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Problems In Build 14 A 6

For the record, I wasn't deep enough in the game to get instant boarding skill and I still got stuck, so I think we can rule out it as a culprit.

Moving on, is there any way to make ships in RN colors available only to Royal Navy? Because I keep seeing ships of other nations using them as well. (And besides, as we know from the first movie, RN ships stationed in Caribbean are painted differently anyway <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )
 
You mean to make ships with the .nation attribute set only available to that nation? I thought of doing that as well; I'd love to get that in. Having other countries sailing around the "Spiegelretourschip" or "Dutch Fluit" is somewhat disturbing as well. I'm not sure how to do this though. I might send Pirate_KK a PM; he might have a simple way of doing it. I think that would make one really good feature. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
i've never seen the amsterdam. ever. and i've seen/sunk (what's the difference?) a LOT of ships.
 
I don't recall ever seeing the Amsterdam either. And I just noticed refShip.CanBuy and refShip.CanEncounter aren't set at all. Perhaps if we add the lines <i>refShip.CanBuy = true;</i> and <i>refShip.CanEncounter = true;</i> to her ships_init.c entry, she will become available? Also I noticed that the Superior Warship by Kazeite is set to <i>CanBuy = false</i> and <i>CanEncounter = false</i>. That seems a bit of a shame to me; it's a good model, why shouldn't we encounter it? I think it had to do with the collision detection/walk files, but I think we should re-enable it.
 
Wha..? Collision detection and walk files on Superior Warship (aka Battleship4) are working fine, as far as I know. Since Superior Warship is just Battleship1 with some (all right, many <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ) additional details, it uses collision decection and walk files from Battleship1. I haven't encountered any problems during my tests.

By saing "painted differently" I mean that both <i>Dauntless</i> and <i>Interceptor</i> are painted with dark blue/gold colors, unlike later RN, whose ships (like <i>Victory</i> are painted with black/gold colors <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
If the collision and walk files ARE correct, I see even less reason to have the Superior Warship turned off. In other words: We'll turn her on, just like she should be. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Could this boarding bug have anything to do with a "missing" captain on the boarded ship? I know that this was the case in the capture of the Nigel Blythe quest ship (i.e., Dirty Harry / Shaggy Garry pirate corvette). A captain model was not generated because of a bad ch.model reference and caused a similar boarding hang. I fixed this one by making a couple of changes:

In file <b>PROGRAM\Characters\init\TempQuestCharacters.c</b>

at approximately LINE 14

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->makeref(ch,Characters[n]);    // Ethilrede Claar - xxxx () Leborio Drago
ch.old.name = "Ethilrede";
ch.old.lastname = "Dubois";
ch.name = LanguageConvertString(tmpNameFileID,"Ethilrede");
ch.lastname = LanguageConvertString(tmpNameFileID,"Dubois");
ch.id        = "Ethilrede Claar";
ch.model = "corsar2";
ch.sex = "man";
ch.sound_type = "pirate";
ch.Ship.AI.GroupName = "Ethilrede Claar";
ch.Ship.AI.Task = "attack";
ch.nation = PIRATE;
GiveItem2Character(ch, BLADE_SABER);
ch.equip.blade = BLADE_SABER;
ch.nodisarm    = 1;    // PB: Disable disarming
ch.location    = "none";
ch.location.group = "Quest_ships";
ch.location.locator = "quest_ship_2"; // Petros: was quest_ship_11
ch.Dialog.Filename = "Gyles Dubois_dialog.c";
ch.Ship.Name = "Neptunus";
ch.Ship.Type = "Corvette6_50";     // Petros: was Corvette1

should be:
ch.old.name = "Ethilrede";
ch.old.lastname = "Dubois";
ch.name = LanguageConvertString(tmpNameFileID,"Ethilrede");
ch.lastname = LanguageConvertString(tmpNameFileID,"Dubois");
ch.id        = "Ethilrede Claar";
// ch.model = "corsar2";
ch.model = "corsair2";

REMAINDER OF CODE NO CHANGES<!--c2--></div><!--ec2-->

Looks simply like a missing letter ("I") in a model reference - "corsar2" instead of "corsair2".

FYI, this is also the case for another quest ship (same file, LINE 4161) with same changes noted:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ch.old.name = "Giraldo";
ch.old.lastname = "Figuiera";
ch.name = LanguageConvertString(tmpNameFileID,"Giraldo");
ch.lastname = LanguageConvertString(tmpNameFileID,"Figuiera");
ch.id        = "Giraldo Figuiera";
//ch.model = "corsar2";
ch.model = "corsair2";
ch.sex = "man";
ch.sound_type = "pirate";
LAi_NoRebirthEnable(ch);
ch.Ship.AI.GroupName = "Ethilrede Claar";
ch.Ship.AI.Task = "attack";
ch.nation = PIRATE;
GiveItem2Character(ch, BLADE_LONG);
ch.equip.blade = BLADE_LONG;
ch.location    = "none";
ch.location.group = "Quest_ships";
ch.location.locator = "quest_ship_11";
ch.Dialog.Filename = "Gyles Dubois_dialog.c";
ch.Ship.Name = "Inferno"; // KK (second Mefisto?)
ch.Ship.Type = "FrigateNKSup"; // PRS3 // KK<!--c2--></div><!--ec2-->

Maybe that last one is/was causing some boarding problems. Or could it be that another captain generated from this file has a similar typo on the model type.

PS - I am 100% certain that this change fixed that Nigel Blythe quest ship boarding problem, as after that change, as I was able to capture that ship normally.

PPS - There are also still some references in the Nigel quest to both Shaggy Garry and Dirty Harry, who I assume is the same person - the owner of the Pirate Corvette. I'm using b14a6 with all suggested add-ons.

Kevin
 
Hm... it would appear from handful of boardings I did that this fix did the trick - however, I started meeting undead captains.

It looked like that - first time I spawned on the main deck of the ship, I ran past one of my crewmen who stood where enemy captain usually stands (and it was one of the previous captains I made my officer), and ultimately I stopped up the stairs, where another guy was standing. I haven't noticed whether he was described as "late mr..." or not, but when I tried to talk to him, game gave me "trying talk to the dead people?" message.

The second time I boarded pirates ship and have won the initial boarding, then I moved straight to the main cabin, so I believe this means pirates surrendered. There, I encountered Barbossa lookalike, who was described as "late mr..." and was also treated as dead.
 
<!--quoteo(post=213049:date=Aug 25 2007, 04:56 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Aug 25 2007, 04:56 PM) [snapback]213049[/snapback]</div><div class='quotemain'><!--quotec-->Hm... it would appear from handful of boardings I did that this fix did the trick - however, I started meeting undead captains.

It looked like that - first time I spawned on the main deck of the ship, I ran past one of my crewmen who stood where enemy captain usually stands (and it was one of the previous captains I made my officer), and ultimately I stopped up the stairs, where another guy was standing. I haven't noticed whether he was described as "late mr..." or not, but when I tried to talk to him, game gave me "trying talk to the dead people?" message.

The second time I boarded pirates ship and have won the initial boarding, then I moved straight to the main cabin, so I believe this means pirates surrendered. There, I encountered Barbossa lookalike, who was described as "late mr..." and was also treated as dead.<!--QuoteEnd--></div><!--QuoteEEnd-->

See these two posts...

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=10796&st=0&p=207496&#entry207496" target="_blank">http://www.piratesahoy.com/forum/index.php...mp;#entry207496</a>

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=10443&st=0&p=196524&#entry196524" target="_blank">http://www.piratesahoy.com/forum/index.php...mp;#entry196524</a>

I applied the fix(es) in the order show on those threads and no longer have the "dead captain" bug in my build 14 Alpha 6 (with pb_modifications.zip and B14A7_giuliootto_Fix3.zip).

NOTE: It appears there may be a couple of files in the B14A7_giuliootto_Fix3.zip archive that should not overwrite your existing install (CCCDirectSail.c and possibly others). I actually started another thread with some DirectSail problems that MIGHT have been caused by this fix. I'm looking over some other files and have left a note for Giuliootto on the above thread. However, I do know that SOME of the files in his B14A7_giuliootto_Fix3.zip do fix the dead captain problem.

My guess is that the 2 files in the PROGRAM\Loc_ai\ directory of that file (B14A7_giuliootto_Fix3.zip) are probably the only ones needed to fix the boarding issues.


kevin
 
Ugh... Kazeite doesn't understand! Too complicated! Kazeite angry! Kazeite smash! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

In other words, thanks for the explanation, but I'm disinclined to mess with my working build. I'll wait until all fixes are properly integrated into one <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
To KevinAtlanta: If you manage to make a reasonable stable game version by using your fixes, could you please put your PROGRAM and RESOURCE\INI folders in a ZIP-file and upload it so other people might use your game version as well?

BTW: I am currently testing a game version based on Build 14 Alpha 7 + Maximus' latest fixes + Short Jack Gold main quest modifications and I am surprised by how well it works so far. This game version does not have Pirate_KK's latest work in it though; that doesn't work because I have some missing Resource files. But perhaps I can release my game version as well at some point. Just for testing's sake.
 
<!--quoteo(post=213074:date=Aug 26 2007, 05:51 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 26 2007, 05:51 AM) [snapback]213074[/snapback]</div><div class='quotemain'><!--quotec-->To KevinAtlanta: If you manage to make a reasonable stable game version by using your fixes, could you please put your PROGRAM and RESOURCE\INI folders in a ZIP-file and upload it so other people might use your game version as well?

BTW: I am currently testing a game version based on Build 14 Alpha 7 + Maximus' latest fixes + Short Jack Gold main quest modifications and I am surprised by how well it works so far. This game version does not have Pirate_KK's latest work in it though; that doesn't work because I have some missing Resource files. But perhaps I can release my game version as well at some point. Just for testing's sake.<!--QuoteEnd--></div><!--QuoteEEnd-->

Pieter,

I put up the version of the game I'm running now with a detailed ReadMe.txt on the FTP server in the folder KevinAtlanta. You can do a WinMerge to see any differences from your version. Let me know if this version looks any more stable than yours. There's also a little surprise as well.

kevin
 
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