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Unconfirmed Bug Soldiers not being reinforced

Grey Roger

Sea Dog
Staff member
Administrator
Storm Modder
Does anyone know why this was added to function 'SoldierReinforcements' in "PROGRAM\CCCFunctions.c"?
Code:
    if (sti(GetAttribute(refCharacter, "quest.guard_protection")) < 1)
    {
        if (GetAttribute(PChar         , "vcskip") == true)                                                                                return;
        if (GetAttribute(LoadedLocation, "vcskip") == true)                                                                         return;
        if(!HasSubStr(GetAttribute(refCharacter, "id"), "soldier"))                                                                 return;
        if(!HasSubStr(GetAttribute(refCharacter, "Dialog.Filename"), "Soldier_dialog.c"))                            return;
        if(!HasSubStr(GetAttribute(refCharacter, "location"), "port") && !HasSubStr(GetAttribute(refCharacter, "location"), "town"))    return;
    }
The only reference to "quest.guard_protection" I can find is for Virgile Boon in "Tales of a Sea Hawk", who gets the protection so you can't just kill him while he's standing in port, and loses it again so he doesn't get reinforcements if you kill him in his cabin at sea.

As for the rest, blocking characters whose ID does not include "soldier" means the guards in Pointe a Pitre on Guadeloupe don't get reinforcements because they're "Guadeloupe_guard_1", "Guadeloupe_guard_2" etc. And the guards in most of St. Pierre, Martinique don't get reinforcements because only "port" and "town" locations get reinforcements, but the town centre is "Falaise_de_fleur_location_03", and several other town locations with guards are "Falaise_de_fleur_location_**" too.

Assuming those checks in 'SoldierReinforcements' were added for a reason, either late in Build 14_3.5 or early in Build 14_4, the easiest fix would probably be to add that "quest.guard_protection" attribute to the currently unprotected soldiers.
 
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