "dockyard":
goodoptions[option] = GOOD_SANDAL; option++;
goodoptions[option] = GOOD_LINEN; option++;
if(sti(Pchar.rank)>15)
{
goodoptions[option] = GOOD_MAHOGANY; option++;
}
if(sti(Pchar.rank)>30)
{
goodoptions[option] = GOOD_EBONY; option++;
}
break;
case "tailor":
goodoptions[option]= GOOD_LEATHER; option++;
goodoptions[option]= GOOD_COTTON; option++;
if(sti(Pchar.rank)>12)
{
goodoptions[option]= GOOD_CLOTHES; option++;
}
if(sti(Pchar.rank)>35)
{
goodoptions[option]= GOOD_SILK; option++;
}
break;
case "blacksmith":
goodoptions[option]= GOOD_OIL; option++;
if(sti(Pchar.rank)>20)
{
goodoptions[option]= GOOD_SILVER; option++;
}
if(sti(Pchar.rank)>40)
{
goodoptions[option]= GOOD_GOLD; option++;
}
break;
case "gunsmith":
if(ENABLE_AMMOMOD) goodoptions[option]= GOOD_GUNPOWDER; option++;
goodoptions[option]= GOOD_SILVER; option++;
if(sti(Pchar.rank)>25)
{
goodoptions[option]= GOOD_EBONY; option++;
}
break;
case "apothecary":
goodoptions[option]= GOOD_TREATMENT; option++;
break;
}
int choosegood = goodoptions[rand((option-1))];
// int amount = makeint((1+rand(GetDifficulty()*(sti(Pchar.rank)))*(60+rand(sti(ctown.economy)*20)))/sti(Goods[choosegood].Weight)); // TALISMAN Line replaced as per P Boelen
int amount = makefloat( (1+rand(GetDifficulty()*sti(Pchar.rank))) * (60+rand(GetTownEconomy(ctown)*20)) ) / makefloat(Goods[choosegood].Weight); //TALISMAN - new line as per P Boelen
if(DEBUG_FETCH_QUEST) trace("FETCH QUEST: made cargo for type: "+choose+" good: "+Goods[choosegood].name+" amount: "+amount);
if(!CheckAttribute(tisland,"cargonum")) tisland.cargonum = 0;
int cargonum = tisland.cargonum;
cargoid = "cargo_"+cargonum;
tisland.cargos.(cargoid).good = choosegood;
tisland.cargos.(cargoid).amount = amount;
tisland.cargos.(cargoid).town = ctown.id;
tisland.cargos.(cargoid).requester = choose;
tisland.cargonum = sti(tisland.cargonum)+1;
}
return cargoid;