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Greenford and build questions

Wellesley

Landlubber
Lo all, long time reader first time poster here.

I have a problem with some of the recent missions on the build, having completed the game a few months back and tried an early version of the build my interest was spiked up by 11.99e so I decided to play the storyline again. All fine and dandy until the horror of the Greenford assault mission. Having assulted the fort upmteen times failing a lot then finally passing only to get killed furthur on I finnally reached a point where I could defeat the soliders in the town itself. Then all horror breaks loose as the greenford/G!!!!!reenford bug is realised. A few more fruitless attempts with the same problem, finally finding the fix in the bug thread and more attempts on the fort with no sucess of evening beating the first wave of soldiers.

What Im looking for: CHEATS! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Im not one to cheat but If I get killed in that courtyard one more time Ill puke. Its hard enough especially when I have no friendly sailors/officers with me not to mention the lack of crew I ususally have once I finish off the forts guns. Basicly, Im looking for a way to take that fort quickly and easily without having to go nuts assualting it the regular way one more time.

Also, I cant seem to find the blacksmiths in the current beta and the weapon quailites have dissappeared, any explanation for that and any fixes?

Thanks in advance.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> <b>Wellesley, </b>and welcome aboard! Have an ale! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

The fix for the Blacksmith is to open up the file PotCPROGRAMBuildSettings.h and edit this line:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//**********SCHEFFNOWs MODS***********************************************************

#define ENABLE_TAILORSMOD      1

#define ENABLE_NOSAVEMOD      1

#define ENABLE_RUSHMOD    1

#define ENABLE_WEAPONSMOD      0<!--c2--></div><!--ec2-->

That final line there should be a "1" to turn on the weapons mod and to activate the Blacksmith.

Also scroll down and check this one:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//**********ROBC BLACKSMITH MOD*******************************************************

#define ENABLE_BLACKSMITHMOD      1  // Set to 0 to disable the blacksmith mod

         // Setting ENABLE_WEAPONSMOD to 0 will also disable this mod<!--c2--></div><!--ec2-->

Make sure the ENABLE_BLACKSMITHMOD is set to "1" - it should be, but check it to be certain.

To take the fort, bring larger ships with more sailors. Aim for the tops of the walls (cursor should be ABOVE the walls to work best) to knock out the fort cannons as quickly as possible. Also it is good to have a LOT of health potions, and a good sword with EXCELLENT blocking stats.

Make sure when you're fighting the soldiers that you don't take on more than one or two at a time. Get them into a bottleneck if you can, so as to limit their access to you, and hold up your block (Ctrl key) until they hit you at the same time, then strike. Keep doing this - and watch your health, keep hitting the "C" key to refresh those potions...

Remember to save the game on the dock before you head into town to confront the final set of soldiers. That will keep you from having to defeat the fort time and again...

Hope this helps! And again, welcome aboard! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Also, now finally two changes (I don't recall if they're in the current beta--I think they are--but I know they'll be in the final) make `fort-sacking` easier

*cannon fire _will_ decrease the troops you eventually face, so whack away with grape before you finally kill the fort
*You take all your men with you (from your ship _and_ your companions') so try to go in with four full crews.

And one that makes it harder
*Some townsfolk will form a militia and help out the soldiers.

If the fort is too tough, you can open programtowntable.c and edit the defines at the top to lower the amount of troops, and militia.
 
Hmmm, Ive finnally got around to making short work of the fort but the problem of no Danielle in Greenford is presistant despite the changes, Ive even made a change to another greenford line. Any suggestions? I have the European Version if thats any effect and Ive "I"ed each time.
 
Hi Wellesley, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

Have you run the "RunMe.bat" in the PotC directory? It delocalizes all your European files... I'm not sure tho if you have to set the #EURO to 1, even when you've delocalized your files... Try it to delocalize the files, then set to #EURO to 1, and run the game. If I'm wrong about the 1s and the 0s, it'll still work.. PotC is sooooo smart!

HTH! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Ok, Im really coming to the end of my patience here <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dp_nogd.gif" style="vertical-align:middle" emoid=":ng" border="0" alt="dp_nogd.gif" /> (At the game not at the replies to which I am grateful) This fort just does not want to fall, I either take it with difficulty and not have Danielle show up or I cannot take it due to gameplay or bugs or somthing. This has been going on for a week its just obsurd, I would really appreciate a way to just skip this mission or make it so damn easily that retrys can be done in seconds with no difficulty. No more tips, Ive shelled that fort so many times Im going to go nuts If I have to again.
 
Danielle miss'n bug took me 6 wacks at gett'n her te show up fer de party,typical women,never show up when ye need em,Harr! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Well, I think Nathan could edit your savegame, if he's got time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Nah I wouldnt ask someone to go that far, but anyways soon after I posted last I took the fort, all I needed was some persistance (and a reduced number of Greenford crewmen and lower cannon calibre <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> ) still, now Im on the quite annoying bug of not being able to finish off the black pearl beyond 9% (Pearl thingamajig activate) Im outta bombs but Ive graped em down to 6 men. However I see I dident finish the box delivery quest.
 
I should think not finishing the box delivery quest won't impact your killing the BP - you have to reduce her to beyond ZERO PERCENT hull. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> It takes a long time and a lot of cannonballs, and aiming first person from the deck of your ship. Cannonballs are better than bombs for the BP, just load up on them as much as you can before you hit her... If you end up with several ships after you defeat Silehard (take 'em, don't sink 'em!), take a moment to do some cargo transfer so that you can get the maximum number of balls on the ship you plan to use for killing the BP...

OR you could edit a file to make the BP HP "1" and kill it in one volley! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
It never hurts to have EURO set to 1, even for `non-euro` versions of POTC (however, you may get a rainbow effect on the water). But if you have it set to 0 and need it set to 1, POTC will indeed crash.

Basically, if you have _any_ trouble with POTC, that's the first thing to do; you can always set it back to 0 later with no trouble (if you get the rainbow).

Regarding the save: Sure, I'll take a peek if you like.
{And I hope to fix the Greenford bug soon too}
 
Wow, I never realized the savegames are textfiles. Nathan, have you figured out all those numbers in them ?
 
Well I finally finished it off, ship destroyed and Im back at Redmond having talked with Brin, just a small bit of editing needed. I suspect the game suffered some coding problems last time since I could fight it again this time without suffering any cut off point in damage so yeay. Again a big thanks to all those who posted here and a job well done to the build modders. If you need any help just ask.

Now one last query, I have Isenbrant J....ern as a captive, is there any storyline way to get rid of him or do I just ransom/kill him as normal. I notice hes not on the pirate Island any more so Im just wondering what to do with him.
 
<!--`QuoteBegin-Inez` Dias+--><div class='quotetop'>QUOTE(Inez Dias)</div><div class='quotemain'><!--QuoteEBegin-->Wow, I never realized the savegames are textfiles. Nathan, have you figured out all those numbers in them ?[/quote]Nah, I think he has some special program to do those... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Inez: Nope, not beyond some rudimentary hex editing last summer (stat changing, model replacing if same number of chars).
I'm not a formats/structures guy. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> :

Far easier to do any changes ingame.
What I do in these cases is load the save, and do add some stuff to the console to find out what's wrong, and then correct it via console and resave.

Usually you can do that simply by checking properties (an attribute incorrectly set); in the case of the big Danielle/Greenford bug, I had to basically copy the CharacterLogin functions to the console and add breakpoints.

Which is only fair since I caused the bug myself, it turns out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

But regarding the format: what little I know is this.
That you're indeed correct, unlike most data files, numbers in the save are pretty much stored as plaintext--it looks mostly like each object's attribute tree is dumped to the save, as are all other globals. I don't know about the `non-scriptside` stuff at all though (presumably engine stuff like wdmap encounter ship positions are stored somehow).
 
Wellesley: what "just a small bit of editing" do you need?

Also, re: Isenbrandt. Yup, you're pretty much stuck there, there's no special handling for him. If you want, you can teleport him back to his house and `un-kill` him, via the console.
 
The editing Ive done myself with a bit of intuition and some experience from basic file editing from other games. For now Im awaiting build 12 with widespread smithys (gunsmiths too) and all the new trimmings <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Thanks again all for showing me where to edit.
 
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