Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
Quick links for Beyond New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
- Bug Tracker on Github
Quick links for Maelstrom
- Download the latest version of Maelstrom
- Download the latest version of ERAS II
- Download the latest version of New Horizons on Maelstrom
Quick links for PotC: New Horizons
- Download latest version
- Wiki
- FAQ
- Report bugs here
Thanks to YOUR votes, GOG.com now sells:
- Sea Dogs
- Sea Dogs: Caribbean Tales
- Sea Dogs: City of Abandoned Ships
Vote now to add Pirates of the Caribbean to the list!
Quick links for AoP2: Gentlemen of Fortune 2
- Downloads and info
- ModDB Profile
- Forums Archive
A Pirate Podcast with Interviews
Music, Comedy and all things Pirate!
- Episode Guide - About - Subscribe -
- Twitter - Facebook - iTunes - Android -
- Youtube - Fill the Coffers -
@Grey Roger...?So the little ships are still getting giant cannons. So be it.
Ah-hah! That's the clue we needed. The problem is berthing, specifically laying up the ship as opposed to putting it on shore leave. Shore leave keeps the ship exactly as you left it, with an officer commanding it, and you get charged for crew expenses when you relaunch it. Laying up is supposed to remove all the upgrades, but although the list of upgrades is cleared, their effects aren't. So, you upgrade the ship with, among other things, "reinforced hull", which raises the maximum calibre one level. You berth it and pick the "laying up" option. When you relaunch it, the upgrade list is cleared but the ship's maximum calibre is still one calibre higher, and when you apply "reinforced hull" again, the maximum calibre goes up one more. So a sloop of war with normal maximum calibre 12 is upgraded to 18, keeps it after you've layed up and then relaunched the ship, then you apply "reinforced hull" again and its maximum calibre goes up to 24. That doesn't explain how a brigantine with normal maximum calibre 9 goes up to 24 unless you berthed and relaunched it several times, and if you're going to do that, why stop at 24?I have been using that Carrack since I got it. I do not remember about the Sloop of War but it could have been berthed and relaunched. The Brigantine was definitely berthed and relaunched and her cannon size went from 18 to 24 when relaunched. When a ship is berthed all upgrades are lost and it was fully upgraded before it was berthed.
SHIP BERTHING: stripping upgrades
SHIP BERTHING: ship being stripped belongs to 'Fred Bob
KB_ROUTINES: unapplytunhullhp: current HP = 1245
KB_ROUTINES: unapplytunhullhp: new HP = 1132
KB_ROUTINES: unapplytunupcaliber: current calibre = 1
KB_ROUTINES: unapplytunupcaliber: new calibre = 4
SHIP BERTHING: stripping upgrades
SHIP BERTHING: ship being stripped belongs to 'Fred Bob
KB_ROUTINES: unapplytunhullhp: current HP = 1137
KB_ROUTINES: unapplytunhullhp: new HP = 1132
KB_ROUTINES: unapplytunupcaliber: current calibre = 2
KB_ROUTINES: unapplytunupcaliber: new calibre = 6
_char.ship.stats.maxcaliber = Cannon_Calibers[cal+inc];
RUNTIME ERROR - file: islands\islands.c; line: 17
invalid index -1 [size:24]
RUNTIME ERROR - file: islands\islands.c; line: 17
function 'GetIslandByIndex' stack error
RUNTIME ERROR - file: interface\shipyard.c; line: 5140
Using reference variable without initializing
RUNTIME ERROR - file: interface\shipyard.c; line: 5140
Using reference variable without initializing
RUNTIME ERROR - file: interface\shipyard.c; line: 5140
null ap
RUNTIME ERROR - file: interface\shipyard.c; line: 5140
null ap
RUNTIME ERROR - file: interface\shipyard.c; line: 5142
uninitialized aref
aref islRef; makearef(islRef,CurIsland.Trade.Contraband);
int n;
for(i=0;i<GetAttributesNum(islRef);i++)
There's no point in uploading the savegame because my installation currently has changes from @DeathDaisy and @Jack Rackham which both require a new game. The savegame is incompatible with any installation that does not also have both changes.@Grey Roger that error was also reported by someone else already. Once I have time I will look into it. I would appreciate if you uploaded the savegame where this happened to a seperate topic so I can replicate the bug.
Ah, if only we could finish this feature I once started on: Planned Feature - Include Cannon Weight and Number in Cargo Capacityno matter how tough you make the hull, if you fit the ship with heavier guns than it was originally designed to carry, it may end up overweight or top heavy, therefore likely to be unstable and capsize in the first storm.
if(cal != -1) { cal=cal - inc; _char.ship.stats.maxcaliber= Cannon_Calibers[cal]; }
SHIP BERTHING: stripping upgrades
SHIP BERTHING: ship being stripped belongs to 'Sympken Bertotten'
KB_ROUTINES: unapplytunhullhp: current HP = 1690
KB_ROUTINES: unapplytunhullhp: new HP = 1610
KB_ROUTINES: unapplytunupcaliber: current calibre = 2
KB_ROUTINES: unapplytunupcaliber: new calibre = 6
IT dropped low quality weapon (blade46) in favor of higher quality (blade46+1)
SMUGGLING smuggler visited Redmond
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Ketch
SMUGGLING total amount of smuggled goods: Redmond is 1116
SHIP BERTHING: stripping upgrades
SHIP BERTHING: ship being stripped belongs to 'Sympken Bertotten'
KB_ROUTINES: unapplytunhullhp: current HP = 1707
KB_ROUTINES: unapplytunhullhp: new HP = 1610
KB_ROUTINES: unapplytunupcaliber: current calibre = 2
KB_ROUTINES: unapplytunupcaliber: new calibre = 6
if (CheckAttribute(_char, "ship.hp"))
{
int shipHP = sti(_char.ship.hp);
int tuneHP = sti(_char.ship.tune.(_improvement).hp);
if(shipHP - tuneHP > 0) _char.ship.hp = shipHP - tuneHP; //Levis added check to make sure we dont go under 0
}