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Fixed Nathaniel Hawks in Personal Fort

ANSEL

Corsair
Storm Modder
Hearts of Oak Donator
I have now playing through the Standard storyline again and found some minor problems:
When going to shore of the lighthouse, just before the fight in tower, you meet Danielle and
she has a empty dialog box,it dont affect the game, but need to be fixed. After defeating Brigtown,
your soldiers in the Fort are still Hawk clones, and there are no civilians to. And there are still the
CTD in the shipyard, only in the shipyard, see my post in the bugtracker.
 
When going to shore of the lighthouse, just before the fight in tower, you meet Danielle and she has a empty dialog box,it dont affect the game, but need to be fixed.
Do you have .log files and a savegame for that?

After defeating Brigtown, your soldiers in the Fort are still Hawk clones, and there are no civilians to.
Same question; especially a savegame just prior to that point might help quite a bit.
Where are there no civilians? In town during the fight? Or afterwards? I recall part of that quest takes place in a "quest copy" of the regular Bridgetown.
That might explain it, but then the civilians should return when you visit the town again later in the game.
 
No savegame and logs for the Danielle case. The civilians are only missing in the Fort.
The savegame I posted in the bugtracker ,about the CTD in the shipyard, is all I still
have back, but you can go to the fort and have a look, using that savegame.
 
No savegame and logs for the Danielle case
AGH! That's unfortunate. Can't do very much without a clue on where to look. :facepalm

The civilians are only missing in the Fort.
There are never civilians in the forts during an assault from the sea side; that is normal.
Accessing the forts from the shore or assaulting from the sea are two 100% independent systems.
 
Well, then I have to remember Danielle, to the next time I meet her there.
The civilian case: This occurs after the assault, when the town is under my
command.
 

Attachments

  • -=Player=- Barbados. Bridgetown store March 19th, 1751.zip
    864.5 KB · Views: 70
Well, then I have to remember Danielle, to the next time I meet her there.
The civilian case: This occurs after the assault, when the town is under my
command.
So you first captured the town and are then visiting the fort from the shore side?
I'm surprised that is even possible in such a quest scene! :shock
 
I think you misunderstand me, im not talking about visiting the fort from the shore side,
but from the townside.
 
I think you misunderstand me, im not talking about visiting the fort from the shore side,
but from the townside.
That's what I meant; as opposed to visiting the fort from the SEA to attack. Right?
 
This seems to help:
Code:
string GetRandomModelForTypeEx(int iscombat, string type, string sex, int nat)
{
   int idx, attrnum, breakcount, n, l;
   aref base, cur;
   ref modeltype, rModel;
   float chance;
   string otype, mID;
   bool bsexless = true;
   bool bclear = true;
   bool bskip = true;
   //trace("Actually getting model. Type is " + type);
   if(GetModelIndex(type) != -1) return type; // just in case someone passes us a model name, not a type. 05-07-08
   // this means that NO type name can match a model name and vice versa
   if(nat < -1 || nat >= NATIONS_QUANTITY) nat = ALL_NATIONS; // PB: Allow PERSONAL_NATION (=-1) too!
//   if(nat < 0  || nat >= NATIONS_QUANTITY) nat = ALL_NATIONS; // could be ==-1 but we want to catch all problems // KK
Strange that there was a comment to explain why -1 isn't allowed, when that is NEEDED for cases such as this.
 
On the subject of civilians in the fort, indeed I haven't seen any yet and I walked around there twice.
But I can also find no code to actively prevent them from being there, so that is a bit of a mystery.

That being said, I also don't mind. The dialog options from such a civilian involve purely piratey actions,
which make absolutely no sense anyway if the fort is actually yours.

So the "Nathaniel Hawks" issue seems to be fixed and I'll consider the "no civilians" one as "it's not a bug, it's a feature!" ;)
 
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