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Build 14 Alpha 6 Update

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Bava inspired me to make another update for Alpha 6, including some of the new stuff and some of the latest fixes. It's not perfect and even completely untested (as per usual <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ), but hopefully it'll be better than Alpha 6 and can now work as most stable Build 14 Alpha version. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

<a href="http://www.s31clan.com/privateftps/pietersmods/potc_downloads/build14/b14_alpha6_update.zip" target="_blank">Download</a> (28,7 MB)

<i>Fixes:</i>
- Various fixes from <i>pb_modifications.zip</i>
- Various fixes from <i>potc14a6_kevatl_v01.zip</i>

<i>New stuff:</i>
- New ships from <i>b14a6_SLiBships_v1_KevAtl.zip</i>
- New weapons from <i>b14a6_SLiBweapons_v1_KevAtl.zip</i>
- FilmShips mod (Black Pearl, Wicked Wench and Flying Dutchman) - ships all set to CanBuy = true, CanEncounter = false
- Endeavour also set to CanBuy = true, CanEncounter = false
- Santiago quest starts at Guadeloupe port after completion of the Bartolomeu o Portugues quest. I also included my fixed skin for Bartolomeu's ship
- Isla de Muerte opened up by getting Jack's compass from Mr. Gibbs in the Tortuga tavern

Please tell me how this works. Since this is not tested, there is a *slight* little chance that something's wrong with it. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
Also please tell me if the Endeavour has any sails with these files. I had to write the sail's filenames by memory, because these have been renamed in Alpha 7 and up. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Please all note that I whipped this one up in about half an hour, so I know I left out a lot of stuff I could (and perhaps should) have added. I even forgot to set <i>#define MAPSPEED 1.0</i>. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Perhaps I'll make a new, better and more complete version tomorrow if there is any demand for that.
 
<!--quoteo(post=226034:date=Dec 15 2007, 01:12 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 15 2007, 01:12 PM) [snapback]226034[/snapback]</div><div class='quotemain'><!--quotec-->and i presume this is to be installed on top of build 14 alpha 6?<!--QuoteEnd--></div><!--QuoteEEnd-->
Seemed to work O.K. for me.
Did "Run me" thingy though.
 
Yes, it's to be installed on top of Alpha 6. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
And running RunMe.bat again can't hurt, though it shouldn't be nescessary either. Makes no difference either way. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=226047:date=Dec 15 2007, 10:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 15 2007, 10:25 AM) [snapback]226047[/snapback]</div><div class='quotemain'><!--quotec-->Yes, it's to be installed on top of Alpha 6. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
And running RunMe.bat again can't hurt, though it shouldn't be nescessary either. Makes no difference either way. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->




the download wont open :S
 
<!--quoteo(post=226090:date=Dec 15 2007, 04:53 PM:name=the-pirate tommy)--><div class='quotetop'>QUOTE(the-pirate tommy @ Dec 15 2007, 04:53 PM) [snapback]226090[/snapback]</div><div class='quotemain'><!--quotec-->the download wont open :S<!--QuoteEnd--></div><!--QuoteEEnd-->
Did you un-zip it?
 
First bug report (sorry ^^)

-The corpse/loot mod doesnt seem to work properly. When set to 2, you can activate the "open" menu but nothing happens, when set to 4, the bodies dissapear immediatly.
-the ships in the shipyard buy menu aren´t sorted by class anymore. First vessel was a fast merchant, then came a gunbout followed by a galleon.

All with a fresh install of PotC/Build 14.6

But on the bright sight, I had no CTD´s. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

The new ships and weapons look fantastic (esp the new ornamented sword)!
 
Ah. I was afraid some weird stuff would come up. I'll see what I can do.
About the FilmShips: Class 1 ships, like the Endeavour and Flying Dutchman, are only available from pirate shipyards. You might find the Black Pearl elsewhere though. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
that one with the corpsemode is a bug i sighted when i still had b14a6 with PBmodifications.
 
You´re right, Morgan. Started a new game with 14.6 and pb_mods and yep, corpse doesn´t work properly.
 
Uploading a new version that will hopefully work better as we speak. I wished somebody still had pb_modifications.zip version 2. The older one is still available, but the newer one seems to have gone. Of course considering I made the thing myself, that makes it all the more stupid.

The new version contains the following goodies:
- Interior of cabin visible on the Black Pearl and Wicked Wench by Kazeite
- Flying Dutchman updated
- RN Third Rate fixed (had the wrong model)
- Updated textures for various RN ships, the Colonial Schooner and the RN officers by Thomas the Terror
- Updated Light Caravel and new Rum Runner by Petros
- MAPSPEED 1.0 fix included by Petros
- Fixed walk files for the schooners and spiegelretourschip (Amsterdam) and crew added to Flying Dutchman by SeaNorris

Other than that it contains some code changes that will hopefully help this version work better than yesterday's.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->funny. i thought it was just in my game because noone could confirm it.<!--QuoteEnd--></div><!--QuoteEEnd-->

Dang, had corpse_mod set to 1. 2 and 4 are working properly in a fresh install of Build 14.6 and pb_mod. Sorry!
 
New version done and uploaded:
<a href="http://www.s31clan.com/privateftps/pietersmods/potc_downloads/build14/b14_alpha6_update2.zip" target="_blank">Download</a> (39,3 MB)

Can be installed straight on top of Alpha 6 or the previous Alpha 6 Update. Please tell me how it works.
 
Thanks for the new update, pieter!

Looking good, no obvious bugs so far. One question, though: How can I reduce the availability of the new club and the brassnuckles?
 
Open PROGRAM\ITEMS\initItems.c, find "bladelead" and "bladeclub" and set their "rare" value (the value in bold below) lower. No new game required, but you do need to press F11 (reinit) after loading your savegame for the change to take effect.<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->// SLiB special weapons added by KevAtl 09-03-2007 -->
n = InitStdBlade(n,"bladelead","bladelead","JD", 16, <b>0.25</b>, 7, 1000, 9.0, 29.0, 50, 5, "", 1); // Bronze Knuckles
n = InitStdBlade(n,"bladeclub","bladeclub","JD", 13, <b>0.20</b>, 10, 1500, 12.0, 30.0, 50, 5, "", 1); // Banger Club
// SLiB special weapons added by KevAtl 09-03-2007 <--<!--QuoteEnd--></div><!--QuoteEEnd-->I am thinking perhaps we should make these items unused by random characters and only available either for purchase or for random find, like other "special weapons" like the grenades, poisoned throwingknifes and borgiablades.
 
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