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Hornblower Quest

Short Jack Gold

Very ancient mariner
Storm Modeller
The quest is complete as far as the story goes for now.
Horatio Hornblower – Walkthrough (no Spoilers)

NOTE: The word [TRAP] appears from time to time in this walkthrough.
It is not a bug. It indicates the player is at risk if the correct action is not taken.

The game starts with Horatio (the player - you) in Antigua Port.
You must find the Naval Academy and get your first orders. You have just arrived from England.
Go into the Academy.
Once in there you will automatically walk ( auto-walk) to the other characters to start the dialog.
You will be told to go to Naval Headquarters for more orders, and when that is done told to sail to Guadeloupe to land supplies.
When the dialog is done the player should leave the Academy by the main door to the port.
Clayton and Kennedy will complain to you about Jack Simpson.
You should go to Naval Headquarters where you will receive orders to have larger guns fitted to the ship and get more background information.
Leave Naval Headquarters by the main door.
Meet Simpson. Have an argument. (auto)
Go to the Shipyard talk to the Dockyard Commissioner and get larger guns fitted.
You may now go to sea. (This is an auto load function which will start as you reach the end of the dock).
Dialog with Simpson on deck as you board – auto go-to-sea on completion.
Sail to Guadeloupe – (Anse Casse Bois)
Land on beach with Simpson and Clayton where you will meet Lt. Buckland.
He tells you, you are late. An argument with Simpson ensues. Clayton is killed. (auto)
Lt. Clayton returns and sends you back to the ship with orders to sail to Port Royale in Jamaica.
Sail to Port Royale. Go to port.
Captain Keene dismisses you from his ship and you join the Indefatigable under Captain Pellew.
(auto jump-to-new-ship)
Another argument with Simpson on deck. Swordfight. (auto)
Captain Pellew orders you to sail for Nevis (Charlestown) to pick up a new crew. (auto go-to-sea) [TRAP]
Sail to Charlestown. Go to port.
Pellew orders you to get more gunpowder for the ship.
Go to the Store and get gunpowder.
On leaving the store Lt. Buckland says Captain Pellew wants the new crew trained and some officers collected from Bridgetown.
Sail to Bridgetown.
Go to port.
Lt. Buckland does not want to leave the sip so sends you to collect the officers. They are in the Naval Headquarters in the main town.
Go to Naval Headquarters. (near the prison).
Collect Lieutenants Bracegirdle and Quelp.
Sail to Charlestown.
At Charlestown port Pellew will advise that the “Indy” is to accompany the Justinian and sink a French ship (the Vocano) at Martinique.
Auto MOVIE – Pellew talks to crew.
Auto-go-to-sea.
Sail to Martinique find the Volcano (East coast of Martinique). Sink her.
When she is sunk sail back to Charlestown. Go to port.
Pellew will tell you to follow him to the Academy. Follow him.
In the Academy Captain Sawyer will discuss the battle – you are accused of fouling the Justinian’s line of attack. Pellew will defend your actions. Sawyer will agree and accuse Simpson.
Simpson will attack you. (auto)
Kill him.
You are promoted to Acting Lieutenant. At end of the dialog leave the Academy by the main door and on into the port. You will receive your new uniform and meet Archie Kennedy.
You are auto-transported to the room upstairs in the Tavern.
(You have slept for two days!)
The 'Indy' has left for Antigua so you only have a Tartane.
Go downstairs and meet Hunter. He will tell you of French blockade of the town.
You will decide to cut of the French water supply by going to White Bay.
Hunter knows of a short-cut and directs you to the house near the bridge across the stream.
Go to House by the Bridge (Mystery House) and go inside. [TRAP]
You will meet ‘Smug’ Larr who will let you use his tunnel to the beach for 100 in gold. Pay him. (auto)
and go through the back door into the tunnel.
Go through tunnel to the beach.
There you will meet Chosen Man Richard Sharpe and his men, who will ask what you are doing.
Talk to him and he will help you capture part of the French crew.
When crew is captured, go back to the beach and talk to Hunter. Auto MOVIE –cut-in of ship’s capture.
Auto return to beach.
Captain Pellew lands – talk to him. Major Arthur Wellesley and his sister arrive.
All of you go back through the tunnel to the smugglers house.
Back at the smugglers house Lt. Quelp kills Smug Larr to protect Richard Sharpe. (auto-kill)
Pellew sends Quelp and the Wellesley’s away for their protection.
Pellew talks about dead bodies – Harper (Sharpe’s man) says only one was dead, the other was unconscious and told of a second tunnel which leads to the pirate town and the Naval Academy.
Pellew is perturbed by this and tells you and Sharpe to locate the tunnel entrances.
Go up steps into back room – Harper gives instructions on route to take.
Find entrance to smugglers camp – go into room – go into second room. [TRAP]
return to the tunnel and find entrance to the Academy.
(You can find the Academy first but it is harder to get back) BOTH entrances must be found for the game to continue.
Return to the Back Room in the Smugglers House. Talk to Pellew. A traitor exists, but who?
Go to Academy – talk to Pellew and Qulep.
Quelp leaves. Major Wellesley arrives. Pellew approves plan to catch traitor.
Go with Wellesley to Smugglers House.
Fight with French troops . Kill them all. (Quelp is not present.)
THE LIEUTENANT’S EXAM – FIRE SHIP.
Take Wellesley through tunnel to the beach (White Bay).
At beach meet Dreadnought Foster – he demands you to sail to Port Royale with him.
Sail to Port Royale. Go to port.
Foster tells you to meet Pellew at the residence gates. Wellesley goes to the fort(auto)
Go to meet Pellew outside the Residence. He tells you, you are up for the lieutenants exam.
He will tell you where the Naval HQ is.
Go inside Naval HQ.
Lt. Chadd will direct you to the examination room.
Go to the examination room. There you will find Captains Foster and Hammond.
They will examine you.
During the exam the port guns will sound the alarm and Lt. Chadd will report a fire ship is in the port.
Foster Hammond and Chadd leave the room.
Go to port. (fast travel NOT available) (you will see the fireship.)
Go to dock. You agree with Captain Foster to swim to the fireship. (auto transfer).
On fireship deck go to the ship’s wheel. [TRAP]
Captain Foster will give you directions to avoid hitting the ‘Indy’.
Captain Foster tells you when you are clear of the ‘Indy’.
Foster goes to look for the chase boat which should take you off the fireship but falls down the burning stairs.
Go to Foster and rescue him. (auto back to dock). [TRAP]
An argument ensues between Foster and Hammond as to why Hammond failed to send the chase boat.
After the argument Captain Pellew arrives and takes you back to the ‘Indy’. (auto)
He tells you you are invited to dinner with Major General Hew Dalrymple. (auto transfer).
THE DEVIL AND THE DUCHESS
You are given secret orders to take to England and meet the Duchess of Wharfedale who you must also take to England.
Go to ship. Go to sea. Auto MOVIE –cut-in of capture by Spanish and you giving documents to the Duchess.
Auto-transfer to Spanish prison. Meet Archie Kennedy.
Midshipman Hunter complains that Kennedy "has had it" and should be left alone.
Duchess arrives at prison and takes you to meet the fort commander.
Fort Commander gives you permission to walk on beach.
Walk on cliffs and beach with Duchess – ask her about the documents. (must hit trigger point on beach path for this to happen).
Go to Fort again.
Hunter complains about Kennedy again.
Go to see Kennedy again. He is better.
Duchess comes in to ask about him. She leaves.
Kennedy recognises that the Duchess is an actress.
Fort Commander invites you to dinner.
Go to Dinning Room in fort.
Meet French Major - he also recognises the Duchess as an actress.
The Duchess denies this.
auto transfer to fort after dinner.
Duchess admits she is an actress. you ask for documents back. (not given to you)
French officer arrives and challenges the Duchess as to who she is.
They go off together (auto)
auto next-day - Hunter makes comments about the dinner.
Duchess arrives and explains why she went off with the French officer.
auto next-day Fort Commander tells you the Duchess has left but gives permission for you and crew to go to beach.
auto transfer to beach.
Matthews (auto) runs up to you and tells you about battle bewteen the Indy and a Spanish ship that is going on at sea.
Fort Commander arrives and you discuss the battle.
Spanish ship hits the rocks.
You ask for a boat to rescue the crew.
Fort Commander gives permission and you give parole not to escape (and your crew).
Go to next beach.
Talk to Archie
AUTO MOVIE - Spanish ship wreck – escape – picked up by the “Indy”.
Auto to Indy - Promoted to Commissioned Lieutenant - tell Pellew you and crew must return to prison.
Crew Agree.
AUTO to prison.
Meet Fort Commander again.
auto next day
Talk to Archie
auto next day
talk to prison commander – given freedom.
Go to beach
Go to second beach
Meet Sharpe and Wellesley again and introduced to Lt. Chumley. - told about French at Octopus Bay.
Sail to Guadeloupe beach (Octopus Bay)
Go to shore
Battle with French troops. (first part auto – last part you must fight to stay alive.)
After battle Chumley wants to sail back to Charlestown. You want to goto Spieghtstown as it is nearer and the wounded need to be attended to quickly.
Sail to Spieghtstown. Go to port.
Talk with Chumley about the wounded.
MUTINY
(NOTE: This whole section takes place on the quest deck – you cannot leave the ship)
Pellew arrives and tells you you have been transferred to Captain Sawyer and you must go to Naval HQ in Bridgetown to report.
Find Archie Kennedy in the Tavern.
Go to Bridgetown. - Meet Wellard.
Go to Naval HQ.
Meet Sawyer. Told to board ship.
Go to Port – auto board ship.
Lt. Bush arrives.
Go talk to helmsman.
Captain arrives (Auto)
Officers line up for Captains meeting. (auto)
Mr. Bush introduces himself.
Captain orders ship underway.
Archie is concerned about the Captain.
A storm blows up.
Captain allows for sails to be reefed orders hauling.
Wellard is in the rigging. (auto)
Sail tears – Wellard stops hauling sail.
Captain punishes Wellard for countermanding his order.
Auto to crews quarters to see Doctor and ask about Wellard.
Auto back to deck.
Archie discusses the Captain’s condition.
Bush calls you to a meeting with the Captain.
Captain tells you the task is to capture the Spanish fort on Playa de Sabana.
Argument with Captain – he looses his concentration.
Doctor asks all officers to leave.
Bush Buckland and Kennedy discuss taking over the ship.
Bush warns that this will be mutiny.
Bush and Buckland leave.
Wellard arrives.
Go to main deck to talk (Captain is heard on deck).
Captain follows you. (stand still!)
Captain falls into hold.
Auto cut to next morning.
Doctor asks what happened – and that Buckland must take over the ship.
Buckland suggests use the Renown to broadside the fort.
You tell him guns won’t elevate enough and that you must do a land assault.
Agree to land assault.
Auto land at Playa de Sabana beach.
RETRIBUTION
Matthews warns that Spanish might see ship.
Spanish see ship and player and open fire.
Goto Prison Beach. [TRAP]
On prison beach go to rope bridge [TRAP]
Sharpe sends riflemen to shoot guards. (auto)
Remaining guards attack.
Kill guards.
Discuss with Kennedy how to blow up fort gate.
Bush tells you the Fort has surrendered.
Cross bridge and talk to Fort Commander.
Auto into fort.
Find Lt. Quelp was a prisoner there. Free him.
Buckland takes formal surrender of ship.
Buckland sends prisoners and Quelp to ship.
Tells player to stay and blow up the fort.
Bush and Kennedy assist in setting charges. (auto)
Go back to bridge. Auto run across bridge.
Fort blows up. (auto)
Go Back to ship.
Get back to beach.
On beach Matthews reports that the Spanish prisoners have taken the ship.
Go to board ship. (auto transfer to quest deck)
Fight with Spanish. (Kennedy and Bush are wounded).
One prisoner tries to kill Sharpe (auto)
Lt. Quelp saves Sharpe.
Sharpe is now confused as to loyalty of Quelp.
Go to beach to bury the dead.
Return to Port Royal.
Arrested for mutiny (auto).
Court Martial.
Acquitted. Promoted to Commander.
Given the Retribution (ship).
Sharpe calls you to a meeting with Wellesley.

THE NEXT PARTS ARE NOT SHOWN HERE:
There is a twist to the story here which will be spoilt if written down.
At the end of these parts:

Sail to Antigua.
French are attacking the town.
Go to outskirts and find Matthews.
Cannon battle with French.
French retire. Follow them into the next valley with Sharpe and riflemen.
Find two dead rifle men.
Discuss the situation with Sharpe. [TRAP] if you make the wrong choice.

Ending According to decisions made after talking with Sharpe.
EITHER:
A further cannon battle with the French, then if successful in battle:
Told to sail to Bridgetown.
Sail to Bridgetown.
Go to Naval H.Q. – told war is over.
Find somewhere to live (local house)
Meet Maria.
Transported to dock. Maria tells you Sharpe is in the tavern.
Meet Sharpe again. (he explains more of the mystery part).
Go to Lighthouse.
Find bodies. (related to the mystery part).
GAME ENDS (for now)
OR:
Arrested for treason and executed. (Game over).
OR:
Captured and put in a French prison.
END OF QUEST (for now)
 
After making some slight adjustments to the Alpha 9.5 Patch 2 code, which is unfortunately not entirely complete,
I have been able to play the prison and shore attack scene. I must say, it really IS cool. Especialy that shore attack! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Hello

I can´t get out from prison and go to the prison shore with the duchess.
I follow her to the door, she disapers and i try to follow her but
the game send me back to the fort (prison)??

Whats wrong???

please help!

Thanks
 
So you did get all the way up to this point without notable problems? That's good! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
This problem is fixed in the <a href="http://forum.piratesahoy.net//index.php?showtopic=14041" target="_blank">Build 14 Alpha 9 Experimental Mods</a>, but that requires you to start a new game.
To be able to continue your current savegame, open PROGRAM\console.c and add two lines like this:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void ExecuteConsole()
{
    ref pchar = GetMainCharacter();
    if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
    ref ch;
    int i;
    int limit;

    Locations[FindLocation("Prison_Shore")].reload.l2.autoreload = "0"; // Add this
    Locations[FindLocation("Dining_Room")].reload.l1.autoreload = "0"; // And this<!--c2--></div><!--ec2-->
Load your savegame, press F12 and then it should work without reloading you back. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I'm about to start Hornblower with experemental mods <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I'll tell you how I go <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
You might want to wait a short little bit; I'm currently updating the experimental mods. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Sure thing <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

I'll work on the part of Jocard I forgot to finish <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />o)

(It is only updating two dialogs <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />)
 
Experimental Mods discussion moved to the <a href="http://forum.piratesahoy.net//index.php?showtopic=14041" target="_blank">Build 14 Alpha 9 Experimental Mods</a> thread. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I just played through the Hornblower quest and I am very happy to say NO BUGS!!!!

Played it start to finish no problems <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
GREAT QUEST SHORT JACK GOLD <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

NOTE: I'm using Build Alpha 9.5 Patch 2 + Experimental Mods
 
I played just the opening and finish and not the parts between, but what I saw worked fine.
Had to sort of some reload issues caused by myself, but it's all good in the experimental mods. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Are you planning on continuing the quest?
The story now ends rather abrupt and leaves the player under the impression that the story continues.

BTW: I merged the other Hornblower thread with this one.
 
<!--quoteo(post=337409:date=Jul 15 2009, 11:13 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 11:13 AM) <a href="index.php?act=findpost&pid=337409"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Are you planning on continuing the quest?
The story now ends rather abrupt and leaves the player under the impression that the story continues.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you're talking to me - then yes - I am working on merging other film stories at the end of the current story line.
I am also changing the present start a bit - to accommodate more of Sawyer (although that film is primarily dialog and by flashback).
I am also not having Quelp appear in the fight in the smugglers den - so he can appear later to foul things up for our hero.
I have also changed the battle scene slightly (now have correct drum music) to give better firing routines by the troops.

<b>EDIT:</b> I am also placing an option were Hornblower can go off with Sharpe and Wellington for a bit - to provide more land encounters.
He returns to the main line later if the option is taken.

If you weren't talking to me - ignore the above <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Indeed I WAS talking to you and it's great to know that you're planning on extending things. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

If you care about the order of events in the films a bit, you have the duel with Simpson, which is film 1.
You don't have the examination for lieutenant and fire ships from film 2, but you've got the Nevis cave story instead.
The prison scene from the Duchess and the Devil is present, as well as a land battle of British vs. French from The Frogs and the Lobsters.
Although in the film, the fight was actually in France and ended in failure, but it's some sort of similarity anyway.

The Captain Sawyer part where he goes mad happens after all these events, just prior to Hornblower's promotion to Commander.
I wonder how you can handle that, since it's supposed to be on a long trip to far away during which lots of things happen.
At this time, our worldmap doesn't allow for truly long trips.
What if we were to add a fake island in the North-East corner which can double as Europe?
I'm messing around with additional islands anyway.

As far as the flashback thing is concerned, in the BOOK, it's not told in flashback at all,
so that gives you some freedom in not doing that for the quest either. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Interestingly enough, Mr. Bush is actually the main character of the Lieutenant Hornblower book,
while it is actually ABOUT Hornblower.

If I were you, I'd remove Barbara Wellesley until after Hornblower is promoted to Post Captain and gets the "El Supremo" mission.
I haven't actually played the quest parts involving Barbara, but judging by the code you made more use of her than just the sighting in Port Royale.

On the other hand, what about involving Maria at some point? Not in any military quests and such, of course,
but it could give an interesting feel if at some point you get a house and a wife who you visit every now and then.
 
<!--quoteo(post=337458:date=Jul 15 2009, 02:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 02:15 PM) <a href="index.php?act=findpost&pid=337458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you care about the order of events in the films a bit, you have the duel with Simpson, which is film 1.
You don't have the examination for lieutenant and fire ships from film 2, but you've got the Nevis cave story instead.
The prison scene from the Duchess and the Devil is present, as well as a land battle of British vs. French from The Frogs and the Lobsters.
Although in the film, the fight was actually in France and ended in failure, but it's some sort of similarity anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->I am trying to hold to the "books and films" timeline - but there are some program limitations - quite a bit of the stories occur when Hornblower ISN'T present and that makes things a lot harder to do. [I know it can be done but it's a lot of programming time - we will see how I get on.]
Re the examination and fire ships - the "good bits" of that take place in the water and on a rowing boat - in the water isn't a problem - the rowing boat is.
Re losing the battle with the French - that's easy - I'll look at that.
<!--quoteo(post=337458:date=Jul 15 2009, 02:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 02:15 PM) <a href="index.php?act=findpost&pid=337458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The Captain Sawyer part where he goes mad happens after all these events, just prior to Hornblower's promotion to Commander.
I wonder how you can handle that, since it's supposed to be on a long trip to far away during which lots of things happen.
At this time, our worldmap doesn't allow for truly long trips.
What if we were to add a fake island in the North-East corner which can double as Europe?
I'm messing around with additional islands anyway.<!--QuoteEnd--></div><!--QuoteEEnd-->Being discussed in Battle Rocks. - I agree regarding the size of the film clips - perhaps an on screen message would work well enough.
<!--quoteo(post=337458:date=Jul 15 2009, 02:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 02:15 PM) <a href="index.php?act=findpost&pid=337458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As far as the flashback thing is concerned, in the BOOK, it's not told in flashback at all,
so that gives you some freedom in not doing that for the quest either. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
Interestingly enough, Mr. Bush is actually the main character of the Lieutenant Hornblower book,
while it is actually ABOUT Hornblower.<!--QuoteEnd--></div><!--QuoteEEnd-->Being poor - I can't afford the books <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> So I will see how your (book) version could fit in.
<!--quoteo(post=337458:date=Jul 15 2009, 02:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 02:15 PM) <a href="index.php?act=findpost&pid=337458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If I were you, I'd remove Barbara Wellesley until after Hornblower is promoted to Post Captain and gets the "El Supremo" mission.
I haven't actually played the quest parts involving Barbara, but judging by the code you made more use of her than just the sighting in Port Royale.<!--QuoteEnd--></div><!--QuoteEEnd-->He only gets another "sighting" of her at Nevis - they don't talk - just planting the seeds to save introductions later as to who she is etc.
<!--quoteo(post=337458:date=Jul 15 2009, 02:15 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 02:15 PM) <a href="index.php?act=findpost&pid=337458"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->On the other hand, what about involving Maria at some point? Not in any military quests and such, of course,
but it could give an interesting feel if at some point you get a house and a wife who you visit every now and then.<!--QuoteEnd--></div><!--QuoteEEnd-->I could put her on Oxbay till "England" is created.
 
Maybe if you replace the rowing boat with a dinghy? You can use a <i>Ship_Detonate(pchar, true, false);</i> line to create a fire ship.
That'll make the ship explode and keep exploding without taking damage.

If you ever can afford one of the books, they really do come recommended. Brilliant stuff.
And all of them are good, though "The Happy Return" was the first book written and would be my recommendation to start with.
Have you seen anything of the "Captain Horatio Hornblower" movie? That's a brilliant one too.

In the books and film, Lady Barbara suddenly gets thrust into the story without any prior introductions.
This makes the relation between Hornblower and her develop in ways that I don't think they could if they knew of each other beforehand.
But this is your interpretation of the stories and I'm happy with anything you do with it. Ehm... apart from aliens. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I could easily add a fake England island; it'd be called England, but will still look like any Caribbean island with palm trees in the ports.
For gameplay purposes, this would work, though it'd be infinitly better if eventually we can replace the model.
Theoretically this should be possible, but somebody'd have to make it.
 
<!--quoteo(post=337408:date=Jul 15 2009, 11:07 AM:name=Captain Maggee)--><div class='quotetop'>QUOTE (Captain Maggee @ Jul 15 2009, 11:07 AM) <a href="index.php?act=findpost&pid=337408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I just played through the Hornblower quest and I am very happy to say NO BUGS!!!!

Played it start to finish no problems <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
GREAT QUEST SHORT JACK GOLD <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

NOTE: I'm using Build Alpha 9.5 Patch 2 + Experimental Mods<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks Captain <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
It always helps (as you know) when someone else does a "check play".
I haven't added the Experimental Mods yet - so it's good to know "they" and the quest "get along". <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Actually, your quest would work better in the experimental mods, because the latest fixes didn't make it into Alpha 9.5 Patch 2.
And the Different Flags mod will be added to the next update, since it seems to work pretty well now and looks SOOO much nicer.
That means you get your Hornblower quest white ensign now too, SJG! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<!--quoteo(post=337482:date=Jul 15 2009, 04:33 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 04:33 PM) <a href="index.php?act=findpost&pid=337482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Maybe if you replace the rowing boat with a dinghy? You can use a <i>Ship_Detonate(pchar, true, false);</i> line to create a fire ship.
That'll make the ship explode and keep exploding without taking damage.<!--QuoteEnd--></div><!--QuoteEEnd-->The fires the player sees when struck by lightening would be good too, if that's not what you are talking about. Can you give me the commands for those?
Also, the research I have been using is that from the films and old radio broadcasts (they are free <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) and as you point out there are in some cases considerable variances.
What I understand at the moment is that Hornblower's father got him posted to the Justinian from where he was transferred to the Indefatigable. How, when, was he transferred to Sawyer's ship?
<!--quoteo(post=337482:date=Jul 15 2009, 04:33 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 04:33 PM) <a href="index.php?act=findpost&pid=337482"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I could easily add a fake England island; it'd be called England, but will still look like any Caribbean island with palm trees in the ports.
For gameplay purposes, this would work, though it'd be infinitly better if eventually we can replace the model.
Theoretically this should be possible, but somebody'd have to make it.<!--QuoteEnd--></div><!--QuoteEEnd-->For the moment I will use Oxbay. It will be a fairly simple change later when England rises from the rolling azure sea.
 
<!--quoteo(post=337593:date=Jul 16 2009, 10:52 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Jul 16 2009, 10:52 PM) <a href="index.php?act=findpost&pid=337593"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Thanks Captain <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
It always helps (as you know) when someone else does a "check play".
I haven't added the Experimental Mods yet - so it's good to know "they" and the quest "get along". <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I sure do know <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

It is a great download now <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> adds a lot to gameplay
 
I have NO idea how to add the real fire that you get from being hit by lightning or sometimes in battles.
I looked into it for the burning of the Wicked Wench, but couldn't figure it out.
That's why I suggested using the Ship_Detonate function instead; that's a function that at least works and causes no damage.

In the book, The Duchess and the Devil story is actually the last part of the first book.
The battle of The Frogs and the Lobsters story comes first, unlike in the movie series, where it comes later.
The first book ends with Hornblower being released from the Spanish prison and the second book starts
with Hornblower as a lieutenant aboard Captain Sawyer's ship. It is never said how he ended up there.

From what I understand, Hornblower started as midshipman in the Justinian, but got transferred to the Indefatigable.
His promotion to lieutenant happened while he was in the Spanish jail and afterwards he got posted to the Renown.

One thing I do remember that is in both the books and the films is "The Cargo of Rice", Hornblower's failed first command.
This is part of The Even Chance film, though is a seperate story in the first Hornblower book.
 
<!--quoteo(post=337600:date=Jul 16 2009, 09:29 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 16 2009, 09:29 AM) <a href="index.php?act=findpost&pid=337600"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have NO idea how to add the real fire that you get from being hit by lightning or sometimes in battles.
I looked into it for the burning of the Wicked Wench, but couldn't figure it out.
That's why I suggested using the Ship_Detonate function instead; that's a function that at least works and causes no damage.

In the book, The Duchess and the Devil story is actually the last part of the first book.
The battle of The Frogs and the Lobsters story comes first, unlike in the movie series, where it comes later.
The first book ends with Hornblower being released from the Spanish prison and the second book starts
with Hornblower as a lieutenant aboard Captain Sawyer's ship. It is never said how he ended up there.

From what I understand, Hornblower started as midshipman in the Justinian, but got transferred to the Indefatigable.
His promotion to lieutenant happened while he was in the Spanish jail and afterwards he got posted to the Renown.

One thing I do remember that is in both the books and the films is "The Cargo of Rice", Hornblower's failed first command.
This is part of The Even Chance film, though is a seperate story in the first Hornblower book.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks for that Pieter <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
I thought I was going loopy (again <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )
Working on interposing the Fire Ships (subject to program functions) when Hornblower first goes for his promotion.
(being inserted before he meets the Duchess) so that should get us closer to the storyline.
I do have an idea for the transfer - so let's see how it works.
After the current battle ending, goes back to Nevis and is transferred to the Renown [or does a side quest with Sharpe- after which he is transferred to the Renown] - ship gets stuck - Hornblower captures Spanish Fort after another battle - Sawyer has lost command - Buckland in command - Return to Nevis where Hornblower is charged with mutiny - Sent to Antigua where Hornblower is put on trial.
Cleared - Get's the Hotspur but before he can go to sea peace is declared and he is "laid off". - meets and marries Maria.
Would that work for you?
 
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