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Not a Bug Bridgetown fort is undestroyable

Yes you spawn right in front of the fort and you have no chance with just a Lyme class frigate. You need 2-3 very large ships with very large cannons (18 pound minimum) to destroy that fort. Something like the Heavy Pinnace of War or better.
 
Did we agree yet to set the spawn location further from the fort?
That should be possible if wanted.

And a Savegame would come in handy. Especially on the latest internal release version.
If not, Beta 3.2 would do too.

Either way, please pay through the reload to sea again and post the log files here so I know which quest case to check.
 
This is in B3.4 (Apprentice-Merchant Tales of the Sea Hawk)
"In the quest "free the captured old man (Clement)", after talking with danielle and decided to attack Bridgetown, my ship (lyme frigate) respawn at the center of the fort thus, making it vulnerable to cannon shots. Also, I checked the passengers profile and still can see Danielle in the panel (which is not suppose to be in the original storyline). The "remove officer" is currently disabled."

I figured out that "Professional Ship Defense" skill is likely appropriate and higher class (at least 3) ship is needed in this quest. I also observed, that if you take the gunner "Atwood" as your passenger, the game stacks after you defeat the british fleet and set anchor at Bridgetown port.

In general, the game went smoothly except for random minor crashes and graphical disturbances in sea battles. It is a wonderful craft so to say. Thank you!:napoleon

Will try the other storylines after downloading the final installer of Beta 3 :p
 
Well, if you can post a Beta 3.4 savegame just before this all happens, we'll have something to test from and hopefully will be able to smooth this out.

Fixing the Edgar Attwood issue would probably be hard though, since if I recall his quest starts when making port in Bridgetown too.
So you end up with two things happening at the same time. :facepalm
 
I figured out that "Professional Ship Defense" skill is likely appropriate and higher class (at least 3) ship is needed in this quest. I also observed, that if you take the gunner "Atwood" as your passenger, the game stacks after you defeat the british fleet and set anchor at Bridgetown port.
If two quests try to progress at the same time in the same place, it can sometimes cause trouble. But you get Atwood's gunnery skill even if he's not one of your three active officers. Leave him aboard until you've finished other business in Bridgetown.

How did you defeat the British fleet? (I assume this is the counter-attack after you've captured the fort.) If you try to board all the British ships, the game gets stuck. You have to sink the third. It doesn't matter which one is third, you have to sink it.
 
How did you defeat the British fleet? (I assume this is the counter-attack after you've captured the fort.) If you try to board all the British ships, the game gets stuck. You have to sink the third. It doesn't matter which one is third, you have to sink it.
That deserves another Bug Tracker entry. Also a savegame for testing.
 
Sorry, don't have the save game now. Already upgraded to the latest release B14B3.4 (Jan 19, 2015).

Doing the "Hoist the Colour" storyline. No crashes so far. Still in the middle of the story, searching for Barbossa in Martinique.

My observation, the quest book log seems not clear on the next particular event of the story. One must pay attention on the dialogues to follow through the progress of the adventure.
 
My observation, the quest book log seems not clear on the next particular event of the story. One must pay attention on the dialogues to follow through the progress of the adventure.
Which exact questbook entry is that? Then we know where to look to clarify it a bit.
 
There are a lot of entries like this in Hoist the Colors.. most of the time the final hint where to head next is in the already done quest(s), which most of the players won't read^^
 
"THAT'LL TEACH THEM!!!", Edward Teach. :whipa

But indeed we don't want to make the game needlessly annoying and confusing. So if somebody were to adjust those texts, you wouldn't hear me complain. ;)
 
The quest log I'm referring to is in story line "Hoist the Colours".

I would suggest to have some modifications on the texts entries to clearly follow the sequence of events, just like the original story line. Maybe, we can add some more descriptions and easy hints for the next series of actions.
 
If there are any that you find confusing, please post the exact texts so we know where to search for them.
 
Like I said, there are hints and descriptions.. just look at the bottom of your fullfilled quests^^

Pieter, I think we don't need to make it complicated here: We could just add a tiny note somewhere (Quest Book or ship log?) that hints the player to look at the last quest if he got lost.. I even think there is something like that already included^^
 
You mean the hints ARE in the questbook, but in the recently closed entries instead?

Either way, it is just editing some text files which is easy to do. We just need to know which ones to edit and what to edit them into.
 
Thank you mates for taking into consideration. ;)
If you can give us the exact examples, we should be able to improve this quite quickly.
In fact, if you're willing, you could probably do it yourself and help us out.
It's very easy to do. :doff
 
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