Jeffrey
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February 27, 2022 at 6:13 pm #20808JeffreyKeymaster
Cool. If you would like, I can add your Fantasy INI folder and the Addon files to the standard Itch download. It won’t add the Fantasy entry to the config music dropdown and people would still need to modify their own start.ini for that (I don’t change start.ini because anyone using the Itch client synch would lose their start.ini settings change), but the rest of the files would be available for them.
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February 27, 2022 at 6:03 pm #20807JeffreyKeymaster
I think you can store up to a million in one bank location.
The reason the old GOF mod doesn’t work is because we moved the dialog text base files to make multiple language (Portuguese) work better.
I am not interested in rewriting any old GOF mods to be compatible with ERAS.
If you want to modify your own, I think the only change they made in the Userer_dialog.c file, was to change two lines, substitute 1000 with 5610 in two places of that file. So keep the original ERAS version of that file, open in a text editor, replace 1000 with 5610, save file.
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December 25, 2021 at 8:59 pm #20804JeffreyKeymaster
Send your save file to [email protected]. I will investigate.
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April 3, 2021 at 2:35 am #20760JeffreyKeymaster
The only chests that I’m sure are safe are directly in the ship cabin; the chests found in the hold are probably not safe as they will probably despawn.
Some cabins have several chests, some only have one, but items stored in any of the cabin chests will remain forever. If you switch from a cabin with multiple chests, to a cabin with only one, your items from the several chests will be preserved and consolidated into the one chest.
We also added a feature to bury a chest on any of the remote shores. If you find or buy a shove/spade and a storage chest, on any of the remote shores, you can select the “talk to self” dialog and choose to bury; either you or any of your companion fighters can be carrying the shovel and chest to do this. Any time you want that stuff back, carry a shovel (or your fighters carry the shovel), find your spot (you have to remember where, but a log entry will at least tell you the shore that you stored some loot).
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November 7, 2022 at 5:49 pm #20820JeffreyKeymaster
The “Constrain” feature is not exact, and is mostly just to reduce the other number of other heroes that exist in the world. If other heroes have a timeframe roughly similar to the hero you select, they can be encountered in the taverns and if they exist too far outside the timeframe, they are not active in the world. It has no effect on nation allegiances or flag types that exist.
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July 12, 2021 at 9:42 pm #20796JeffreyKeymaster
Itch has been updated with the Morgan hat position fix.
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July 12, 2021 at 8:02 am #20794JeffreyKeymaster
The hats need positions defined for every model and unfortunately, that is a manual, trial and error process, so not all models are yet defined. That is why they don’t get placed on some characters. As for Morgan, her model is “beatrise” and I confused the positioning for that one with the “beatrice” model. They are clearly not the same LOL.
I spent some time and figured out the correct placement for beatrise model and I will send an ERAS update to Itch sometime this week so that will be fixed.
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June 16, 2021 at 10:08 pm #20789JeffreyKeymaster
Sail-to label problem should be fixed now with latest update.
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June 13, 2021 at 4:20 pm #20788JeffreyKeymaster
This might only happen in specific locations, because I have been unable to reproduce the problem on my own when I try random locations. Can you send me a save where this occurs?
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April 18, 2021 at 10:31 pm #20771JeffreyKeymaster
This foliage was modified slightly and I found that I needed to swap two lines in the source for it to properly recognize the scripts wanted it off. I fixed this and uploaded it to Itch.
Nothing related to wind has changed at all, so that may just have been a long string of bad luck during the random weather changes.
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April 17, 2021 at 12:39 am #20765JeffreyKeymaster
A slow and steady decrease in stability? Whatever…it runs faster and without any trouble on my machine and has been perfectly fine for me for a long time.
Since I have no problems, I can only guess at what might be causing your issue. I just uploaded another version. If that still causes you an issue, add this to the top of your start.ini file:
cncLevel = 0
That will probably help, but will also mean it won’t be doing the latest performance enhancement I added for at sea.
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March 28, 2021 at 6:37 pm #20757JeffreyKeymaster
Is there a link or someway to point us to these French shanties? We could add them to the game.
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March 28, 2021 at 6:34 pm #20756JeffreyKeymaster
Your post comes at a coincidental time, as MK recently notified me of character problems in his game. He sent me a save and I eventually discovered a flaw from the original COAS handling of quest passengers and quest merchant escorts; the characters for those two never dissolve from the “character array” held in the game, even if you decline their quest, or complete their quest. Those characters stay “active” in the game, forever. So over a long course of gameplay, the character array becomes too full and things start to go wrong, because the character array is a hardcoded size and can’t be enlarged.
I think your problem is related to that, because it sounds like you take these missions often and over time, you would run into the same problem. I found a way to retroactively sift through the character array for an existing game and remove the old characters, as well as adding what I think might prevent the problem in the first place, by also removing these characters from the array if you refuse, or complete the mission.
I also added the fix to GOF and COAS.
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March 8, 2021 at 9:32 pm #20738JeffreyKeymaster
Find the following lines and comment out the if( and the closing brace } lines like this:
//#20190113-03 //if(!CheckAttribute(arItm, "skipPerkCheck")) { chref.model = GetSubStringByNum(chref.HeroModel, sti(arItm.model)); //#20180103-02 Hero animation extension if (CheckAttribute(chref, "HeroAnim")) chref.model.animation = GetSubStringByNum(chref.HeroAnim, sti(arItm.model)); //}
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March 8, 2021 at 9:27 pm #20737JeffreyKeymaster
The shore chosen is not fully random. I actually give the player a better chance, as it would suck to wind up an English character, stuck on Saint Martin, with only the enemy Dutch town of Marigot. So how it works:
It will only choose shores on islands with colony nations that match whatever Flag perks your character can fly. However, the game currently disallows changing flags when you have no ship, which of course you just lost, so I also coded it to change the flag you were flying to match one of the nearby colonies, because once you are on shore with no ship, you will not be able to change the flag.
Since you tried a French and Spanish town, I’m going to guess you washed up somewhere on Hispaniola? Anyway, you apparently had both the French and Spanish flag perk, so Hispaniola shores were an eligible option during the “wash ashore” feature, and it randomly selected the Spanish flag perk to change you so that you would have some chance of entering a town on the island and more easily find some means of transport.
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