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    Maelstrom New Horizons


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Update Readme??

Meethos

Landlubber
First off I would like to thank all of you who worked hard and put the build 12 update together as it got rid of my shipyard CTD and other problems. You guys are awsome. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> Have some rum on me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Anyways as to my question, I was wondering if down the line you guys were planning on releasing a readme for the great updates you have made. For two reasons one to slate my curiousity of whats been fixed and more importantly so that way we know what bugs have been fixed and can identify any fixes the may not work as advertised.

Perhaps we should make a checklist of sorts of known bugs that will be updated when they get fixed. This should be seperate from the dedicated bug thread and not be a place for people to post new bugs, but instead just have someone update the list as they become known. This will be a place people can come and see if their bug has been reported instead of reading through the multiple bug threads and also a place for those fixing the bugs can see which bugs remain to be tackled.

Anyways I've rambled on enough, thank you all for your hard work. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
Meethos, there's a README for the Build here - <a href="http://build12.piratesahoy.net/Build12%20Readme.htm" target="_blank">http://build12.piratesahoy.net/Build12%20Readme.htm</a> (and also included with B12). Did you want more than this? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Ah yes, I was looking at the readme and noticed that it doesn't include any of the fixes that we get from the update installer. Unless I'm mistaken (which is quite possible) that is the original build 12 readme and doesn't reflect the most recent changes to the build. Does that make sense??

Obviously (for me) the shipyard CTD was fixed, before that the clement/danielle fix, the blacksreen after the menu, stuff like that. I guess you guys see it as how the mod was supposed to work, so no additional readme needed. Which is fine, I was just curious.

Edit: I don't expect anyone to go out of there way to provide this, I'm just curious what the updates entail.

I do think a checklist that would be perhaps stickied would be helpful. But first we would need to put together the known bugs and check to see which ones have been squashed with the updates.
 
Ah, I see... Yes, we DO mostly see these things as fixes for the way the mod was supposed to work in the first place, and not an upgrade, so to speak.

There will be additions to the Build that will be UPGRADES - such as my new skins at the tailor package, or Alan_Smithee's brace of pistols addition to the weapons...

Now that I've written a tutorial about how to put new characters into the tailor shops, I suspect that some of the other texturers will get their own collections together; I put one of Petros's skins in my package ("Evil Voysey"), but I know he's got more coming... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

The B12 bugs should start settling out, now... Hopefully it'll get quieter in here except for ideas for mods floating around. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Changelog (Sorry about forgetting this)
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->*Eliminated need for EURO define (with MEGA thanks to Sirus_Darke here!).
*Fixed last remaining `MQ-Sack` Greenford Bugs (at least I hope that's all).
*Fixed SetTownCapturedState, which always set to true, rather than what was passed to it. OOPS!
*Fixed not setting buildversion to 12.1, and not disabling townsack on original init (this is caught by the build upgrader in reinit so it wasn't a problem for the end user, just not clean and not consistent).
*Added discrete ship.CanBuy property so that ship.CanEncounter is not reused (so we can have ships that are only buyable and not encounterable, or vice versa). If it's not given in the ship define, it defaults to whatever CanEncounter is set to (and CanEnc defaults to true).
*Fixed Sailto behavior so it skips RS calcs and the `min-distance` and `relative-speed` checks if we're in Arcade mode.
*Added Sirus_Darke's fix to controls for EURO version. This removes support for the F5 and F9 keys and disables the game's built in time accel to free keypad* so that it and keypad/ can be used for quicksave/quickload, respectively.
*Added SURRENDER_MULT `chance-for`-surrender multiplier, to allow some small tweaking of surrender odds.
*Fixed bug with SetMusicNoPause() which didn't deal correctly with PGMUS.
*Fixed bug with Danielle not being reset to type "actor" when landing at Douwesen to search for Rheims.
*Fixed bug introduced by having extra nations for flag purposes, by editing GetRelation() and by adding function bool IsInParty(int mchridx, int chridx); Also added int RMGetHighestRelation(ref char); returns nation with whom char has highest relation (or pirate if all < amnesty).
*Fixed Danielle/Clement/Greenford bugs (introduced by NK in Build 12).<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Thank you very much, kind Sir. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> That was exactly what I was looking for. Keep up the excellent work.
 
The SURRENDER_MULT settiing will be very useful, my crew don't like it much when the merchantmen just give up without a fight
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Actually, we probably should just include the complete changelog.
As it includes more `coding-oriented` docs, it's about the closest thing to a "how to mod build 12" guide we have, other than the tuts on the Wiki.

(Yes, I am royally at fault here. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> If I add something, I ought to damn well document it...)

Sirus_Darke: I make no guarantees. It's a very poor implemenation, so it's not exactly a real multiplier (StoneD used a sum of ints on each side, rather than a straight frnd() vs. percentage, so it's hard to make a multiplier work quite right without some reworking).
 
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