• New Horizons on Maelstrom
    Maelstrom New Horizons


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<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can defeat a corvette and usually a frigate with my schooner. At some point I find a corvette I like and transfer my flag to it, keeping the schooner as backup, even if it sits in port the whole time. At least once that saved me from a stalemate where my ship and the enemy were both dismasted. When the schooner arrived, the enemy surrendered, and I was able to get the schooner to sail close enough that I could swap ships and boarded the surrendered enemy. I've seen paydays of 120K or more with those two ships.<!--QuoteEnd--></div><!--QuoteEEnd-->It was in Build 13 full or prior when I last did proper play. Ought to give it a try again so I can come up with more grounded remarks. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In that case I'll eventually look into it. I like the new names for the swords.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for wanting to look into it! For the swords, we need to reset the description of the Nicholas Sharp blade. It has been changed because you could find them at random, while the description suggests a quest-only sword. However, it IS a quest-only sword again now.

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My level 10 character had someone come at him, raised the sword to block, got killed in one hit while blocking. This happens a lot. Apparently the game compares the fencing levels of both characters along with the piercing and blocking of both swords, and will apply critical hit. And all with 10 HP per level.<!--QuoteEnd--></div><!--QuoteEEnd-->I wonder if that is the BLOCKDAMAGE mod at work. Though that shouldn't give HUGE HP hits. Anyway, that mod is removed in Patch 1, so please keep an eye out for whether it still works.
Of course upon a critical hit, a block should be ineffective. But that doesn't mean you should immediately die. I don't really like one-hit kills. Should be at least two/three-hit kills, especially on the player.

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You could get boarders with those HP whether you used grapeshot or not. Part of it was a bug in my boarding code that didn't reduce the enemy HP properly according to the relative morale of both ships.<!--QuoteEnd--></div><!--QuoteEEnd-->That might've been it. The HP seemed rather excessive at the time. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Right, but it looks like you only get what's left over after paying your officers. The code is fairly complicated and probably contains a few bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->Maybe it should be rewritten and simplified? A certain percentage to keep, a certain percentage to your officers' wealth* and a certain percentage "lost" (eg. to the crew and unavailable ever again).

* We might want to add a purpose to officer wealth. Maybe unloyal officers will desert you once their wealth is high enough. And when you're in port, some officers might use their wealth to get drunk. These officers will probably stay with you because they keep running out of money, but they're pretty useless the days after visiting a port.

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's what I was trying to do at the time. I was still in the loanshark's office after dividing the loot. I never tried "cheating" it, but most of my crew deserted after going back to salary. That part probably works.<!--QuoteEnd--></div><!--QuoteEEnd-->Should be fixed then. If it works through dialog, it should be working through the interface as well. Part of the crew is indeed supposed to desert when going back to salary.

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Most chests will have one or two. They're worth about what a sword costs. They're expensive enough to make life difficult for a beginning character if he needs to buy some, but they're a good source of income at the beginning of the game.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds quite alright then, though perhaps they're a bit too common. There shouldn't be one or two in most chests, there should be one in every two or three chests or so.

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Just dump excess good swords in the weapons locker when you visit the cabin. Eventually you replace them with better swords. I've seen instances where my boarders apparently looted corpses, because extra stuff appears in the locker. Either that or it's a bug that I haven't found yet. Besides, you start off with 12 cutlasses from the tutorial, so they should never be weaponless.<!--QuoteEnd--></div><!--QuoteEEnd-->They should never be weaponless either way. If the weaponslocker is empty, they'll still use the default blades (cutlasses by default). Could be set to daggers or fists if we want to make it more important to keep the weaponslocker stocked.

As for boarders looting enemy corpses: I think this might be a bug or unintentional feature. After all, you can loot all corpses yourself as well, giving you everything double. Also, if you don't loot, you can just plunder your own weaponslocker after the battle. Probably you can get quite an amount of money that way, considering the number would always keep increasing! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It seems like the stuff a trader carries is based on his level and little else. Most of them seem to have too much junk at higher levels. It would be better if they were more selective on stuff they carried.<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed. If it's available, it should at least be potentially interesting. So they shouldn't sell items without skill modifiers in the first place, but only buy those. They should always have a clock, compass, spyglass or sextant of a certain quality, unless you personally already have a better one. They should always have gunpowder and ammunition and some bandages and sometimes a cauterization kit. Potions should not be sold. There should be only a couple of weapons and always a bunch of maps that you don't have yourself.

Some items become useless to buy once you've got them yourself, such as clocks, compasses, sextant, etc. Those items are relatively important for gameplay though, so they should be fairly common if you don't have them and not be sold anymore once you've got the best already.

<!--quoteo(post=304407:date=Mar 3 2009, 02:51 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304407"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My idea of having the merchants not sell books is that you'd have to decide whether or not to keep one you found because it might be useful later, even if it hurt your current stats. I guess you could put a "harmful" book in your weapons locker until you needed it for an officer or yourself later. Currently I only pick up books I intend to use or give to an officer immediately. If I couldn't buy the same book at a merchant when needed, I'd keep a lot more books.<!--QuoteEnd--></div><!--QuoteEEnd-->Makes sense and sounds good. We should change that. Also, no books are truly harmful anymore. Their skill modifiers used to be invisible and there used to be books that only decreased skills (eg. Cooking With Albatross). Only the modder-name books were useful and they only enchanced skills. Now the previously useless books increase and decrease as many skills and the modder-name books increase skills more than they decrease other skills.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I wonder if that is the BLOCKDAMAGE mod at work. Though that shouldn't give HUGE HP hits. Anyway, that mod is removed in Patch 1, so please keep an eye out for whether it still works.
Of course upon a critical hit, a block should be ineffective. But that doesn't mean you should immediately die. I don't really like one-hit kills. Should be at least two/three-hit kills, especially on the player.<!--QuoteEnd--></div><!--QuoteEEnd-->

Even with the mod remove, you still get dmg from a block.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=304411:date=Mar 3 2009, 03:13 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 03:13 PM) <a href="index.php?act=findpost&pid=304411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Special items are damned hard to find already. I sailed to 4 different islands before I was able to get a chronometer and sextant once. Even finding an enhanced compass can be difficult, as they're normally only available at sneaky traders until a high level. If you don't buy the masterwork spyglass from Gregor Samsa, you may never see another. It's difficult enough just finding the commerce enhancing stuff, which I like to do before I start trading anything else.<!--QuoteEnd--></div><!--QuoteEEnd-->Agreed. I was actually thinking about that already as per my previous post.

<!--quoteo(post=304411:date=Mar 3 2009, 03:13 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 03:13 PM) <a href="index.php?act=findpost&pid=304411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What they DON'T need is 30 different swords, every type of pistol, etc. I have no idea what it's like if they also have 6 different qualities of weapons, except that they're supposed to have only the highest quality they have available for sale.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't think it's <i>that</i> bad, especially not since the categorization of the items. Though things might get confusing in the weaponslocker, especially without some sort of sorting system.

<!--quoteo(post=304411:date=Mar 3 2009, 03:13 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 03:13 PM) <a href="index.php?act=findpost&pid=304411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've got preliminary notes for implementing the medical stuff. Right now it's for returning injured crewmembers to duty, useful mostly on long voyages. The problem is, implementing it like we do food and rum is an incredible amount of code and I'm not sure it's worth it, even copy/pasting the food/rum code.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds interesting. I think we need to do something with this eventually. I hate having doctors and medicine without a purpose.

<!--quoteo(post=304411:date=Mar 3 2009, 03:13 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 03:13 PM) <a href="index.php?act=findpost&pid=304411"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eventually I want to revamp the morale system a bit. Enemy morale changes during battle, and can go up or down. I'd like to see player morale do something similar. Right now I can sail into battle with Heroic morale, lose half my crew and get my ship shot to pieces and morale is still Heroic for the boarding. Morale changes during boarding, then there's a daily change afterward based on your leadership and a few other factors.<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds good and should certainly happen. Though I wonder: your efficiency already drops because of crew dying. If it drops because of the morale hit too, wouldn't it get too much? This plays into the morale vs. HP issue again though. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=304413:date=Mar 3 2009, 03:21 PM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Mar 3 2009, 03:21 PM) <a href="index.php?act=findpost&pid=304413"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Even with the mod remove, you still get dmg from a block.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks. At least that's conclusive proof that it's not the BLOCKDAMAGE mod. That also proves that we don't need that mod, so the removal at least prevents the HP hits from doubling up.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Maybe it should be rewritten and simplified? A certain percentage to keep, a certain percentage to your officers' wealth* and a certain percentage "lost" (eg. to the crew and unavailable ever again).<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that's how it already works. There was just an oddity in the division process because of the special situation. I opted to pay shares and immediately divided the loot. Far as I know it's working properly. There just wasn't any left over for me after the officers were paid.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Though things might get confusing in the weaponslocker<!--QuoteEnd--></div><!--QuoteEEnd-->
The weaponslocker works fine. There's never that many different items in it. I periodically get rid of the stuff the boarders don't use when I'm putting stuff they DO prefer into the locker. They prefer the bosun's choice, the asiatic broadsword, the snakehead, the tizona and the piranha, in that order. I think. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I'd prefer no changes be made to the special items you need at the merchants. Part of the early game is collecting all the stuff you need. Currently, merchants carry the cheap spyglass that you upgrade to during the tutorial. They should probably carry at least the cheapest compass and clock, although the common clock is easy to find in chests. The rest of it seems pretty balanced.

I don't have extra stuff appear in the weapons locker very often. At least I found and fixed the bug that would cram your weapons locker to overflowing after every battle. I'm not sure where the stuff is coming from, possibly there's still an extra crewman being returned after a boarding occasionally. I'll keep an eye open for it in my compile logs.

I'd like to see "current crew pay owed" for crew and officers on the crew pay screen if you're paying a salary. That way you don't get surprised on the 8th of the month when payday rolls around.

Hook
 
<!--quoteo(post=304402:date=Mar 3 2009, 10:32 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 3 2009, 10:32 AM) <a href="index.php?act=findpost&pid=304402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=304393:date=Mar 3 2009, 02:06 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 3 2009, 02:06 PM) <a href="index.php?act=findpost&pid=304393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hook is right, this have been the case for a long time, it is in Build 13 for example and it sure was intentionnal.<!--QuoteEnd--></div><!--QuoteEEnd-->If it IS intentional, then I want it intentionally reset as per my suggestions to posts back! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I *think* it was removed because the info could get stored for ever, you might return month after and have every body jumping at you - that was a problem in the stock game, and house peoples that could fix that could have been just workaround.

<!--quoteo(post=304402:date=Mar 3 2009, 10:32 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 3 2009, 10:32 AM) <a href="index.php?act=findpost&pid=304402"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=304393:date=Mar 3 2009, 02:06 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 3 2009, 02:06 PM) <a href="index.php?act=findpost&pid=304393"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In some pre-build 13 version, there were a cool feature that made guards attack whoever would be fighting, as fighting in the street is forbidden - I liked it, but it was removed in favor of coward guards that doesn't make a move to protect you. However, in Build 14 a8 they now absolutly don't care at all about anything, unless they are personnally attacked. In some location, there used to be a lot of soldiers spamming over and over when you had launch the alarm, not anymore.<!--QuoteEnd--></div><!--QuoteEEnd-->That was in there? How come it disappeared? I bloody compiled that modpack and never deleted that on purpose. That would be cool. I'd really like active soldiers! And they should be dangerous too! No more wussies! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I would say that it wasn't removed by accident in the merging process, but on purpose by the original coders. Same thing as the random walking guys : initially they were divided into poor, riches, etc, with the correct clothes. Than the coders decided it'll be more challenging to have pickpockets dressed with rich clothes to lure you, and merchant in poor clothes not to get recognised - for what I've read in the dialog text and in the code, and all became random.
 
<!--quoteo(post=304427:date=Mar 3 2009, 03:45 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 03:45 PM) <a href="index.php?act=findpost&pid=304427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that's how it already works. There was just an oddity in the division process because of the special situation. I opted to pay shares and immediately divided the loot. Far as I know it's working properly. There just wasn't any left over for me after the officers were paid.<!--QuoteEnd--></div><!--QuoteEEnd-->But how can you end up with nothing then? If you get, say, 50 % for yourself and the additional 50% is devided between your officers and crew, you'll always keep that 50%. Unless maybe there's a minimum value somewhere, so if 50% of it all is not enough, you might not keep anything for yourself. But that shouldn't happen if you have as much money as you were having. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=304427:date=Mar 3 2009, 03:45 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 03:45 PM) <a href="index.php?act=findpost&pid=304427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd prefer no changes be made to the special items you need at the merchants. Part of the early game is collecting all the stuff you need. Currently, merchants carry the cheap spyglass that you upgrade to during the tutorial. They should probably carry at least the cheapest compass and clock, although the common clock is easy to find in chests. The rest of it seems pretty balanced.<!--QuoteEnd--></div><!--QuoteEEnd-->The main problem I recall is that later in the game, you would be unable to get simple items such as clocks anymore because they would be "below you" if you didn't get them before. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=304427:date=Mar 3 2009, 03:45 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 03:45 PM) <a href="index.php?act=findpost&pid=304427"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'd like to see "current crew pay owed" for crew and officers on the crew pay screen if you're paying a salary. That way you don't get surprised on the 8th of the month when payday rolls around.<!--QuoteEnd--></div><!--QuoteEEnd-->INDEED! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=304428:date=Mar 3 2009, 03:51 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 3 2009, 03:51 PM) <a href="index.php?act=findpost&pid=304428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I *think* it was removed because the info could get stored for ever, you might return month after and have every body jumping at you - that was a problem in the stock game, and house peoples that could fix that could have been just workaround.<!--QuoteEnd--></div><!--QuoteEEnd-->We should be able to fix it if the info is stored forever. If you have a high fame level, I wouldn't mind if the info WERE stored forever, actually. Until you bribe the guards, that is.

<!--quoteo(post=304428:date=Mar 3 2009, 03:51 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 3 2009, 03:51 PM) <a href="index.php?act=findpost&pid=304428"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would say that it wasn't removed by accident in the merging process, but on purpose by the original coders. Same thing as the random walking guys : initially they were divided into poor, riches, etc, with the correct clothes. Than the coders decided it'll be more challenging to have pickpockets dressed with rich clothes to lure you, and merchant in poor clothes not to get recognised - for what I've read in the dialog text and in the code, and all became random.<!--QuoteEnd--></div><!--QuoteEEnd-->You sure? I distinctly recall the enc_walkers always had random models and only recently did Hook put some code in to unrandomize it to some extent. I do think there should be some randomization, but not 100% randomization. <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
@ hook:

i have indeed fought the 32 vs 100 battles. worse, in fact. but what usually happened was that i suicided myself into a manowar, took it over, and started shooting everyone to pieces. that's more or less what i wanted to prevent by implementing bombs, but that's not going to happen.

i do remember the cutlasses. pieter's suggestion of land crew using the weapon's locker seems like a good idea to me. and i do recall boarding crew looting corpses, since i remember swords showing up in the locker nce in a while, which is a good thing to have.

you're right. tortuga doesn't have a salary system. but the game sucked anyway. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But how can you end up with nothing then?<!--QuoteEnd--></div><!--QuoteEEnd-->
Because YOU get paid last. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Normally, you'll never see this happening... I think.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The main problem I recall is that later in the game, you would be unable to get simple items such as clocks anymore because they would be "below you" if you didn't get them before.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I think that can be a problem. Well, it's easily enough solved.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Same thing as the random walking guys : initially they were divided into poor, riches, etc, with the correct clothes. Than the coders decided it'll be more challenging to have pickpockets dressed with rich clothes to lure you, and merchant in poor clothes not to get recognised - for what I've read in the dialog text and in the code, and all became random.<!--QuoteEnd--></div><!--QuoteEEnd-->
You sure? I distinctly recall the enc_walkers always had random models and only recently did Hook put some code in to unrandomize it to some extent. I do think there should be some randomization, but not 100% randomization.<!--QuoteEnd--></div><!--QuoteEEnd-->
My fix only dealt with poor people. The Enc_Walker code is pretty messy and I'd like to do some rewrite of it to make it cleaner, and add a few features. One thing that's annoyed me recently is having people offer me health potions for a mere 200 when my health is already maxed. Something I've noticed is that making only poor people ask for money means that you get very few requests for it now. Besides, in THIS economy even people who look wealthy may be looking for handouts. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Now for the inactive guards: I recently was messing around because I had no intention of saving the game, and killed one of the guards at the Redmond governor mansion gates with a grenade. I got attacked by various townspeople, but the other guard never lifted an eyebrow. I had to kill him separately. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

The new system with two kinds of soldiers walking around town doesn't work as well as it should, I think.

Hook
 
i just remembered something. not sure if it's been fixed yet. if you put throwing daggers in the weapons locker, they always return after the battle, wether they're used or not. very handy, but unintentional.
 
<!--quoteo(post=304436:date=Mar 3 2009, 09:53 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Mar 3 2009, 09:53 AM) <a href="index.php?act=findpost&pid=304436"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i have indeed fought the 32 vs 100 battles. worse, in fact. but what usually happened was that i suicided myself into a manowar, took it over, and started shooting everyone to pieces. that's more or less what i wanted to prevent by implementing bombs, but that's not going to happen.<!--QuoteEnd--></div><!--QuoteEEnd-->

I used to take on those 100 gun ships with a sloop in Build 13. All my crew would die, but I'd capture the ship. Once I got dismasted by a 74, then sunk, and went out with the tartane I got afterward and took the ship. Can't do that now with the new fencing code. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->i do remember the cutlasses. pieter's suggestion of land crew using the weapon's locker seems like a good idea to me. and i do recall boarding crew looting corpses, since i remember swords showing up in the locker nce in a while, which is a good thing to have.<!--QuoteEnd--></div><!--QuoteEEnd-->

I don't know where those extra weapons come from. It's most likely a bug, but at least it's a pleasant one. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=304439:date=Mar 3 2009, 04:58 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:58 PM) <a href="index.php?act=findpost&pid=304439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Because YOU get paid last. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Normally, you'll never see this happening... I think.<!--QuoteEnd--></div><!--QuoteEEnd-->Have you got any idea what circumstances would trigger this to happen? I could imagine something like that happening if you hardly had any loot divide, but if I understood correctly, you were actually having a LOT of money. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=304439:date=Mar 3 2009, 04:58 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:58 PM) <a href="index.php?act=findpost&pid=304439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeah, I think that can be a problem. Well, it's easily enough solved.<!--QuoteEnd--></div><!--QuoteEEnd-->You won't hear me complain if you easily solve it. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=304439:date=Mar 3 2009, 04:58 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:58 PM) <a href="index.php?act=findpost&pid=304439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->My fix only dealt with poor people. The Enc_Walker code is pretty messy and I'd like to do some rewrite of it to make it cleaner, and add a few features. One thing that's annoyed me recently is having people offer me health potions for a mere 200 when my health is already maxed. Something I've noticed is that making only poor people ask for money means that you get very few requests for it now. Besides, in THIS economy even people who look wealthy may be looking for handouts. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Oooh! I would LOVE a rewrite of that file. It was nice, but I want better now. *Is greedy*
Once we redid all the character model assignments, things might change though. If there's no more special-looking rich characters walking around, you'll get more beggars again. Probably a rewrite of the enc_walker dialog file should be combined with the reassigning of the character models so that all makes sense to some extent. I'd like to be able to see prior to talking to a character what I could expect from him/her. Though of course there should always be the random surprise. But if I see an officer-looking character, he should offer either advice or want to join my crew, for example. And as the officer type that goes with his look, too!
To join in with this, there's some very clear officer-type skins, such as one for a carpenter and one for a doctor. However, their assignments aren't quite right:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    makeref(model,Models[n]);
    model.description    =  "A functional tradesman's uniform, ideal for Carpenters.";
    model.id        =  "9R_Carp";
    model.FaceId        =  284;
    model.nation        =  ENGLAND;
    model.price        =  500;
    model.assigned        =  true;
    AssignModelType(isstart, &model, "Middle_Citizens", 1.0);
    AssignModelType(isstart, &model, OFFIC_TYPE_CARPENTER, 1.0);
    AssignModelType(isstart, &model, OFFIC_TYPE_QMASTER, 1.0);
    n++;

    makeref(model,Models[n]);
    model.description    =  "A functional tradesman's uniform, ideal for Doctors.";
    model.id        =  "9R_doct";
    model.FaceId        =  "285";
    model.nation        =  ENGLAND;
    model.price        =  500;
    model.assigned        =  true;
    AssignModelType(isstart, &model, "Middle_Citizens", 1.0);
    AssignModelType(isstart, &model, OFFIC_TYPE_DOCTOR, 1.0);
    AssignModelType(isstart, &model, OFFIC_TYPE_CANNONEER, 1.0);
    n++;<!--c2--></div><!--ec2-->
Note how the carpenter might sometimes be a quartermaster and the doctor might sometimes be a cannoneer. I'd want to get rid of all these kinds of double assignments.

<!--quoteo(post=304439:date=Mar 3 2009, 04:58 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:58 PM) <a href="index.php?act=findpost&pid=304439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now for the inactive guards: I recently was messing around because I had no intention of saving the game, and killed one of the guards at the Redmond governor mansion gates with a grenade. I got attacked by various townspeople, but the other guard never lifted an eyebrow. I had to kill him separately. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->LOL! That isn't quite right either. Very strange that one guard didn't respond at all. I think usually the guards do defend the other guards when attacked. Just not the townfolk. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

BTW: Guards used to be regenerated when the previous ones died, but this doesn't happen anymore. The reason is the corpse system. The dead characters don't disappear anymore, so new characters are never generated. However, the CORPSE_AUTODISAPPEAR addition was intended to "solve" that, I think. Not sure if it's working though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=304439:date=Mar 3 2009, 04:58 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:58 PM) <a href="index.php?act=findpost&pid=304439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The new system with two kinds of soldiers walking around town doesn't work as well as it should, I think.<!--QuoteEnd--></div><!--QuoteEEnd-->What do you mean by "two types of guards"? Do you mean like the navy officers and the town soldiers in such locations as Redmond Port, Eleuthera Port and Falaise de Fleur Port? Those navy officers are actually enc_walkers but looking like navy officers with a different dialog file. They're still random fantoms though, unlike the town guards.
 
<!--quoteo(post=304440:date=Mar 3 2009, 04:59 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Mar 3 2009, 04:59 PM) <a href="index.php?act=findpost&pid=304440"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i just remembered something. not sure if it's been fixed yet. if you put throwing daggers in the weapons locker, they always return after the battle, wether they're used or not. very handy, but unintentional.<!--QuoteEnd--></div><!--QuoteEEnd-->That's interesting. The throwing daggers are, of course, guns that are taken away from the characters after they're used. I don't quite get why they should end up returned then though. How about grenades? Do they get returned too?
(Grenades on boardings; that IS going to be messy! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> )
 
well, the messiness was pretty much why i never used them. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> i do think they'd return though. after all, your crew is literally ordered to return every weapon after the boarding fight. throwing daggers and grenades are classed as weapons, not as munition, so they return.

there's another reason why boarding got slightly easier. the reduced firing arcs. don't get me wrong, i'm completely for the adjustment, but it makes a big difference. of course, the actual fights compensate it, like you said, so no prob. just another thing i've noticed from playing the stock game. i'll keep on looking.

now we're at it, how about reducing the amount of citizens in a location by maybe two or three? they look good in the big locations, but in places like greenford or conceciao port it just gets way too crammed. it's realistic, but impractical for the player. i've often gotten stuck on the steps if i had officers or crew with me. you can push your way through, but it's a nuisance.
 
<!--quoteo(post=304471:date=Mar 3 2009, 04:46 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 3 2009, 04:46 PM) <a href="index.php?act=findpost&pid=304471"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=304439:date=Mar 3 2009, 04:58 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:58 PM) <a href="index.php?act=findpost&pid=304439"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now for the inactive guards: I recently was messing around because I had no intention of saving the game, and killed one of the guards at the Redmond governor mansion gates with a grenade. I got attacked by various townspeople, but the other guard never lifted an eyebrow. I had to kill him separately. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->LOL! That isn't quite right either. Very strange that one guard didn't respond at all. I think usually the guards do defend the other guards when attacked. Just not the townfolk. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Happen to me as well, stupid guards that doesn't react when you kill his mate right in front of him. Or they have become <i>really</i> coward, or their sleep time has drasticly decrease - but that's weird.

<!--quoteo(post=304493:date=Mar 3 2009, 06:03 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Mar 3 2009, 06:03 PM) <a href="index.php?act=findpost&pid=304493"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->now we're at it, how about reducing the amount of citizens in a location by maybe two or three? they look good in the big locations, but in places like greenford or conceciao port it just gets way too crammed. it's realistic, but impractical for the player. i've often gotten stuck on the steps if i had officers or crew with me. you can push your way through, but it's a nuisance.<!--QuoteEnd--></div><!--QuoteEEnd--> Not a bad idea.
 
Guards = weird > should be changed. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
of course, all this good discussion won't be much use if nothing get's changed anyway....
 
Very true. Unfortunately rather a lot of the things we suggested are actually way over my head, so I'm rather hoping our proper coders will do something with them. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=304605:date=Mar 4 2009, 08:39 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE (Morgan Terror @ Mar 4 2009, 08:39 AM) <a href="index.php?act=findpost&pid=304605"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->of course, all this good discussion won't be much use if nothing get's changed anyway....<!--QuoteEnd--></div><!--QuoteEEnd-->

What makes you think nothing will get changed? I've got a list of stuff to do from this thread.

Some of the things I can't do much about, like the weird guards; I'd prefer to let the original coders finish that stuff. Other things aren't worth bothering with when we have worse bugs to fix, like the throwing knives, although I may look at that some time when I'm in that part of the code. Several things we've discussed were already on my to-do list.

Generally, I'm going to fix stuff that annoys me first, and add new features that I need myself. Then I have to test everything thoroughly. Occasionally I like to just play the game, but I usually do that as part of testing. All I can say on the rest of is is, I'll get to it when I get to it. I'm not going to release half finished code, because the stuff I've finished and tested has enough bugs.

Hang in there.

Hook
 
<!--quoteo(post=304634:date=Mar 4 2009, 07:24 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 4 2009, 07:24 PM) <a href="index.php?act=findpost&pid=304634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some of the things I can't do much about, like the weird guards; I'd prefer to let the original coders finish that stuff. Other things aren't worth bothering with when we have worse bugs to fix, like the throwing knives, although I may look at that some time when I'm in that part of the code. Several things we've discussed were already on my to-do list.<!--QuoteEnd--></div><!--QuoteEEnd-->I really want something done about those guards. Right now they're not just corrupt, but stupid and lazy too. I'd like them to be a proper threat and also make sneaking into enemy towns a LOT more dangerous. The original coders are no longer here, though, I think. Maybe Pirate_KK can look into it when he's working on the Capture Colony Management mod or something.

<!--quoteo(post=304634:date=Mar 4 2009, 07:24 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 4 2009, 07:24 PM) <a href="index.php?act=findpost&pid=304634"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Generally, I'm going to fix stuff that annoys me first, and add new features that I need myself. Then I have to test everything thoroughly. Occasionally I like to just play the game, but I usually do that as part of testing. All I can say on the rest of is is, I'll get to it when I get to it. I'm not going to release half finished code, because the stuff I've finished and tested has enough bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->Fair enough. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
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