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Where are the fish stored?

PostPosted: 08 Aug 2008, 02:02
by Lewin
Hi Guys,
Just wondering, where is the information stored for how much fish there is per water body.
I am talking about the fish the fisherman catches, not the ones the you see swimming around.
I noticed in the SR2 change log that they put more fish in some of the maps, and I was wondering how? Is it stored on the end of the map file, in the resource footer? Is it just that every fish you can see (placed with !SET_UNIT) represents a certain number of fish? If so then why don't they disappear as you fish them?
I'd like to find out if anybody knows.... (or has a better suggestion)
Lewin.

PostPosted: 08 Aug 2008, 09:20
by Merchator
Hmm, good question...Right now I'm also wondering where the amount could be stored.
In my opinion "each" !_SET_UNIT fish means about 10 fishes (I'm just guessing, and 10 isn't true). So these value must be stored somewhere, as you said, right?
At the one hand they could be in the Unit.dat and I haven't found them yet. In the other hand it could also be stored in sourcecode (like everything could).
If so then why don't they disappear as you fish them?
The fisherman knows what he does :wink: If he would fish every fish in the sea, he would kill a whole race in this sea. And he doesen't want to do that, right? :D

PostPosted: 08 Aug 2008, 09:54
by Litude
Service Release 2 just added a bunch of !SET_UNIT 25 x y values so it has to be these. My guess is that each of these adds about 5 fish. Then again, creating a quick test map with a pond and a single group of fish shouldn't take too long.

PostPosted: 08 Aug 2008, 09:59
by Lewin
I'd say that's right. But still, if you have a body of water with no fish in it (I mean fish set with !SET_UNIT) then the fisherman will still get fish won't he? (I haven't tested this, but I seem to remember it happening)
Maybe there is a default amount at the start, and each fish adds 5 more?
Maybe it's also to do with area? Like every 10 water tiles in the sea = 1 fish or something?
@Merchator: No, I'm not interested where that value is, I'd guess it's hard coded into the EXE. I am just interested in how the number of fish per water body is set.
@Litude: Which missions? I'd be interested in testing that. Possibly they are just ignored, but maybe not.
Lewin.

PostPosted: 20 Sep 2008, 13:05
by Thunderwolf
I think I found some answer.

I tested this in my work-in-progress mission.

1. I added a small (empty) lake and the fisherman caught no fish. (duhh..)

2. I added 1 SET_UNIT to the lake; the fisherman caught 10 fish (5x2). Each time he did so, one fish dissapeared from the group of fish.

3. I added 2x SET_UNIT to the lake; the fisherman caught 20 fish (10x2). Again, every time he caught a (2) fish, one dissapeared from the lake.

my guess is that 1 fish (visible) equals 2 fish (catchable), which would make sense, as before SR2, the fisherman caught only 1 fish at a time.
If so then why don't they disappear as you fish them?
You're wrong, they do dissapear. I'm kind of starting to wonder how much you've built fisherman's huts... :P

PostPosted: 21 Sep 2008, 02:24
by Lewin
Well done Thunderwolf!
This has certainly shed some light on the situation.
You're wrong, they do dissapear. I'm kind of starting to wonder how much you've built fisherman's huts... :P
Yeah, well I've never noticed. (I just assumed) Remember that I only got TPR about a year ago and I've been mainly doing the editor since then, I still haven't played the TPR campaign.
Thanks for finally working out the numbers,
Lewin.

PostPosted: 21 Sep 2008, 13:45
by Danjb
Is it normal for the fisherman to go on fishing even when there are no fish left, and he's not getting any?

Silly TPR...

PostPosted: 21 Sep 2008, 14:16
by Thunderwolf
yes, the fisherman always keeps going to the lake...

he probably thinks you will tear his house down if he doesn't go...

PostPosted: 21 Sep 2008, 21:11
by Danjb
Yet another reason for my "Why I Hate TPR" list...

PostPosted: 21 Sep 2008, 21:35
by Litude
Here's my list. Ironically, it's far from complete :P.

PostPosted: 22 Sep 2008, 16:53
by Danjb
Wow, you beat me :P
Although some of those apply to TSK too, course.

Why I hate The Peasant's Rebellion:

1. Multiplayer saved games can't be loaded.
2. The AI is worse than ever (they never attacked me in the campaign except for programmed attacks at the start of a level, etc.)
3. Fish aren't delivered to troops.
4. Fishermen keep fishing when there are no fish left.
5. The drunken soldiers bug (I never experienced any troop delays in TSK).
6. The vehicles workshop wasn't included in the distribution of wares.
7. The new buildings and resources weren't ordered, just shoved at the end of the lists.
8. Music track names are replaced with numbers.
9. New music tracks are long and dull.
10. English voiceovers are shocking.
11. New buildings could be built over obstacles.
12. The new buildings and fishermen were left out of the statistics.

PostPosted: 22 Sep 2008, 17:40
by kuba11100
2. The AI is worse than ever (they never attacked me in the campaign except for programmed attacks at the start of a level, etc.)
(...)
5. The drunken soldiers bug (I never experienced any troop delays in TSK).
Attacks: This is partially due to the bug made in 1.56 (?), which broke up the AI - but it's an override for 2 and it's being fixed in SR3.
Drunken AI: There also was a plan to use an old engine (where it didn't happen) in the SR3, but it was cancelled due to the unstability under XP.
Delayed reaction: no one knows what is really causing this (except using the townhall).
6. The vehicles workshop wasn't included in the distribution of wares.
It needs five of both wares to work, so it would be pointless.
11. New buildings could be built over obstacles.
Fixed in SR3.
12. The new buildings and fishermen were left out of the statistics.
It also affects TSK, but right, in TPR it's even more annoying.

The only good (but also bug-making) feature in TPR is F8 :D

PostPosted: 22 Sep 2008, 18:30
by Litude
2. The AI is worse than ever (they never attacked me in the campaign except for programmed attacks at the start of a level, etc.)
Yeah a major bug introduced in the 1.56 patch, "fixed" in SR3.
6. The vehicles workshop wasn't included in the distribution of wares.
As kuba11100 already said, I would consider it more of a bug if the vehicles workshop actually was included
7. The new buildings and resources weren't ordered, just shoved at the end of the lists.
The fish was just shoved in there, but the buildings were ordered except for the vehicles workshop. This list could be rearranged but I don't know if there's any reason.
9. New music tracks are long and dull.
Don't think they are that bad.
10. English voiceovers are shocking.
I agree completely.
11. New buildings could be built over obstacles.
Yeah, very careless work...
12. The new buildings and fishermen were left out of the statistics.
[hint]You are going to like beta 6 :D[/hint]

PostPosted: 22 Sep 2008, 19:14
by kuba11100
Danjb wrote:
10. English voiceovers are shocking.

I agree completely.
Do you mean the terrible sample quality? (I don't know, as I don't have full English version)
Danjb wrote:
12. The new buildings and fishermen were left out of the statistics.

You are going to like beta 6
Is it that what I'm thinking about right now? Cool!

PostPosted: 22 Sep 2008, 19:17
by Litude
I think he meant the narrator for the English TPR briefings, those were quite bad.