Pirates Ahoy!: Bug Tracker -> General Bugs -> Standard Storyline - Mefisto

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Report ID 213 Title Standard Storyline - Mefisto
Product General Bugs Status Fixed (Severity 0 - None Assigned)
Version Beta 1 with Fix Fixed in Beta 1 Patch 1

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Report ID #213: Standard Storyline - Mefisto

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Posted 24 January 2010 - 08:07 AM

After capture of the mefisto, went to San Juan shipyard to repair and enhance the Mefisto to take it as my own ship. After fixing ship it had stats of all zero and could not sail.
Is this ment to be? :shrug


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Posted 24 January 2010 - 08:48 AM

Updating status to: Confirmed Bug

This appears to be a problem for some ships when they are upgraded...

I actually tried to see if I could get this problem and found that I could upgrade the Lugger fully with no problem at all...

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Posted 24 January 2010 - 10:54 AM

Captain Maggee, on 24 January 2010 - 06:48 PM, said:

Updating status to: Confirmed Bug

This appears to be a problem for some ships when they are upgraded...

I actually tried to see if I could get this problem and found that I could upgrade the Lugger fully with no problem at all...


Hi Captain Magee,
This was the only ship I had a problem with - may be something to do with he storyline that this ship cannot be kept - I seem to recall this from many earlier versions. Only this time i wanted to keep it. I am playing through the standard storyline without cheats to see any problems. I also had an issue with landing at San Juan after taking the Meisto also. It crashed rthe game about three times in a row going from ship to port. Finally worked when i had Jaoquin De Masse as an officer, stayed on my own ship and didn't swap ships and went to deck first - don't know which of these or a combination of these worked.

Thanks.

EDIT: The one that worked was to go to San Juan, go to the deck first in port and then to port. You are then automatically transported to the church for the dialogue with Padre Dominique.

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Posted 24 January 2010 - 10:59 AM

Ah the other ship that has been reported is the Santiago (Bartolomeu quest ship)... I wonder if these ships already have some of the upgrades :onya2

You should be able to keep the Mefisto, its a bit weird that it crashed when you tried to land with it as your ship though :kev

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Posted 24 January 2010 - 11:07 AM

Captain Maggee, on 24 January 2010 - 08:59 PM, said:

Ah the other ship that has been reported is the Santiago (Bartolomeu quest ship)... I wonder if these ships already have some of the upgrades :onya2

You should be able to keep the Mefisto, its a bit weird that it crashed when you tried to land with it as your ship though :kev


I am using the light version of the Beta and have had a great run with it - very few issues at all. All other ships I have upgraded - quite a few - have been fine.

Just captured another class 4 heavy frigate similar to Mefisto - Full upgrades at the Nevis pirate settlement - no isssues everythibng worked fine. (Mefisto was a class 4 heavy frigate).

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Posted 25 January 2010 - 03:40 AM

So the Santiago and Mefisto can't be upgraded but some other ships can?
There must be at least SOME random ships that have upgrade troubles as well, no? :ohh

I don't see how some ships could have the upgrades pre-installed.
Apart from random ships at sea; I think those CAN sometimes already have some.

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Posted 25 January 2010 - 03:42 AM

Pieter Boelen, on 25 January 2010 - 01:40 PM, said:

So the Santiago and Mefisto can't be upgraded but some other ships can?
There must be at least SOME random ships that have upgrade troubles as well, no? :ohh

I don't see how some ships could have the upgrades pre-installed.
Apart from random ships at sea; I think those CAN sometimes already have some.



Yes I have captured some ships that had some upgrades - mainly the hull improvements. There have been no problems with any other ships I have had including the Pirate Corvette (light frigate) which is a quest ship.

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Posted 25 January 2010 - 03:46 AM

I'm wondering if the .unique attribute on some ships might have something to do with it.

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Posted 25 January 2010 - 04:01 AM

Could it be something to do with the line:

pchar.quest.destroy_mefisto_complete.win_condition.l1 = "Ship_HP";

when you capture it instead of detroying it?

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Posted 25 January 2010 - 07:52 AM

Nah that if you capture it the original owners ship becomes "destoryed" and it allows the next quest case to happen

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Posted 26 January 2010 - 12:57 AM

Tried the Mefisto again in San Juan Shipyard - Repaired OK didn't lose stats.
Changed guns to 32 lb carronads - OK
Repainted ship to light frigate - changed the stats to that of a corvette - lost men and hull and cargo capacity - kept guns 42 off 32lb Carronades???
Repainted back to a Frigate (Heavy frigate not an option) still loose stats and have lost the special ship characteristics.

Tried to upgrade the repainted ship - reinforced hull & copper plating - lost all stats again.

Looks like if you want the special ship - we just cannot upgrade it - bt we can repair it.

Tried console .c to give the Black Pearl - tried to upgrade it and same result - lost all stats.
I would have to agree with Pieter that it is something to do with the unique ships bit. Cannot find this yet though.
Hope this helps.

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Posted 26 January 2010 - 01:23 AM

If it IS a unique ships thing, it must be something that's common for ALL unique ships.
That a ship is used in a quest somewhere doesn't mean anything.
Looks in ships_init.c and search for those ships with the .unique attribute and test those.
Then test some ships that DON'T have it. That should tell us whether that is or isn't the case.

Note that .unique does NOT mean that the ship is necessarily used only in quests.
The attribute just means that national modifiers are NOT being applied to this ship.
However, it IS applied to many special quest ships, so it might be worth looking into.

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Posted 26 January 2010 - 01:38 AM

Just tried changing the Frigat_sat dpecification to make it not a unique ship. Used console to give me the ship and went to the shipyard.

This worked and I could upgrade the ship no problems.

hence it is a unique ship issue.

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Posted 26 January 2010 - 01:48 AM

YES! we know where the problem comes in now :g1

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Posted 26 January 2010 - 01:51 AM

So it DOES have to do with that? PROGRESS! :woot

Now the question is... why does that cause a problem and how could we prevent that?
Why is the lack of national modifiers on the ship stats such a problem?

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Posted 05 February 2010 - 12:13 AM

What does the .unique attribute do anyway? :?

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Posted 06 February 2010 - 01:14 AM

Check this post of mine above: :razz
http://forum.pirates...findpost&p=1401

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Posted 06 February 2010 - 03:08 AM

Ah... well what if we make it so the ship can only be one nation, therefore it will only have one national modifier?

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Posted 07 February 2010 - 02:38 AM

You're suggesting to remove the .unique attribute completely?
Provided that actually is the cause, then that could work as a fix, yes.
Need to adjust the various values though so that after application of the national modifier,
the end results will be the same as they are now.
Theoretically, it should be able to work on ships WITH .unique too, right?
Can't be THAT hard to make it work. If only we knew where the actual issue gets triggered. :kev

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Posted 11 February 2010 - 07:17 AM

Updating status to: Fixed
Issue fixed in: Beta 1 Patch 1

FIXED FIXED!!!!

Mr Boelen posted a bit of code for me to test in a PM and it appears to have fixed the bugs with unique ships :g1


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