OSP Code Campaign [WIP] Way of the Sea - water travel -

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Same thing. Just follow this pattern:

        (assign, "$g_party_no", ":result"),
        (assign, "$g_target_center", ":spawn_center"),
        (call_script, "script_calculate_distances"),        #F&B injected
      #(party_set_ai_object,":result",":spawn_center"), ########### Line that gets replaced
In your case, ":result", would be replaced with reg(2) and ":spawn_center" with reg0.
 
                                                            Way of the Sea v1.0
                                                                       
dbnsqa.jpg

The sea travel code is now in a playable state.

-completely rewritten decision making script and simple_triggers.
-no more crashes
-improved decision making
-pretty much eliminated parties getting stuck
-now keeps track of all relevant party information.


If you want to quickly test it, here is a ready-to-play module based on native: (has mod-testing character to skip character selection screen)
http://1drv.ms/1umMs1x


These are the main changes from the original post:

module_simple_triggers: Replace the previous simple_triggers
######################### F&B begin Trigger for AI using ports
(1,
[
(try_for_parties, ":party_no"),
(try_begin), #### moving party from land to sea
(party_slot_eq, ":party_no", slot_using_port, 1),
(party_get_slot, ":entry_center", ":party_no", slot_entry_center),
(store_distance_to_party_from_party, ":dist", ":party_no", ":entry_center"),
(le, ":dist", 0),
(try_begin),
(party_get_icon, ":cur_icon", ":party_no"),
(party_set_slot, ":party_no", slot_party_save_icon, ":cur_icon"),
(try_end),
(party_get_slot, ":port", ":party_no", slot_entry_port),
(party_is_active, ":party_no"),
(party_is_active, ":port"),
(party_relocate_near_party, ":party_no", ":port", 0),
(party_set_icon, ":party_no", "icon_ship"),
(party_set_flags, ":party_no", pf_is_ship, 1),
(party_get_slot, ":exit_port", ":party_no", slot_exit_port),
(try_begin),
(party_slot_ge, ":party_no", slot_exit_port, 1),
(party_get_slot, ":exit_port", ":party_no", slot_exit_port),
(is_between, ":exit_port", ports_begin, ports_end),
(party_set_slot, ":party_no", slot_using_port, 2),
(party_set_ai_behavior, ":party_no", ai_bhvr_travel_to_party),
(party_set_ai_object, ":party_no", ":exit_port"),
(party_set_slot, ":party_no", slot_party_ai_object, ":exit_port"),
(else_try),
(try_begin),
(party_slot_ge, ":party_no", slot_ai_target_position, 1),
(party_get_slot, pos0, ":party_no", slot_ai_target_position),
(party_set_slot, ":party_no", slot_ai_target_position, -1),
(party_set_ai_target_position, ":party_no", pos0),
(try_end),
(party_get_slot, ":behavior", ":party_no", slot_ai_behavior),
        (party_set_ai_behavior, ":party_no", ":behavior"),
(party_get_slot, ":target_center", ":party_no", slot_party_destination),
(party_set_ai_behavior, ":party_no", ai_bhvr_travel_to_party),
(party_set_ai_object, ":party_no", ":target_center"),
(party_set_slot, ":party_no", slot_party_ai_object, ":target_center"),
(party_set_slot, ":party_no", slot_using_port, -1),
(party_set_slot, ":party_no", slot_exit_port, -1),
(party_set_slot, ":party_no", slot_entry_port, -1),
(party_set_slot, ":party_no", slot_using_port, -1),
(party_set_slot, ":party_no", slot_entry_center, -1),
(party_set_slot, ":party_no", slot_party_destination, -1),
(try_end),
(else_try), ### moving units from sea to land
(party_slot_eq, ":party_no", slot_using_port, 2),
(party_get_slot, ":exit_port", ":party_no", slot_exit_port),
(store_distance_to_party_from_party, ":dist", ":party_no", ":exit_port"),
(le, ":dist", 0),
(assign, ":min_dist", 99999),
(try_for_range, ":closest_settlement", centers_begin, centers_end),
(this_or_next|party_slot_eq, ":closest_settlement", slot_party_type, spt_town),
(party_slot_eq, ":closest_settlement", slot_party_type, spt_village),
(store_distance_to_party_from_party, ":dist", ":closest_settlement", ":party_no"),
(le, ":dist", ":min_dist"),
(assign, ":min_dist", ":dist"),
(assign, ":target", ":closest_settlement"),
(try_end),
(party_is_active, ":party_no"),
(party_is_active, ":target"),
(party_relocate_near_party, ":party_no", ":target", 0),
(party_get_slot, ":icon", ":party_no", slot_party_save_icon),
(party_set_icon, ":party_no", ":icon"),
(party_set_flags, ":party_no", pf_is_ship, 0),
(party_set_slot, ":party_no", slot_exit_port, -1),
(party_set_slot, ":party_no", slot_entry_port, -1),
(party_set_slot, ":party_no", slot_using_port, -1),
(party_set_slot, ":party_no", slot_entry_center, -1),
(party_get_slot, ":behavior", ":party_no", slot_ai_behavior),
    (party_set_ai_behavior, ":party_no", ":behavior"),
(try_begin),
(party_slot_ge, ":party_no", slot_ai_target_position, 1),
(party_get_slot, pos0, ":party_no", slot_ai_target_position),
(party_set_slot, ":party_no", slot_ai_target_position, -1),
(party_set_ai_target_position, ":party_no", pos0),
(try_end),
(party_get_slot, ":target_center", ":party_no", slot_party_destination),
(party_set_slot, ":party_no", slot_party_destination, -1),
(party_set_ai_object, ":party_no", ":target_center"),
(party_set_slot, ":party_no", slot_party_ai_object, ":target_center"),
(try_begin),
(party_slot_eq, ":party_no", slot_party_type, spt_village_farmer),
(party_set_flags, ":party_no", pf_civilian),
(else_try),
(party_slot_eq, ":party_no", slot_party_type, spt_kingdom_caravan),
(party_set_flags, ":party_no", pf_show_faction),
(try_end),
(try_end),
(try_end),
]),
(2, [
(try_for_range, ":party_no", kings_begin, lords_end),
(party_is_active, ":party_no"),
(party_slot_eq, ":party_no", slot_using_port, -1),
(get_party_ai_object, ":target_center", ":party_no"),
(party_is_active, ":target_center"),
(party_set_ai_object, ":party_no", ":target_center"),
(get_party_ai_behavior, ":behavior", ":party_no"),
(party_set_ai_behavior, ":party_no", ":behavior"),
(try_end),
]),
#F&B end
module_scripts: Replace the previous script
#################### F&B begin
("calculate_distances",
[
(assign, ":party_no", "$g_party_no"),
(assign, ":target_center", "$g_target_center"),
(try_begin), #### water-water
(party_is_active, ":party_no"),
(party_get_current_terrain, ":terrain", ":party_no"),
(this_or_next|eq, ":terrain", 0),
(eq, ":terrain", :cool:,
(try_begin),
(party_get_slot, ":target", ":party_no", slot_party_destination),
(ge, ":target", 1),
(else_try),
(assign, ":target", ":target_center"),
(try_end),
(party_is_active, ":target"),
(party_get_current_terrain, ":terrain", ":target"),
(this_or_next|eq, ":terrain", 0),
(eq, ":terrain", :cool:,
(party_set_ai_object, ":target", ":party_no"),
(else_try), ### water-land
(party_is_active, ":party_no"),
(party_get_current_terrain, ":terrain", ":party_no"),
(this_or_next|eq, ":terrain", 0),
(eq, ":terrain", :cool:,
(try_begin),
(party_get_slot, ":target", ":party_no", slot_party_destination),
(ge, ":target", 1),
(else_try),
(assign, ":target", ":target_center"),
(try_end),
(party_is_active, ":target"),
(party_get_current_terrain, ":terrain", ":target"),
(this_or_next|neg|eq, ":terrain", 0),
(neg|eq, ":terrain", :cool:,
(party_set_slot, ":party_no", slot_using_port, 2),
(assign, ":closest_port_dist", 99999),
(try_for_range, ":port", ports_begin, ports_end),
(store_distance_to_party_from_party, ":dist", ":port", ":target"),
(le, ":dist", ":closest_port_dist"),
(assign, ":closest_port_dist", ":dist"),
(assign, ":closest_port", ":port"),
(try_end),
(try_begin),
(party_get_ai_target_position, pos0, ":party_no"),
(gt, pos0, 0),
(party_set_slot, ":party_no", slot_ai_target_position, pos0),
(party_set_ai_target_position, ":party_no", -1),
(try_end),
(party_set_slot, ":party_no", slot_party_destination, "$g_target_center"),
(get_party_ai_behavior, ":behavior", ":party_no"),
(party_set_slot, ":party_no", slot_exit_port, ":closest_port"),
(party_set_slot, ":party_no", slot_ai_behavior, ":behavior"),
(party_set_ai_behavior, ":party_no", ai_bhvr_travel_to_party),
(party_set_ai_object, ":party_no", ":closest_port"),
(party_set_slot, ":party_no", slot_party_ai_object, ":closest_port"),
(else_try), ### land-water
(party_is_active, ":party_no"),
(party_get_current_terrain, ":terrain", ":party_no"),
(this_or_next|neg|eq, ":terrain", 0),
(neg|eq, ":terrain", :cool:,
(try_begin),
(party_get_slot, ":target", ":party_no", slot_party_destination),
(ge, ":target", 1),
(else_try),
(assign, ":target", ":target_center"),
(try_end),
(party_is_active, ":target"),
(party_get_current_terrain, ":terrain", ":target"),
(this_or_next|eq, ":terrain", 0),
(eq, ":terrain", :cool:,
(party_set_slot, ":party_no", slot_using_port, 1),
(assign, ":closest_port_dist", 99999),
(try_for_range, ":port", ports_begin, ports_end),
(store_distance_to_party_from_party, ":dist", ":party_no"),
(le, ":dist", ":closest_port_dist"),
(assign, ":closest_port_dist", ":dist"),
(assign, ":closest_port", ":port"),
(try_end),
(party_set_slot, ":party_no", slot_entry_port, ":closest_port"),
(assign, ":closest_settlement_dist", 99999),
(try_for_range, ":target", centers_begin, centers_end),
(this_or_next|party_slot_eq, ":target", slot_party_type, spt_town),
(party_slot_eq, ":target", slot_party_type, spt_village),
(store_distance_to_party_from_party, ":dist", ":target", ":closest_port"),
(le, ":dist", ":closest_settlement_dist"),
(assign, ":closest_settlement_dist", ":dist"),
(assign, ":entry", ":target"),
(try_end),
(get_party_ai_behavior, ":behavior", ":party_no"),
(try_begin),
(party_get_ai_target_position, pos0, ":party_no"),
(gt, pos0, 0),
(party_set_slot, ":party_no", slot_ai_target_position, pos0),
(party_set_ai_target_position, ":party_no", -1),
(try_end),
(party_set_slot, ":party_no", slot_ai_behavior, ":behavior"),
(party_set_ai_behavior, ":party_no", ai_bhvr_travel_to_party),
(party_set_slot, ":party_no", slot_entry_center, ":entry"),
(party_set_ai_object, ":party_no", ":entry"),
(party_set_slot, ":party_no", slot_party_ai_object, ":entry"),
(else_try), ### land-water-land
(party_is_active, ":party_no"),
(assign, ":closest_port_dist", 99999),
(try_for_range, ":port", ports_begin, ports_end),
(store_distance_to_party_from_party, ":distance", ":party_no", ":port"),
(le, ":distance", ":closest_port_dist"),
(assign, ":closest_port_dist", ":distance"),
(assign, ":closest_port", ":port"),
(try_end),
(assign, ":closest_exit_port_dist", 99999),
(party_is_active, ":target_center"),
(try_for_range, ":port", ports_begin, ports_end),
(store_distance_to_party_from_party, ":distance", ":target_center", ":port"),
(le, ":distance", ":closest_exit_port_dist"),
(assign, ":closest_exit_port_dist", ":distance"),
(assign, ":closest_exit_port", ":port"),
(try_end),
(neg|eq, ":closest_port", ":closest_exit_port"), ## bug fix. for land->water->land, the ports should not be the same
(store_distance_to_party_from_party, ":distance_betw_ports", ":closest_exit_port", ":closest_port"),
(store_distance_to_party_from_party, ":direct_distance", ":party_no", ":target_center"),
(val_div, ":distance_betw_ports", 2),
(val_add, ":closest_port_dist", ":closest_exit_port_dist"),
(val_add, ":closest_port_dist", ":distance_betw_ports"),
(val_mul, ":direct_distance", 2),
(le, ":closest_port_dist", ":direct_distance"),
(assign, ":min_dist", 99999),
(try_for_range, ":closest_settlement", centers_begin, centers_end),
(this_or_next|party_slot_eq, ":closest_settlement", slot_party_type, spt_town),
(party_slot_eq, ":closest_settlement", slot_party_type, spt_village),
(store_distance_to_party_from_party, ":dist", ":closest_settlement", ":closest_port"),
(le, ":dist", ":min_dist"),
(assign, ":min_dist", ":dist"),
(assign, ":entry_fief", ":closest_settlement"),
(try_end),
(try_begin),
(party_get_ai_target_position, pos0, ":party_no"),
(gt, pos0, 0),
(party_set_slot, ":party_no", slot_ai_target_position, pos0),
(party_set_ai_target_position, ":party_no", -1),
(try_end),
(get_party_ai_behavior, ":behavior", ":party_no"),
(party_set_slot, ":party_no", slot_party_destination, ":target_center"),
(party_set_slot, ":party_no", slot_using_port, 1),
(party_set_slot, ":party_no", slot_entry_port, ":closest_port"),
(party_set_slot, ":party_no", slot_exit_port, ":closest_exit_port"),
(party_set_slot, ":party_no", slot_ai_behavior, ":behavior"),
(party_set_ai_behavior, ":party_no", ai_bhvr_travel_to_party),
(party_set_slot, ":party_no", slot_entry_center, ":entry_fief"),
(party_set_ai_object, ":party_no", ":entry_fief"),
(party_set_slot, ":party_no", slot_party_ai_object, ":entry_fief"),
(else_try), #land-land without ports
(party_set_ai_object, ":party_no", "$g_target_center"),
(party_set_slot, ":party_no", slot_exit_port, -1),
(party_set_slot, ":party_no", slot_entry_port, -1),
(party_set_slot, ":party_no", slot_using_port, -1),
(party_set_slot, ":party_no", slot_entry_center, -1),
(try_end),
]),
###F&B end

module_constants: Add these somewhere
slot_entry_center = 614
slot_ai_behavior = 617
slot_party_flag = 618
slot_ai_target_position = 619


The original post has not yet been updated. Also, I've fixed some additional bugs elsewhere, but I think they were all from native, not from this code. If not, I'll update again.


Things, that are not included:
-sea battles. They should already be in your mod, unless you're on native.
-no relation checks. All parties can use all ports. I might change this in the future, but it has low priority.

Credits:
Cozur for the map icon
Tocan for the quick-mod testing code
The_dragon for helping fix the random crashes.
 
I have this error:
Code:
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $un_agent
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $g_decapitations_debugging
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $leading_deer
WARNING: Usage of unassigned global variable: $leading_deer
WARNING: Usage of unassigned global variable: $leading_deer
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $leading_deer
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $leading_deer
WARNING: Usage of unassigned global variable: $leading_deer
WARNING: Usage of unassigned global variable: $leading_deer
WARNING: Usage of unassigned global variable: $num_boars_killed
WARNING: Usage of unassigned global variable: $leading_boar
WARNING: Usage of unassigned global variable: $leading_boar
WARNING: Usage of unassigned global variable: $leading_boar
WARNING: Usage of unassigned global variable: $num_boars_killed
WARNING: Usage of unassigned global variable: $leading_boar
WARNING: Usage of unassigned global variable: $num_boars_killed
WARNING: Usage of unassigned global variable: $leading_boar
WARNING: Usage of unassigned global variable: $leading_boar
WARNING: Usage of unassigned global variable: $leading_boar
Exporting game menus data...
WARNING: Usage of unassigned global variable: $wagon_active
WARNING: Usage of unassigned global variable: $wagon_active
WARNING: Usage of unassigned global variable: $g_bandit_recruit_last_time
WARNING: Usage of unassigned global variable: $g_bandit_recruit_last_time
WARNING: Usage of unassigned global variable: $g_bandit_recruit_last_time
WARNING: Usage of unassigned global variable: $g_bandit_recruit_last_time
WARNING: Usage of unassigned global variable: $g_closest_port
WARNING: Usage of unassigned global variable: $g_closest_port
WARNING: Usage of unassigned global variable: $g_closest_port
WARNING: Usage of unassigned global variable: $g_closest_port
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $num_deers_killed
WARNING: Usage of unassigned global variable: $num_boars_killed
WARNING: Usage of unassigned global variable: $num_boars_killed
WARNING: Usage of unassigned global variable: $num_boars_killed
WARNING: Usage of unassigned global variable: $num_boars_killed
WARNING: Usage of unassigned global variable: $num_boars_killed
Traceback (most recent call last):
  File "process_simple_triggers.py", line 2, in <module>
    from module_simple_triggers import *
  File "C:\Users\frozenpainter1\Desktop\Module_system 1.158\module_simple_trigge
rs.py", line 4415, in <module>
    (try_end),
TypeError: 'tuple' object is not callable
exporting triggers...
exporting dialogs...
WARNING: Usage of unassigned global variable: $holy_relic
WARNING: Usage of unassigned global variable: $holy_relic
WARNING: Usage of unassigned global variable: $holy_relic
WARNING: Usage of unassigned global variable: $holy_relic
WARNING: Usage of unassigned global variable: $holy_relic
WARNING: Usage of unassigned global variable: $wagon_active
WARNING: Usage of unassigned global variable: $wagon_active
WARNING: Usage of unassigned global variable: $wagon_active
WARNING: Usage of unassigned global variable: $gamble_last_time
WARNING: Usage of unassigned global variable: $rand2
WARNING: Usage of unassigned global variable: $rand2
WARNING: Usage of unassigned global variable: $rand2
WARNING: Usage of unassigned global variable: $gamble_last_time
WARNING: Usage of unassigned global variable: $gamble_last_time
Checking global variable usages...
WARNING: Global variable never used: $g_presentation_obj_1
WARNING: Global variable never used: $g_presentation_obj_1
WARNING: Global variable never used: $g_presentation_obj_1
WARNING: Global variable never used: $g_presentation_obj_2
WARNING: Global variable never used: $g_presentation_obj_2
WARNING: Global variable never used: $g_presentation_obj_2
WARNING: Global variable never used: $g_presentation_obj_3
WARNING: Global variable never used: $g_presentation_obj_3
WARNING: Global variable never used: $g_presentation_obj_3
WARNING: Global variable never used: $g_presentation_obj_5
WARNING: Global variable never used: $g_presentation_obj_5
WARNING: Global variable never used: $g_presentation_obj_1
WARNING: Global variable never used: $g_presentation_obj_2
WARNING: Global variable never used: $g_presentation_obj_3
WARNING: Global variable never used: $g_presentation_obj_5
WARNING: Global variable never used: $g_religion
WARNING: Global variable never used: $g_religion
WARNING: Global variable never used: $g_party_no
WARNING: Global variable never used: $g_target_center
WARNING: Global variable never used: $g_target_center
WARNING: Global variable never used: $g_target_center
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $un_agent
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $g_decapitations_debugging
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $leading_deer
WARNING: Global variable never used: $leading_deer
WARNING: Global variable never used: $leading_deer
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $leading_deer
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $leading_deer
WARNING: Global variable never used: $leading_deer
WARNING: Global variable never used: $leading_deer
WARNING: Global variable never used: $num_boars_killed
WARNING: Global variable never used: $leading_boar
WARNING: Global variable never used: $leading_boar
WARNING: Global variable never used: $leading_boar
WARNING: Global variable never used: $num_boars_killed
WARNING: Global variable never used: $leading_boar
WARNING: Global variable never used: $num_boars_killed
WARNING: Global variable never used: $leading_boar
WARNING: Global variable never used: $leading_boar
WARNING: Global variable never used: $leading_boar
WARNING: Global variable never used: $wagon_active
WARNING: Global variable never used: $wagon_active
WARNING: Global variable never used: $g_bandit_recruit_last_time
WARNING: Global variable never used: $g_bandit_recruit_last_time
WARNING: Global variable never used: $g_bandit_recruit_last_time
WARNING: Global variable never used: $g_bandit_recruit_last_time
WARNING: Global variable never used: $g_closest_port
WARNING: Global variable never used: $g_closest_port
WARNING: Global variable never used: $g_closest_port
WARNING: Global variable never used: $g_closest_port
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $num_deers_killed
WARNING: Global variable never used: $num_boars_killed
WARNING: Global variable never used: $num_boars_killed
WARNING: Global variable never used: $num_boars_killed
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WARNING: Global variable never used: $num_boars_killed
WARNING: Global variable never used: $holy_relic
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WARNING: Global variable never used: $holy_relic
WARNING: Global variable never used: $holy_relic
WARNING: Global variable never used: $wagon_active
WARNING: Global variable never used: $wagon_active
WARNING: Global variable never used: $wagon_active
WARNING: Global variable never used: $gamble_last_time
WARNING: Global variable never used: $rand2
WARNING: Global variable never used: $rand2
WARNING: Global variable never used: $rand2
WARNING: Global variable never used: $gamble_last_time
WARNING: Global variable never used: $gamble_last_time
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .

and this 4415 line picture:
Untitled.png

edit: solved.
 
hi,
-this when port in the sea:
I am clicked town and "go abord" ı am spawn in port.
then ı am clicked port and "land here" ı am spawning in the port and changing to no horses icon and ı cant move.because ı am in the sea.

-and ı am speak a lord and "follow me ı have a idea" ı am sail to sea but lord is cant sail to sea he wait band of sea.
 
1) Landing is getting changed, so that the parties will land at the shore, instead of getting teleported directly to the town/village.
2) Same problem as below, with the marshall getting accompanied. It's getting fixed.

I'm just having trouble getting the sea travel to work flawlessly. It works maybe 95% of the time and then breaks down from time to time. Hence the delay.
 
frozenpainter said:
-and ı am added rename code then sea reaider,forest bandit etc. spawn points are enabled.
You either have to place the ports in module_parties right above spawn_points_end, or in module_constants, adjust ports_begin, ports_end. Bandit spawn points would only get enabled, if they are between ports_begin and ports_end.

frozenpainter said:
-and ı can landing a enemy's port.

That is intentionally so, until I can find a better solution to implement it.

If you have a map, where all landmasses are connected, it would simply be a matter of adding a faction relation check to mnu_port, as there is always another way to reach the destination.
However, on a map, which has multiple islands with only one port, preventing access to enemy ports, would make those islands inaccessible. This may be intentional, but it causes a bunch of problems. That's why it's not implemented.

 
Fire_and_Blood said:
frozenpainter said:
-and ı can landing a enemy's port.

That is intentionally so, until I can find a better solution to implement it.

If you have a map, where all landmasses are connected, it would simply be a matter of adding a faction relation check to mnu_port, as there is always another way to reach the destination.
However, on a map, which has multiple islands with only one port, preventing access to enemy ports, would make those islands inaccessible. This may be intentional, but it causes a bunch of problems. That's why it's not implemented.

Maybe make a battle happen when landing at enemy port?
 
For some reason no ports are being placed on the map. I get no warnings when I compile and the ports are placed in the correct location in module parties. Did anyone else get this issue?

Nvm fixed, just had to move some ports around.
 
for the injecting call script (first one before script one) do i replace all the lines with party_set_ai_object at the start because that is a lot of results, and i dont know if im to change it all to that one line for example, one line says (party_set_ai_object, ":quest_target_party", "p_main_party"),    -And another says    (party_set_ai_object, "$qst_capture_conspirators_party_5", reg0),    -and the first one is    (party_set_ai_object, ":party_no", ":target_center"),      -Do i change every single result with party_set_ai_object to       
(assign, "$g_party_no", ":party_no"),
(assign, "$g_target_center", ":target_center"),
(call_script, "script_calculate_distances"),        #F&B injected

Just making sure before i go changing all the lines to this
 
Also i got this error when compiling,
Code:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\process_operations.py", line 13, in <module>
    from module_items import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_items.py", line 1, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 5, in <module>
    from module_triggers import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_triggers.py", line 1703
    (0.0, 0, ti_once, [],
    ^
IndentationError: unexpected indent
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 3, in <module>
    from module_map_icons import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_map_icons.py", line 2, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting faction data...
Traceback (most recent call last):
  File "process_items.py", line 4, in <module>
    from module_items import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_items.py", line 1, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_scenes.py", line 2, in <module>
    from module_scenes import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_scenes.py", line 5, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 4, in <module>
    from module_scene_props import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_scene_props.py", line 7, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_tableau_materials.py", line 5, in <module>
    from module_tableau_materials import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_tableau_materials.py", line 6, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_presentations.py", line 4, in <module>
    from module_presentations import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_presentations.py", line 7, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 4, in <module>
    from module_game_menus import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_game_menus.py", line 14592
    ("water_travel", [
    ^
IndentationError: unexpected indent
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_scripts.py", line 47713

     ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_mission_templates.py", line 8, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_game_menus.py", line 5, in <module>
    from module_game_menus import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_game_menus.py", line 14592
    ("water_travel", [
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_simple_triggers.py", line 2, in <module>
    from module_simple_triggers import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_simple_triggers.py", line 10, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_dialogs.py", line 5, in <module>
    from module_triggers import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_triggers.py", line 1703
    (0.0, 0, ti_once, [],
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\process_operations.py", line 13, in <module>
    from module_items import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_items.py", line 1, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .
i dont have a clue what ive done wrong, i wish 'someone' did a video on how to do it, shouldn't take them to long. wink wink XD (pls someone do a vid)
 
sabergaming said:
Also i got this error when compiling,
Code:
Traceback (most recent call last):
  File "process_init.py", line 2, in <module>
    from process_operations import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\process_operations.py", line 13, in <module>
    from module_items import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_items.py", line 1, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_global_variables.py", line 5, in <module>
    from module_triggers import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_triggers.py", line 1703
    (0.0, 0, ti_once, [],
    ^
IndentationError: unexpected indent
Exporting strings...
Exporting skills...
Exporting tracks...
Exporting animations...
Exporting meshes...
Exporting sounds...
Exporting skins...
Traceback (most recent call last):
  File "process_map_icons.py", line 3, in <module>
    from module_map_icons import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_map_icons.py", line 2, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting faction data...
Traceback (most recent call last):
  File "process_items.py", line 4, in <module>
    from module_items import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_items.py", line 1, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_scenes.py", line 2, in <module>
    from module_scenes import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_scenes.py", line 5, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting troops data
Exporting particle data...
Traceback (most recent call last):
  File "process_scene_props.py", line 4, in <module>
    from module_scene_props import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_scene_props.py", line 7, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_tableau_materials.py", line 5, in <module>
    from module_tableau_materials import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_tableau_materials.py", line 6, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_presentations.py", line 4, in <module>
    from module_presentations import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_presentations.py", line 7, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting party_template data...
Traceback (most recent call last):
  File "process_parties.py", line 4, in <module>
    from module_game_menus import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_game_menus.py", line 14592
    ("water_travel", [
    ^
IndentationError: unexpected indent
Exporting quest data...
Exporting info_page data...
Traceback (most recent call last):
  File "process_scripts.py", line 4, in <module>
    from module_scripts import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_scripts.py", line 47713

     ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_mission_tmps.py", line 5, in <module>
    from module_mission_templates import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_mission_templates.py", line 8, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_game_menus.py", line 5, in <module>
    from module_game_menus import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_game_menus.py", line 14592
    ("water_travel", [
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_simple_triggers.py", line 2, in <module>
    from module_simple_triggers import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_simple_triggers.py", line 10, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Traceback (most recent call last):
  File "process_dialogs.py", line 5, in <module>
    from module_triggers import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_triggers.py", line 1703
    (0.0, 0, ti_once, [],
    ^
IndentationError: unexpected indent
Traceback (most recent call last):
  File "process_global_variables_unused.py", line 3, in <module>
    from process_operations import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\process_operations.py", line 13, in <module>
    from module_items import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_items.py", line 1, in <module>
    from module_constants import *
  File "C:\Users\PC\Desktop\SOURCE CODES FOR M&B\seafaring\Module_system 1.1
53\module_constants.py", line 1804
    Add above slot_center_has_prisoner_tower and shift the constants around, so
that it fits in:
            ^
SyntaxError: invalid syntax
Exporting postfx_params...

______________________________

Script processing has ended.
Press any key to exit. . .[/spoiler]
i dont have a clue what ive done wrong, i wish 'someone' did a video on how to do it, shouldn't take them to long. wink wink XD (pls someone do a vid)
When you pasted the stuff from the module_constants section of the original post, you included the italicized text. Remove the italicized text and it should compile fine.

There is also a bug in this where some parties get stuck on the shoreline when traveling to other continents on custom maps, dunno what is causing this. If I found out ill post here.
 
This is pretty great. Could you solve the issue of using enemy ports by including unattached neutral safe havens that anyone can use? Just a simple stretch of beach or a wooden pier that provides a convenient place to land. Then make sure that every island has at least one such spot. That would take care of the problem, and it would make more sense from a gameplay perspective.

[EDIT] And here, as a gesture of good will, you can use these scene props that I had lying around if you want to! One for cities and one for villages, perhaps?

rHres.jpg


4AQwo.jpg


They don't always line up with the shore, so each would need to be rotated to fit, but I think the result is nice.

In my own mind, I am imagining the possibility of spawning a prop of the player's ship next to the dock and requiring them to come back and pick it up before embarking instead of being able to take a ship in any port they feel like. It would require a bit more coding, but I think it would be worth it.
 
Hey, thanks so much for this! Currently sewing this into my own mod.

For the lazy (and I don't THINK anybody's done this yet), the module_ files that feature "party_set_ai_object", and the amount of time it shows up in each, are:
module_dialogs (18 times)
module_game_menus (1 time)
module_scripts (24 times)
module_simple_triggers (13 times)
module_trigger (23 times)
Total (79 entries)

Note, some of the "party_set_ai_object" lines might be commented out from the get-go, so it'll end up being less than 79.

EDIT:
Uhhh... got a lot of errors on building, mostly to do with "slot_party_orig_ai_substate" not being defined, and a few regarding "slot_party_save_icon" not being defined.

Fixed! Those constants were never defined, for some reason. Still have this problem, though:

If you can't see it, I've got problems with reg(2) and reg0 apparently not being variables, and 'center_no' is never used in module_game_menus.
 
Ghostblade4802 said:
Hey, thanks so much for this! Currently sewing this into my own mod.

For the lazy (and I don't THINK anybody's done this yet), the module_ files that feature "party_set_ai_object", and the amount of time it shows up in each, are:
module_dialogs (18 times)
module_game_menus (1 time)
module_scripts (24 times)
module_simple_triggers (13 times)
module_trigger (23 times)
Total (79 entries)

Note, some of the "party_set_ai_object" lines might be commented out from the get-go, so it'll end up being less than 79.

I did it yesterday but that yeah would have been useful,  :smile:

Ghostblade4802 said:
Uhhh... got a lot of errors on building, mostly to do with "slot_party_orig_ai_substate" not being defined, and a few regarding "slot_party_save_icon" not being defined.
Yeah anyone adding this will have to add these constants, to be honest I think the author has implemented them but under a different name.


Ghostblade4802 said:

If you can't see it, I've got problems with reg(2) and reg0 apparently not being variables, and 'center_no' is never used in module_game_menus.
Its in module_triggers, have you got reg in quotes - e.g "reg(2)" - it should not have quotes. It should just be reg(2). As for the center_no - just comment out that line.
 
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