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Build 14 Beta 1 Feedback

Just a small niggle...when spawning the ships for the ship hunting quests that governors give, is it possible to make sure that they don't spawn far enough away to initiate a jump to the next island when you sail to them? I've been chasing ships across the Guadeloupe/Antigua border for a while now, trying to get the kill before the switch...
 
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After playing some Beta 1 I must say you guys did a great job, its much much more stable right now, considering the fact that in old build I couldnt change character name as I couldnt save after that ;).

I had odd problem, when I was trying to land on Santiago Beach (dunno the name, that really big beach on Cuba, same as Octopus Bay) something wierd happened and my game froze, I reloaded and tried going first on ship then on shore, when ship loaded there werent any crew members on board and when I tried going on shore game again froze. I fixed the problem by removing officer from my party. I dont rember it happening again.

Another thing I want to ask: I bought enchanced compass and equiped it, but radar in sail mode remained the same, I rember it changing in previous builds when you had diffrent compasses equiped.


And here's few suggestions:

Add some more quests from governors, for example: delivering a message to other governor, kidnapping someone, stealing some ship, delivering some important cargo (gold, gunpowder, food etc.), taking place in some patrol, escorting someone to some place (spies etc.).

Maybe add possibility for that small workshop with carriage so player can order guys there to build dinghy, I think its pretty reasonable, but it would require quite a lot of planks and sailcloth + any other stuff you think its necessary. It should take few days to build it, and during this time that workshop would produce any goods.

Add new building to building set using large construction site for ships that can be found on Grand Cayman:

engine2010063001020632.jpg


Just replace those planks at right with workshop and NPC.

It should be expensive, but it would allow player to build ships of 6th and 7th class. To build some ship first you would need to get normal one, bring it to that shipyard building and deconstruct it, this way you would get plans (maybe they could also be bought in shipyards), using those you could build ships on your own.
 
The interface IS supposed to change when you equip a better compass.
Is it always showing the stock-game "big" version?
Or always the new "small" version? Did you install Build 14 Beta 1 Patch 1?

More governor missions would definitly be cool, I agree. :yes

More BuildingSet locations can be added also.
This is actually something that might be reasonably doable for someone who wants to begin modding.
The BuildingSet consists of some fairly straight-forward code, which contains helpful comments for aspiring coders.
If you'd want to give it a try, we'd help you when you get stuck. :yes
 
I didnt know there was patch (I downloaded beta 1 quite some time ago), if I install it will I need to restart the game or reint will do? Will it fix problem with compass? (small version in left lower corner BTW)

I suck at coding, I prefer working with 3D models. Besides my ideas for Building set are pretty complex except for dinghy idea, but that one still would require some work so you will get that ship at all. You didnt say its possible to code ability to build ships to your own buildings, Im aware that giving player ship would be pretty basic as normal shipiards do this all the time, but you still need to know how to code this one. That is why I dont touch programing and coding of any kind, even with 3m pole ;), in the end you need to know what to write in the code.
 
Do you have realistic (default for Beta) of arcade mode on? :?

I think we changed the compass to only show stuff a compass shows with realistic settings on ;)
 
If I recall, it should be dependent on the DISPLAY_BATTLEINTERFACE setting in BuildSettings.h.
It was set to true in Build 14 Beta 1 and you set it to false at my request in Build 14 Beta 1 Patch 1.
Code:
bool DISPLAY_BATTLEINTERFACE = false;
// Show the BattleInterface compass/chart display
// 0: Only if you have a compass equipped
// 1: Depending on the settings in the options menu
 
It SHOULD be possible to have buildings create ships.
The GiveShip2Character function is a real lifesaver here:
Code:
GiveShip2Character(pchar,"Tartane50","Dinghy",-1,ENGLAND,true,true);
This line will give you a dinghy for free; all you'd need to do is have that line triggered by a line of dialog, which is very possible.
The only issue is that it'll replace whatever ship you've got.
But with some additional thinking and coding, we should be able to handle that more nicely.

I vaguely recall, though, that the BuildingSet already enables you to build a shipyard.
Or did that one just allow you to repair your ship and not buy new ones?
 
As for compass, I checked and it turns out I had disabled compass enabled interface. I changed settings and it works correctly. Thanks for pointing it out.

As for ship building, as you can see it will require some work to do this correctly so I will leave it in hands of people that know what they are doing.However I will elaborate a bit about idea, as far as I know you can only build workshop with carriage (or whatever), it produced sailcloth and allowed some repairs. I would like to add possibility for this one to build small unarmed dinghy, but it would take some cash, planks and time.
The big shipyard (that "new" building) would only build ships and repair them. The hard part is what ships can be build, should there be limit that you need "plans" (items would do), should player be able to build different designs or just limited to "Custom" design? Theres quite a bit of stuff that needs more thinking, but the idea is pretty decent in my opinion.

BTW: On Saint Martin, there is bigass shipyard building from Buldingset, but its really big one with own building and all, it could be useful.

Now for new suggestions:

You could make reputation impact surrender rate of enemy ships, if you are Horror of the High Seas then you are one fearsome motherf''''r, your enemies are scared sh*tless when they are fighting you and surrender more, but ambush chances are higher. Good rep shouldnt change surrender rate, but the better is your reputation the lesser chances that enemy captain will fake surrendering and ambush you when you board his ship, also higher reputation increases chances that said captain would like to join you.

From some information I gathered here there seems to be problem with PotC economy. Something that it have problems with returning to balance. Maybe you should add quest from governor, something along lines: "Our economy is FUBAR and we need your help! We already made preparation and all we need are transport ships that will bring us all this stuff we bought on other island" then you sail to said island you talk with shopkeeper and get options how much you want to take (half of free space, all of it etc.), when you return your payment is calculated by checking how much goods you brought (remember that you are one of many traders that is working on this one). Of course that player could do this on their own, but mission like this would create an illusion that governors actually do something worthwhile ;).


And now for some odd thing: I noticed that if you are constantly doing trade missions (ie. you finish one and immediately get another one) the payment remains the same right now Im always getting over 10.000 gold per run, 5 times already. I observed it before as well, payment was around 8.000, but I took a break and then I only got 4.000 trade runs. A bit of randomization would be good here.
 
:gday Mates,

I played for a while with POTC 14 Beta1 without any serious bug. Really stable and playable.

Then, when I become enough strong, I try to conquer a town and I encounter the bug that sir. Daf.fr so deeply described in the following post:

http://forum.piratesahoy.net//tracker/issue-338-bug-during-the-attack-of-a-town-build-14-beta-1-patch1/

I'm just wonder if after a month something was done to solve this bug.

The problem, for what I've seen, is that the NPG are teleported (allies and enemies) in a game area where there are no way to proceed so they stay there for ever and the player can't continued to the next stage.
I think that if to find a solution required to many time, a workaround could be a cheat to defeat all enemy, maybe the game could be unblocked. Does exist a featured like that?

BTW, the Build 14 Beta is the last anchor to the computer game that I have. THANK FOR EVER :bow :bow :bow

:keith bye, bye,
giuliootto
 
As for compass, I checked and it turns out I had disabled compass enabled interface. I changed settings and it works correctly. Thanks for pointing it out.
Brilliant! :woot

As for ship building, as you can see it will require some work to do this correctly so I will leave it in hands of people that know what they are doing.However I will elaborate a bit about idea, as far as I know you can only build workshop with carriage (or whatever), it produced sailcloth and allowed some repairs. I would like to add possibility for this one to build small unarmed dinghy, but it would take some cash, planks and time.
The big shipyard (that "new" building) would only build ships and repair them. The hard part is what ships can be build, should there be limit that you need "plans" (items would do), should player be able to build different designs or just limited to "Custom" design? Theres quite a bit of stuff that needs more thinking, but the idea is pretty decent in my opinion.

BTW: On Saint Martin, there is bigass shipyard building from Buldingset, but its really big one with own building and all, it could be useful.
You're absolutely right about Saint Martin. These two were added back in the days there weren't any functional shipyards on that island yet.
Back then, these shipyards WERE functional. When proper buildings were added in the town, we left them in as eye candy and changed the dialogs.
However, all code for a functional buildable shipyard is still in place. I can't seem to find any code to actually BUILD it though.
Shouldn't be too difficult to change though.

What I did find already in place is the ability to turn a workshop into a shipyard.
It seems, though, that while this provides free ship repairs, it doesn't allow you to build anything.

You could make reputation impact surrender rate of enemy ships, if you are Horror of the High Seas then you are one fearsome motherf''''r, your enemies are scared sh*tless when they are fighting you and surrender more, but ambush chances are higher. Good rep shouldnt change surrender rate, but the better is your reputation the lesser chances that enemy captain will fake surrendering and ambush you when you board his ship, also higher reputation increases chances that said captain would like to join you.

From some information I gathered here there seems to be problem with PotC economy. Something that it have problems with returning to balance. Maybe you should add quest from governor, something along lines: "Our economy is FUBAR and we need your help! We already made preparation and all we need are transport ships that will bring us all this stuff we bought on other island" then you sail to said island you talk with shopkeeper and get options how much you want to take (half of free space, all of it etc.), when you return your payment is calculated by checking how much goods you brought (remember that you are one of many traders that is working on this one). Of course that player could do this on their own, but mission like this would create an illusion that governors actually do something worthwhile ;).


And now for some odd thing: I noticed that if you are constantly doing trade missions (ie. you finish one and immediately get another one) the payment remains the same right now Im always getting over 10.000 gold per run, 5 times already. I observed it before as well, payment was around 8.000, but I took a break and then I only got 4.000 trade runs. A bit of randomization would be good here.
All the above are some pretty good ideas, but I'm not sure who we might be able to convince to work on any of these.
That's a bit of a shame with our community; we want to do a lot, but don't have enough people to do everything. :(
 
I try to conquer a town and I encounter the bug that sir. Daf.fr so deeply described in the following post:
http://forum.piratesahoy.net//tracker/issue-338-bug-during-the-attack-of-a-town-build-14-beta-1-patch1/
I'm just wonder if after a month something was done to solve this bug.

The problem, for what I've seen, is that the NPG are teleported (allies and enemies) in a game area where there are no way to proceed so they stay there for ever and the player can't continued to the next stage.
I think that if to find a solution required to many time, a workaround could be a cheat to defeat all enemy, maybe the game could be unblocked. Does exist a featured like that?
This issue is unfortunately a long-standing one, but it's definitly one of the most important ones to fix.
Can anyone confirm if capturing towns is bugged for ALL towns or just some?
I'm pretty sure that in SOME towns, you can conclude the "boarding" fights and get into a talk with the governor.
However, I've also heard that after that point, you run into other bugs.

In any case, we definitly need to follow-up on this one properly. It is an unfinished mod by Pirate_KK,
who is currently very busy trying to make the CoAS source code compile properly,
but I'll try to convince him to do at least something so this is no longer game-stopping. :modding
 
All the above are some pretty good ideas, but I'm not sure who we might be able to convince to work on any of these.

Then whats the point of creating a feedback thread where you ask what should be changed, improved or what to add to mod to make it better, if you wont even consider new ideas?
 
I try to conquer a town and I encounter the bug that sir. Daf.fr so deeply described in the following post:
http://forum.piratesahoy.net//tracker/issue-338-bug-during-the-attack-of-a-town-build-14-beta-1-patch1/
I'm just wonder if after a month something was done to solve this bug.

The problem, for what I've seen, is that the NPG are teleported (allies and enemies) in a game area where there are no way to proceed so they stay there for ever and the player can't continued to the next stage.
I think that if to find a solution required to many time, a workaround could be a cheat to defeat all enemy, maybe the game could be unblocked. Does exist a featured like that?
This issue is unfortunately a long-standing one, but it's definitly one of the most important ones to fix.
Can anyone confirm if capturing towns is bugged for ALL towns or just some?
I'm pretty sure that in SOME towns, you can conclude the "boarding" fights and get into a talk with the governor.
However, I've also heard that after that point, you run into other bugs.

In any case, we definitly need to follow-up on this one properly. It is an unfinished mod by Pirate_KK,
who is currently very busy trying to make the CoAS source code compile properly,
but I'll try to convince him to do at least something so this is no longer game-stopping. :modding

:gday Pieter,

I'm waiting for a fix from Pirate_KK. In the mean time a restart to play with CoAS (even if the Build 14 is much better for me).

:keith bye, bye,
giuliootto
 
Giuliootto, for the town capture issues, please see here: http://forum.piratesahoy.net//topic/13281-making-capture-town-boarding-locators/
We could very much use some help with that one. It's fairly easy to do, just a lot of work.
The explanation on how to do it is in that thread. However, with our lack of people to work on things,
it would be great if we could find someone who would be willing to do it.

Taro8, the problem is that although we WANT to do a lot, we don't have many people with the knowledge to actually DO it.
Your ideas are very good and I'd like to see them added to the game, but we also want to fix and finish what we have.
It's a very difficult thing to make the mod better and we need all the help we can get. :yes
 
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