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Ransom mod

Unlucky Jack

Landlubber
Since this is a brainstorming forum, I figured I would dump this idea here. Maybe someone will pick it up and run with it.
I was thinking about all the captured sea captains rotting away in my hold and how unsatisfying it is to get pennys on the [insert coin of the realm here] and releasing them from the deck interface, when WAMMO, yes WAMMO! it hit me.
We should have to be talking to a Diplomat or a Governor to negotiate their release and getting top [insert coin of the realm here] for them ta boot. After all how likely is it that some military captain is gonna have more than a few coins in his pocket?
Is this something that can be changed and if so , would it be changed?
 
seems like too much micro-management to me. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> but maybe it'll work.
 
Before the "talk with enemy captain" mod, there was a mod where you could ransom enemy captains through the menu. CouchcaptainCharles then made an improvement of this mod that enabled you to ransom only in certain locations, such as the governor's mansion. You can still re-enable this old functionality by setting the correct BuildSettings options. Of course a new, update and improved version would be nice. It CAN be done. In theory. But somebody'd need to code it in. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Well I suppose the biggest factor in suggesting this is the realizm. Right now I could be in the middle of nowhere and release captives for what they have in their pocket. Its a long swim back to shore.
Also I find this current system is a bit unstable and the cause of CTD more often than not (like 5 minutes ago). As well there appears to be a bug in my version at least. Right now I have 2 pirates sitting on my deck who refuse to leave. I've tried everything I could think of. These are the only 2 that I ever just let go with the third dialog option (they have to wait till I get to a Pirate island) well I've been to QC a dozen times, talked to them while I was there and now they do nothing. Clutter.
Then there are the 2 guys who just stand around and won't respond. They actually occupy spaces where captives go, but make it so I can't talk to the captives they happen to be standing on. One is the Rheims model and the other is the wandering vendor from Oxbay, ya know the cursed captain wot stole the Pearl in the movie. can't remember his name. If I cut him down I get a soligen rapier, but if I leave the deck and return, so does he. Cutting him down usually results in a CTD. Its getting to the point where I don't even want to take captives anymore which won't help my rep any or my pocket for that matter.

I think my next step is to hit the deck while at shore and remove capitves in lots of 5 until they are all gone except for the bozos standing around( and the ones they stand on) and see if that fixes it.
 
Why don't you try and change the ransom mod settings? Set RANSOM_PRISONERS to 0 in BuildSettings.h. Then you can ransom captives through the F2 interface. You can further change that mod to your liking with the "PRISONER RANSOM OPTIONS" in PROGRAM\InternalSettings.h. This should work in theory, but I'm not sure since I don't think anybody did any testing on whether that old functionality still does work right. Worth a try though. I think a new game will be required.
 
i always use the old one. works fine, and even seems to remove the boarding bug.
 
Well I mannaged to get through clearing my deck of Prisoners with out a CTD, although I had to "push' a couple of them around, seems they got lost or stuck on the way out. As for the mysterious guys just standing around on my deck, they won't leave no matter what, I kill them and they just reappear when I return. I think there maybe a problem with the file that keeps track of prisoners that may have been caused by a ctd while releasing prisoners. And the 2 pirates I released still won't leave, I should just cut them down I guess and see what happens. Its not the end of the world either way I guess.
 
<!--quoteo(post=251968:date=Apr 23 2008, 08:57 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Apr 23 2008, 08:57 PM) <a href="index.php?act=findpost&pid=251968"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->try the other pirate islands. or just kill em.<!--QuoteEnd--></div><!--QuoteEEnd-->
Other Islands- no change
Kill them- Yep they die, and if the game doesnt crash they resurrect on the next visit. This suggests it has something to do with the save game info not completely removing their info after ransoming them, as it is always the same 2 NPCs. It may have been the result of a CTD after leaving the deck.

Anyway I gave up on that install and I'm hoping it doesn't happen in this incarnation. I still have the old install on a different drive so if anyone needs me to send them a chunk of it for diagnostics I can oblige.
 
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