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masterhand

Still can't clear Northern Mines in Geneforge 1

10 posts in this topic

So, I read a few things about this. Looked at these threads:

G1 - All mines areas stay red

http://spiderwebforums.ipbhost.com/index.php?/topic/16293-g1-all-mine-areas-stay-marked-red/

Can't clear Northern Mines in Geneforge 1

http://spiderwebforums.ipbhost.com/index.php?/topic/14076-cant-clear-northern-mines-in-geneforge-1/

 

I guess there was a patch at some point that on some level fixed this as a bug? I have 1.2 of course so that can't be it.

 

I have the Western Mines, Mine Core, and Eastern Mine cleared (green). As soon as I got the Servant Mind in the Mine Core going, all three of those turned green at once - I didn't have to reenter them or go back and forth between the Servant Mind and the other areas. However at this time I hadn't been to North Mines yet. After that no matter what I do I cannot activate the North Mines.

 

I tried turning the defenses on and off, even before I went inside the North Mines for the first time. I spent a long time wandering around the North Mines with the defenses off like that and then got out of there and nothing. I mean I was constantly going in and out of there and wandering around all over the place in there with the defenses off. I made sure I tried going all the way from the east side of the full Mines to the west side all at once after the fact. Didn't work.

 

What I did at first was, when I was trying to go to the east side of the island (more specifically, the southeast part with Kazg and the Rebel Sholai), I didn't want to encounter any Sholai if I had to either fight them or be dishonest with them, because I didn't want to cause any relationship problems by being hostile or dishonest before I got over there and figured out what was going on. So instead of taking Northbridge or Southbridge or the other Sholai-occupied bridges, I went way around to the north and busted my way through the fully defense-active mines. Obviously that's not what the game expects you to do, it's kind of backwards. Guessing I may have glitched it. Anybody know anything?

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Yeah, pretty sure it's impossible. It's a bug. I looked through the script files - interestingly, nowhere in the script files is the command given to clear the North Mines - it's given for the other three, but not North Mines.

 

If you look at how the zones are numbered, the hint book has it like this:

38: Eastern; 39: Core; 40: Northern; 41: Western

 

In terms of the script file numbering (and the numbering of most of the code):

37: Eastern; 38: Core; 39: Northern; 40: Western

 

To clear a zone, the script uses a function clear_zone, so to clear Eastern Mines for example:

clear_zone(37)

 

Each of the four files associated with mine zones that use this command, call it for 37, 38, and 40. This is unusual, most zones call "clear_zone(ME)" to clear themselves. The mine zones clear each other all at once. But 39 (Northern Mines) is never listed anywhere, and there's no clear_zone(ME) in any of the Northern Mines script files either.

 

http://www.spiderwebsoftware.com/geneforge/techsupp.html

It says there for 1.02 bugfixes: "Can now clear the northern mines and inner crypt."

 

So what happened?

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It's possible this bugfix was unintentionally applied only to the Mac or only the PC version. It happens sometimes.

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You can always add the clear_zone line in the corresponding zone's script file, if you're OK with that.

Pressing "Shift" and "D" and inserting the line "clearthisarea" will turn your zone green, if you're OK with cheating.

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z39northm.txt (PC) contains

 

beginstate START_STATE;

// clear zone?

if ((zone_clear(ME) == FALSE) && (get_flag(37,16) > 0) && (get_flag(40,17) > 0) && (get_flag(38,2) > 0)) {

clear_zone(37);

clear_zone(38);

clear_zone(39);

clear_zone(40);

 

 

// .txt

 

beginzonescript;

 

variables;

 

body;

 

beginstate INIT_STATE;

 

// zone safe?

if (get_sdf(38,1) == 3)

set_flag(39,1,1);

else set_flag(39,1,0);

 

set_name(29,"Steel");

set_name(30,"Crag");

set_level(29,18);

set_level(30,18);

 

// set_crime_tolerance(3);

 

//if (get_sdf(7,16) > 0) {

//make_zone_hostile();

//}

break;

 

beginstate EXIT_STATE;

 

break;

 

beginstate START_STATE;

// clear zone?

if ((zone_clear(ME) == FALSE) && (get_flag(37,16) > 0) && (get_flag(40,17) > 0) && (get_flag(38,2) > 0)) {

clear_zone(37);

clear_zone(38);

clear_zone(39);

clear_zone(40);

}

 

//if ((get_crime_level() >= 3) && (get_sdf(7,16) == 0)) {

// make_zone_hostile();

// set_flag(7,16,1);

// inc_flag(100,5,-10);

// }

break;

 

beginstate 10;

set_terrain_string_range("The wall says: Processing.",4);

break;

beginstate 11;

set_terrain_string_range("The wall says: Evaluation.",4);

break;

beginstate 12;

set_terrain_string_range("The wall says: Secured Storage.",4);

break;

beginstate 13;

set_terrain_string_range("The wall says: BAY 1",4);

break;

beginstate 14;

set_terrain_string_range("The wall says: BAY 2",4);

break;

 

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Nim that's interesting your script file is written like that because that's exactly the change I had to splice into my script files to fix the bug. Mine is just like that except the clear_zone(39) is simply missing.

 

Also the bugfix was listed as being in the Mac version and not the PC version at least on that page I quoted, but I'm actually playing on Mac and you're playing on PC. It's odd.

 

At least that confirms I had the right idea! :o

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Also potentially relevant: if you are playing the direct SW download, or the GOG or some other version.

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It seems possible that GOG somehow ended up with not-quite-the-latest-version.

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It seems possible that GOG somehow ended up with not-quite-the-latest-version.

Nah, the Mac version from here lacks it too.

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