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Offline Teleth

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[REL] Gunsmith & Piracy 1.3
« on: 15 August 2015, 15:54:28 »
Older McCoy compatible thread available here: http://forum.runeforge-games.net/index.php/topic,2060.0.html

Now that McCoy's fixpack is no longer maintained, I've chosen to update this specifically for the latest TG2 patch 4.211. It should work with 4.21 also but I've mostly tested it on the beta patch 4.211. Multiplayer has been tested and is OOS-free (as far as TG2 can be, I tested nine rounds without issue).

Some of the new features include:

Property sales
Now that shadow dynasties repopulate cities, many buildings become permanently tied up by them. Now there's a civil way to deal with these folk.
Shadow dynasties are able to put their buildings up for sale, with difficulty determining both length of time before they're willing to sell, and the price they will settle on. On easier difficulties you may find them for sale more often than not, but on harder difficulties you could wait as many as five game rounds with a purchase price of triple market value. Sales typically last around 12 in-game hours.
This is a bit of a game changer, as usually your only option is to murder them and while I feel it is reasonably balanced, it may circumvent some of the difficulty of the game. Let me know what you think about it or if you encounter problems with the system.

Township mills and AI integration
Mills are now buildable by the AI and can be placed within towns. No longer are we at the mercy of renaissance maps or player-only mills. You'll also see orchard products and brickeries on a more regular basis.

Check out the rest of the changes below. G&P 1.3 includes most, but not all of G&P 1.27's features. Like fixing the pirate ships, again.

Download
=========
Grab the mod at http://www.mediafire.com/?letqub0nh4byk6b (36MB)


Piracy returns to the high seas!

Pirates nest and fortress make their return!


Mill/Windmill which both you and the AI place inside cities and are built by the AI regularly.


New windmill upgrades


New upgrade tree for the pirate haven!


The lost ship colors from PotES make it back to the Renaissance!


Ship repairs and stealth are functional!


Hansa and the North sea feature their AI pirate havens once again! Pirates return to the water!


Have a look indepth at the new windmill features, includes updated mercenary camp decor:
http://forum.runeforge-games.net/index.php/topic,2077.msg9843.html#msg9843

Gunsmith & Piracy v1.3 - The Guild 2: Renaissance
=================================================
Gunsmith & Piracy now doesn't just return the Pirate haven to how it was in PoTES, it tries to re-imagine it as both a pirate bay and a gunpowder specialist for the rogue.
Naturally it provides the rogue a better opportunity to arm him or herself with the latest in first-strike weaponry. Just what we needed! :)

I've balanced this cross-class production so that it will be slightly more expensive to run, but suffers from less land-based competition. I don't think it will
outperform a real smithy but provides the rogue with some 'semi-legal' opportunities to expand, as well as being able to actually improve trade economy rather
than just destroy it.

Anyone is free to incorporate anything I have made, into their own mods should they wish to do so.

Installation
============
1. Install official patch 4.21 and optionally 4.211

Extract Gunsmith & Piracy directly to your Renaissance directory (not the mod folder) after installing the above patches.
Allow it to overwrite any conflicting files.

If you wish to add additional mods I recommend using WinMerge or similar to resolve conflicts.

Main features
=============
The Pirates haven now has all three building levels, a new set of upgrades, and a gunsmith production chain.
The Hansa and Northsea maps have been hex-edited to have their pirate nests back for the AI!
Ships now have coloured flags and sails.
Carts can now supply other dynasties and not just your own dynasty via trade routes.
You can now use the free trade ability without upgrades to your house, regardless of your class.
Tweaks to remove the limitations of the storehouse.
A new level of mill and upgrades for it.

Gunsmithery
-----------
Pirate haven is now able to import/manufacture firearms and pistol munitions.

There are three new firearms in the game:

The early 1400s matchlock

15 damage shot when entering combat.
Unlocks for 600 gold with the level 1 Pirate's Haven.

The late 1400s wheellock

30 damage shot when entering combat.
Unlocks for 900 gold with the level 2 Pirate's Nest.

The early 1500s snaplock

45 damage shot when entering combat.
Unlocks for 1200 gold with the level 3 Pirate's Fortress.

The original matchlock can still be imported from the arsenal and deals 60 ranged damage + 15 melee.
All pistols require ammunition in your inventory. Ammunition is now also available from the marketplace.
These pistols generally do not increase melee damage and should be paired with a melee weapon. They merely give you first strike opportunities.

Pirate haven
--------------
Pirate haven now costs 4000 for the first level but include a carrack vessel.
Pirate haven can now be upgraded to levels 2 and 3. Includes a new building upgrade scheme.
Pirate havens and their vessels can again be operated correctly by the AI.
The pirate haven can repair ships again.
Pirate havens now have a fully functional interior from the smithery interior.

General changelog (4.211)
-----------------
Free trade was reverted and refined from G&P 1.28 due to the new issues introduced in 4.21. It should be problem free now.
The carrack's stealth ability is now properly visible.
Ships now have a slightly larger firing arc.
Free trade now allows selling armor, weapons and consumables.
Increased pistol range slightly.
Pirate nests are now displayed on the minimap once again.
Pirate nest is no longer referred to as PirateHarbor.
The Pirate nest was not correctly assigned to a profession.

Returning changes from G&P 1.28
-----------------
City randomization and balance has been updated.
Storehouse no longer requires harbour.
Storehouse renamed to Storehouse Dock for clarification.
Storehouse can be placed on coast or in town, can repair ships.
Storehouse had its missing storage upgrades fixed.
Fixed an old bug from PotES involving maps with few ships that made it possible to plunder fishing boats.
Merged the croft and orchard. The orchard remains on maps with its previous abilities but it is no longer buildable.
Wrote new crop sowing AI selection to account for fruit and honey.
The free trade stall now appears when selling from a cart.

Pickpockets no longer try to get in one last attempt when dying.
Ranged combat now makes more thorough checking for dead combatants.
Added a new level 1 Mill and replaced upgrade tree for both mills.
Fixed lack of mipmapping on the mill and orchard buildings.
Fixed the level 3 gypsy's purple-infested icon.
Altered the title 'citizen without full rights' to 'lesser citizen'
All mercenary camps now cast shadows properly.
The level 1 mercenary camp had some decor added.
The pirates nest workers now look more pirate-like.
Pickpockets and ranged combat now has additional checks for unconscious state.

Ships should correctly be stunned temporarily after losing a cannon battle.
Ships now sink properly instead of just disappearing when destroyed.

1.3 specific changes
----------------
No longer dependent on McCoy's and updated for the 4.211 patch.
Starting cities are now properly randomized, yet remain balanced.
Re-modified Hansa and Northsea to have pirate ships again (unfortunately I was unable to add a windmill to the map due to the 4.2 recompilation of Hansa).
AI Fishing boats are now re-purchased if sunk.
Farms are now able to expand procedurally, rather than rely on broken preset plots.
Shadow dynasties now sell their buildings on a regular basis to the highest bidder.
Shadow dynasty property sales occurance and pricing are heavily affected by difficulty.
Fixed scaffolding for mercenary camps, pirate nests, windmill level 2.
Mill building size was trimmed down to better suit township life.
Mills are now built by the AI regularly.
Market updated to include pistol ammunition.
state_tradercontrol.lua fixed "beingplundered" again.
ms_hpfz_AutoRoute.lua reverted to G&P 1.28 and manually updated for 4.211
behavior_hpfz_SimHandel.lua reverted to G&P 1.28 and manually updated for 4.211
All G&P buildings updated to make use of the spinningcart fix.
Fixed poor randomization of AI Dynasty classes.

Known problems
==============
Higher level gunsmith workers will still be titled as serfs, the profession text seems hardcoded.
Ships may still circle the same spot endlessly as in vanilla, it is generally caused by high levels of time acceleration.
Pistol combat in general could use a re-work.
The second level of the Mill has a broken tooltip icon. I have yet to be able to find where this icon is located to edit it.
Orchard fields seem to have left over fencing from upgrading from the field.
Shadow dynasties purchasing buildings will initially be flying shadow flags, normally shadow dynasties do not have flags.
Flag hiding functionality seems damaged and I am unable to do anything about it.
« Last Edit: 17 November 2015, 04:09:23 by Teleth »

Offline Serpens66

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #1 on: 15 August 2015, 17:00:04 »
Hey , thank you ! :)

Would you mind to contribute general bugfixes to the bugfix mod?
http://forum.runeforge-games.net/index.php/topic,12868.0.html

The Patch 4.21 was created by Fajeth and Napi. Now Fajeth and me are working to fix some issues not fixed or introduced by the patch.
So the best would be, if we (all modders) collect all bugfixes and use this as a base for feature mods like yours :)

I don't know how you have accees to the map files.. but maybe MoK can help you to fix map bugs/missing buildings.

And a question about your pack:
Are you able to change also the new maps with sea for AI pirates?

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #2 on: 15 August 2015, 18:33:51 »
outstandig! i almost forgot about this great mod and i'm very happy, that you updated it :)

I will definitely try to add as many features as i can to the ModPack although i disagree on a few design decisions. Most of your work is just lovely :)

Are you interested in creating a german version?
Also maybe add it to this Filebase http://www.theguild3.info/filebase/?s=629b1f16a266e35666f92c76bc38c8dad80f4d21 ? You will get much more attention if you add the mod there.

I will check through your files as soon as i can :)

Keep it up!

Offline Teleth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #3 on: 16 August 2015, 05:38:36 »
Hey , thank you ! :)

Would you mind to contribute general bugfixes to the bugfix mod?
http://forum.runeforge-games.net/index.php/topic,12868.0.html
I'm not too sure I have the enthusiasm for it, though you are welcome to take any part from my mod without asking. Questions about things I've done are fine too.

I don't know how you have accees to the map files.. but maybe MoK can help you to fix map bugs/missing buildings.
I directly hack them through hex editing, unfortunately several references have been removed from them. I think if they were going to implement renaissance features into older maps it'd have been done by now. It seems like maps have been overhauled but that side of things hasn't been done. What the renaissance developers should have done initially is actually remove content that doesn't work correctly in old maps using the scenario file.

Quote
And a question about your pack:
Are you able to change also the new maps with sea for AI pirates?
All maps have working AI pirates as far as I'm aware, the real question is if they have pirate nests on them. If they don't I can look at them, but they need something on the coast I can vaporize in favor of being a pirate nest.
At the end of the day, the AI needs to be able to place structures on the coast to really fix pirates (or I could just start spawning them on water but I fear the AI would not control them properly). My farming plot placement hack won't really tackle an issue like placing coastal structures unfortunately.
Let me know which don't work / or should have pirates.

I will definitely try to add as many features as i can to the ModPack although i disagree on a few design decisions. Most of your work is just lovely :)
Which bits don't you agree with? If it's the orchard, it's a necessary measure to play older maps, at least until the AI is capable of actually placing these buildings correctly. If you don't play the old maps then I understand.

Are you interested in creating a german version?
Also maybe add it to this Filebase http://www.theguild3.info/filebase/?s=629b1f16a266e35666f92c76bc38c8dad80f4d21 ? You will get much more attention if you add the mod there.
Well I'll think about it, I think McCoy's team translated most of my work so it wouldn't be too much of a stretch to import the text from there. I'll add the file to the tg3 site also thanks, edit: uploader never works so this isn't going to happen.

Thanks for the comments and suggestions guys.
« Last Edit: 16 August 2015, 07:12:45 by Teleth »

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #4 on: 16 August 2015, 12:32:50 »
The orchard merge yes, because in my mod i add lots of stuff to both, the farm and orchard ;) also, while it is cool that you added a new level of the mill i am not sure if the mill actually needs that, because of the already few products it can make (i changed that also)

For map changes i can ask MoK for fixes or additions. The rest of your additions and changes sound promising, i will look through all of them and take the stuff i like :)

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #5 on: 17 August 2015, 21:37:14 »
how exactly did you this?

"Fixed an old bug from PotES involving maps with few ships that made it possible to plunder fishing boats." ?

Offline Teleth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #6 on: 18 August 2015, 06:20:32 »
\Scripts\AI\Piratesnest_Ship\pirateship_Attack.lua


The issue only occurs if there are no other boats in range, which becomes very obvious on some maps.
« Last Edit: 18 August 2015, 06:33:56 by Teleth »

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #7 on: 18 August 2015, 17:11:04 »
hey, but this only effects AI right?

Are players able to attack fisherboats?

and regarding your pickpocket-change: are there actually cercumstances where a unconcious character does pickpocket? o.O

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #8 on: 18 August 2015, 18:45:58 »
mhm, i checked your ships ingame but unfortunatly the textures don't seem to work. They are nearly full black for me. If i use default textures i get like half of the textures, still some parts missing. Could you check that?

also: did you change anything to the objects/ships? your folder and the default one seem identical to me

edit: added screens with your .dds and without
« Last Edit: 18 August 2015, 19:53:33 by Fajeth »

Offline Teleth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #9 on: 19 August 2015, 08:34:58 »
hey, but this only effects AI right?

Are players able to attack fisherboats?
Players can attack fishing boats if the AI manager is controlling their pirate ship. Otherwise no.

and regarding your pickpocket-change: are there actually cercumstances where a unconcious character does pickpocket? o.O
It was reported to me so I added a check for it.

I'll double check the texture issue, it's possible I didn't package the mod correctly.
edit: I tested the mod with a new installation of TG2:renaissance + 4.0->4.21->4.211 patches and experienced no issues. If you're sure your installation is clean then it may be a legacy texture issue with your video driver.
All the object and texture files are not identical to the originals, even if they look similar. I guess I should mention one or two are identical, but most have different hashes due to internal changes.
« Last Edit: 19 August 2015, 09:06:27 by Teleth »

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #10 on: 19 August 2015, 13:13:42 »
maybe my download was corrupt then ... i found a solution with the help of MoK with the original PoTES files. now everything looks nice :)

I have a more general question for your freetrade-change. If i see that correctly you basicly rewrote the whole script. I still have to test your version, but basicly what where your main issues with the original files?

Offline Teleth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #11 on: 19 August 2015, 13:35:36 »
maybe my download was corrupt then ... i found a solution with the help of MoK with the original PoTES files. now everything looks nice :)

I have a more general question for your freetrade-change. If i see that correctly you basicly rewrote the whole script. I still have to test your version, but basicly what where your main issues with the original files?
I didn't rewrite it, it's from an older patch version with a small modification for additional content.

The new version has several flaws, including a permanent game freeze when selling goods with your inventory empty.  I chose to simply revert it rather than attempt to fix the multitude of issues with it.

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #12 on: 20 August 2015, 13:10:11 »
i found a bug

Code: [Select]

22012   "_UPGRADE_Flintlock_TOOLTIP_+0"   "Produce flintlock pistols."   |
22013   "_UPGRADE_Flintlock_NAME_+1"   "Flintlocks"   |
22014   "_UPGRADE_Flintlock_NAME_+0"   "Flintlock"   |


this has to be Snaplock!

Offline Teleth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #13 on: 20 August 2015, 15:22:27 »
i found a bug

Code: [Select]

22012   "_UPGRADE_Flintlock_TOOLTIP_+0"   "Produce flintlock pistols."   |
22013   "_UPGRADE_Flintlock_NAME_+1"   "Flintlocks"   |
22014   "_UPGRADE_Flintlock_NAME_+0"   "Flintlock"   |


this has to be Snaplock!
Thanks, I think it's actually legacy code and should be removed. It doesn't appear anywhere in the game to my knowledge.

Offline Fajeth

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Re: [REL] Gunsmith & Piracy 1.3
« Reply #14 on: 20 August 2015, 18:20:06 »
i think this is simple a copy and paste error because i can't see any lines for snaplock upgrades.