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Fixed [WIP] Merchants transformed into hybrid Navy/Merchant Captains

Its sad to say, there is not any cargo on escorted Merchant , except ammunition, anymore.
Dont know about single Merchant's, but I will look at it, in the next half hour.
 
No! Single Merchant's is also a hybrid between War and Merchant ship's.
So no cargo, witch brings things to do in the game drastic down.
Don't know if I should make a new tread about this?
 
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@ANSEL

I think it is the same bug, maybe just a change to the title is in order. The new title should be:

[WIP] Merchants transformed into hybrid Navy/Merchant Captains

Perhaps edit the description to be:

"Merchant captains, whether or not they have escorts, are given some navy-like properties. They wear navy outfits, they have NO merchant cargo, and they get a +10 level boost in addition to what they got from being a merchant. They still have "merchant captain" as their designation though."

That I think sums up the bug well.

@Levis has exams to study for right now, so I think we will have to wait a couple of days for a fix, so don't worry--I am sure he will look into this after the exams. School has to come first. :)
 
I'd like to @ANSEL , but I am not a moderator of the forum, so I can't edit other people's posts.

I think if you check thread tools button at the top right, you can find "Edit Title", and of course edit your first post as normally. You can just cut and paste what I wrote, I think it will work.

Otherwise, don't worry about it, Levis will either fix it after exams or someone will come along who is allowed to edit. :)
 
@ANSEL Great! You might also edit your very first post in the thread, and add this, so if someone stops by they have the full information right at the begining, now that your testing has clarified the bug:

"Merchant captains, whether or not they have escorts, are given some navy-like properties. They wear navy outfits, they have NO merchant cargo, and they get a +10 level boost in addition to what they got from being a merchant. They still have "merchant captain" as their designation though."
 
thanks for the information guys. I might be able to take a look at it tomorrow at work.
If somone could do the following for me:
Set DEBUG_CAPTAIN_CREATION to 3 (its in the top of LAi_CreateCaptain.c in Loc_ai).
Now find an encounter which causes problems and let it spawn. after your loaded to sea please upload the compile.log here.
If you want to make my life easier, clear the compile.log file before you enter the encounter
 
@ANSEL I made the debugging file change @Levis requested, here it is, just extract to the game folder if you are able to get the info for him
 

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  • debug captain.rar
    2 KB · Views: 134
Thanks @ANSEL ! I made an archive to get the debugging turned on for you, just install the file I posted right above, and then try to get a compile log uploaded. :)

Maybe to be safe, 2 compile logs generated after different hybrid merchant navy encounters, just to be sure. I'll try testing if I can too, but I may not be able to before tomorrow. :)
 
Sorry @ANSEL , for quotes on the forum I have no idea. I usually just manually delete things. I'm pretty incompetent at some thing. :)

Off for the afternoon, see everyone later!
 
@Levis I have done a quick try. So it is this you asked for?
If not, I have to try again.
 

Attachments

  • compile.log
    73.3 KB · Views: 143
@ANSEL took a quick look, and looks like there are a couple of merchant captain generation notes in there, so it looks like you did a great job! :) Though Levis will know for sure....ok, off I go now
 
I did all the testing I have time for now. But it seems the captains are now equiped with weapons and they will have the right model etc.
Please also test this to confirm it.

I will make a new zip tomorrow at work with these things included. Best to wait for this ZIP, if not please winmerge this into your game.
 

Attachments

  • FIXES_12.zip
    169.9 KB · Views: 152
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