• New Horizons on Maelstrom
    Maelstrom New Horizons


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Hi.

Note: My friend expierienced a crash with the exact same circumstances as instance 3 except at Conceicao. (My apologies for the spelling mistake), except he didn't resolve it and had to start again. xD
 
I can make heads nor tails of that one. Seems like it's completely random then. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Yeah, guess your right. I know how to solve it anyway so if it happens again I'll just grin and bear it. =P
 
not much choice you'd have anyway. i've never seen the bug. probably because i only had that ship once.
 
I seriously doubt that these crashes are caused by a battleship of any design, French or otherwise.
The stock battle ships have never been a problem, and I even doubt that the AOP import is a problem.

Apofis, could you check the "worldmap.c" file and make sure the line:
#define MAPSPEED
... is set to 1.0

It might not help the trade and escort missions with cargo overruns.
But with that setting, the random crashes while sailing on the world map and transitioning to sea mode, should stop.
 
Petros, if this works I am eternally in your debt, and I will also be willing to have your children for you. xD

Mostly because the dang bug is very, very, very, ennoying. But more so than that because I just encountered a fleet of Pirate Warships facing off with a Spanish Warfleet. And by some miracle (I think Calypso may be smiling upon me) I managed to sink all the Pirates and make off with 4 Manowars... and sank 3 more... xD

So if this does work then I will personally hunt you down and force upon you a very large chocolate cake, conatining 8 varieties of verying shades of chocolate and a good helping of the After Eight mint filling. =]
 
<img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> Chocolate sounds good. Let's just see if it works. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
Well I won't be able to tell you because I have to go to bed now. xD

I'll play it for a while and if it doesn't happen again I'll assume that it's worked, then we shall have cake!

But as is often the case in situations like this as soon as one problem is solved another one immeadiatly arises! (Hooray for consistency!)

Well lets just say that circumstantially I have to go to Douessen and while demolishing some pirate boats to land at the port I manage to miss the Pirates and by the grace of God I hit the Fort! Hooray for poor accuracy!

Well naturally after killing some Dutch soldiers I manage to take the fort and get the usual rewards that follow. (I.e. A certain amount of gold and expierience that for some very odd reason all towns share as though there was only one town in the game so that when you take one down the game just keeps deducting the numbers untill every town in the game has around about 12 people.... each...)

But thats not the problem because then I save (Stupid, stupid, stupid...) So naturally I remember why I went there and of course I go to speak to the tavern owner and HolyOhMyGoshShockShockHorrorHorror he's not there!

So question is this: How do I get the towns population to rise. (Short of abusing my female officers in order to repopulate the town single handedly?)
 
LOL! Just after you captured a fort, everybody will be gone. Go away from the island and return. I think everybody should've returned then.
 
Cheer's me hearty. And about the fort thing is that an actual issue in the game or am I just going crazy from playing this game too much? (I actually heard the Jack Sparrow theme in my head whilst focusing on my drama teacher the other day xD )
 
Everybody being gone after capturing the fort is not an issue. It is the way it was always supposed to work. It's worked like that ever since the original game.
 
No I mean the consistency of attacking forts, for some reason whenever I attack one it's as though the game only has one town and deducts towns people from only one number which is displayed for all towns, so say if I reduce Redmonds Population to 12, and then attacked a town I had never attacked before the population of that town would also be 12...
 
Ah. That IS weird. I am pretty sure there are different population numbers for all towns. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
It might just be a unique case, but it seems that in every game I've started with Build 13 final has shared the same problem, it might just be me but it seems that all of the Fort Captured screens draw thier calculations from the same source.

Btw: I'm downloading the Build 14 Alpha 6 thing from your sig to test out, is that the latest testing version or should I look for another one?
 
It's the latest properly playable version. Let's put it that way. There's more recent versions, up to Alpha 8 WIP 1 (and the unreleased WIP 2), but these are all much less playable.
 
That's the spirit! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
if you keep hitting the fort by poor accuracy, are you sure you're just not hostile with the dutch? the auto-aiming system seems to prefer taking out the fort before the ships. besides, i think it would be pretty obvious they don't like you by now. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
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