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bugs

Teefy

Powder Monkey
right, i installed mod 13, then alpha 9.
i selected the jack sparrow quest line.

1
when asking the tavern keeper for a job to escort a merchant, it will run up to me and i have to option to decline his offer, or check my map.
when i check the map, it wont let me talk to him anymore after.

2
when i enter barbados tavern and speak to the fellow to hunt a native's treasure i am asked to meet him at the docks. when i do so, it will start off with saying: so, whats the plan. at the end of the convo Jack asks again: so whats the plan ? maybe i am doing it wrong <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

(on a related issue, i am honestly clueless on how to find the cursed gems he mentions.)
however, it feels i landed in an endless loop of some kind because my quest log (if any) wasnt updated. (when i could still see it, see point 3)

3
my quest log wont show me the actual quest text. it shows the question mark, and i am in fact able to see the text of the main quest line(supposedly) but once i accept another quest both texts are not visible anymore

i have no debug logs, sorry <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
We will need some more information to help you.

1./ Which island are you on when you talk to the tavern keeper?

2./ When the game started were you under arrest?

<span style='color:#000000;background:#000000'>I have a feeling you have fallen into a trap already.</span>
 
<!--quoteo(post=307587:date=Mar 18 2009, 07:52 PM:name=Teefy)--><div class='quotetop'>QUOTE (Teefy @ Mar 18 2009, 07:52 PM) <a href="index.php?act=findpost&pid=307587"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->right, i installed mod 13, then alpha 9.
i selected the jack sparrow quest line.

1
when asking the tavern keeper for a job to escort a merchant, it will run up to me and i have to option to decline his offer, or check my map.
when i check the map, it wont let me talk to him anymore after.

2
when i enter barbados tavern and speak to the fellow to hunt a native's treasure i am asked to meet him at the docks. when i do so, it will start off with saying: so, whats the plan. at the end of the convo Jack asks again: so whats the plan ? maybe i am doing it wrong <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

(on a related issue, i am honestly clueless on how to find the cursed gems he mentions.)
however, it feels i landed in an endless loop of some kind because my quest log (if any) wasnt updated. (when i could still see it, see point 3)

3
my quest log wont show me the actual quest text. it shows the question mark, and i am in fact able to see the text of the main quest line(supposedly) but once i accept another quest both texts are not visible anymore

i have no debug logs, sorry <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

1: It's a known bug we are working in it.

2: It's possible the quest ain't finish yet

3: It's possible the quest ain't finish yet

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=307611:date=Mar 19 2009, 02:45 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Mar 19 2009, 02:45 AM) <a href="index.php?act=findpost&pid=307611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We will need some more information to help you.

1./ Which island are you on when you talk to the tavern keeper?

2./ When the game started were you under arrest?

<span style='color:#000000;background:#000000'>I have a feeling you have fallen into a trap already.</span><!--QuoteEnd--></div><!--QuoteEEnd-->

yes, i was under 'arrest' but a dialogue started with my 'dad' and a fake gouvenor. they send me to barbados to check the tavern, and this is where i found this fellow to go after the treasure of cortez. the convo ends on the dock.

regarding the quest bug, it involves trade quests, or escort quests. the main quest also wont show anymore.

[edit]
maybe i wasnt clear. my quest log has 2 quests and they are displayed with a quest title. once i click on a quest title to actually read the quest text, there is No text whatsoever to be seen. at that point, the Quest titles are also not visible anymore. just the orange question mark. closing the quest tab and re-opening will not fix this issue. the only thing that is visible are 2 orange question marks.
 
For the escort mission you mention it's a known bug that we are trying to fix.

For the quest stopping at the dock it's maybe because it not finish yet, same for the quest book it's maybe not finish. This is me but still I don't know how far Short Jack Gold he is on the quest. He is the one working on it.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
taken from the feature list
- Updated and fixed Legend of Jack Sparrow Main Quest by Short Jack Gold and Bartolomeu o Portugues

i get stuck after 2 minutes worth of playing. heres what i do:

- i spawn in the governours building. a soldier informs i am arrested.
- after a short converstation with my dad and the fake govourner i am told to look for clues in Barbados.
- i go the the local pub on the island the fake gouvernor mentions. there i find a fellow promising me the treasure of cortez.
- he asks me to commit myself to his cause, i do so, and wait for him to exit the tavern.
- i fast travel to the port, and talk to him there.

then i am stuck. according to the feature list the main quest has been updated, and i suspect its finished beyond the point where i am stuck. maybe this isnt part of the main quest after all.

i am starting to thinki am doing something terribly wrong <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

halp please <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
It could very well be that that particular storyline is not yet finished. What you should do, upon getting to Barbados port, talk to the navy officer, then go to the tavern. There should be a beggar (Billy Brock) sitting on the floor and a rich person (Sir Christopher Mings) sitting at a table. Either of these two characters offer much more completed storyline versions. Try those. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

As for the trader map problem, I ran into that as well and I'm going to see if I can find a fix in the weekend. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Cheers Pieter.

thats indeed totally different than what ive been doing so far. no wonder it wouldnt work for me :p
 
I think we should consider reversing things: If you DON'T talk to the navy officer, you get Billy Brock and Sir Christopher Mings and you only get crystal skulls dude if you do talk to him. It's a bit confused now, because the most obvious storyline is also the least finished one. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=307655:date=Mar 19 2009, 06:21 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 19 2009, 06:21 AM) <a href="index.php?act=findpost&pid=307655"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think we should consider reversing things: If you DON'T talk to the navy officer, you get Billy Brock and Sir Christopher Mings and you only get crystal skulls dude if you do talk to him. It's a bit confused now, because the most obvious storyline is also the least finished one. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I could do that easily enough - but I did it the way it is for the moment, as I expected most people would get trapped. (even when the quest line is finished it wasn't intended that you could get back to the main storyline).
However, the word would soon get around that it is a trap, and therefore players would realise that this version of the various storylines does have intentional traps throughout, (some allowing you back to the main story - some not), and would therefore add spice to the game. Plus encourage conversation between players to ask each other "what happens if you speak to..?" questions, which would expand the interest in the game.

If you all want is easier, then no problem. But I think word will soon get about.. "talk to the officer" and others would ask "What's this all about?" and as I said, hopefully increasing interest in the game.

Your call, ladies and gentlemen.
 
Is the crystal skulls dude a deliberate trap? I thought he was unfinished for the time being... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Do you think that many people are going to complain if the most obvious route is a trap quest/unfinished quest?
Maybe we should add a note to the storyline description, saying that the right route is not always the obvious one?
 
a trap...

i spent 4,5 hours looking for the crystal skulls, reached level 7 and achieved nothing. i honestly thought it was bugged at some point.

my opinion about traps: its ok to trick a player once in a while, but come on, i just started up the game and after 2 minutes the most obvious logical route is already a trap. might be best to allow a player to get 'warmed up' before setting a trap.

also, i would be miffed when i found out i walked into a trap i couldnt escape from and it took me 4 hours to realise that. in these 4 hours i found that rare spyglass, a unique sword, gained 2 levels and cleaned up my save files because i save every 5 mins.
then id have no alternative but to select: new game?
 
I'm wondering... might it be possible to add a character into the game who, if you did run into a trap,
can put you back on the right track? For a hefty price, of course.

Also, I agree that it'd be better if you could get "warmed up" before the traps start. If I understand correctly, the crystal skulls storyline isn't even a deliberate trap, just an unfinished storyline. So for that reason I would suggest swapping the default crystal skulls storyline in the tavern with the Billy Brock/Sir Christopher Mings choice by default.

Personally I find the traps an interesting concept, but also a potentially really annoying one. We'd have to make sure that most traps are avoidable if you think things through properly, using the clues you've been given, and only have a couple of traps that depend purely on chance with deciding your route.
 
Aha! Then I was right no to trust that guy! Wow! I didn't fell in the trap! I must play that quest more when I'll have the time. Will I get trapped elsewhere? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

I think it's written somewhere to be carefull about this storyline, being non-linear and tricky. Problem is, new players might want to try it on the first place, to sail the Black Pearl and such. The warning should maybe be more obvious. Like "for experienced players only, that don't care about being trapped and having to start over. Be cautious with your saves!"


In all case, maybe you could allow the player to get trapped one or two times without having to start over, and having the possibility to get back to the main plot, with some malus, so that he realize 1) there are nasty traps 2) he must me more cautious.
 
<!--quoteo(post=307673:date=Mar 19 2009, 01:42 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 19 2009, 01:42 PM) <a href="index.php?act=findpost&pid=307673"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aha! Then I was right no to trust that guy! Wow! I didn't fell in the trap! I must play that quest more when I'll have the time. Will I get trapped elsewhere? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

I think it's written somewhere to be carefull about this storyline, being non-linear and tricky. Problem is, new players might want to try it on the first place, to sail the Black Pearl and such. The warning should maybe be more obvious. Like "for experienced players only, that don't care about being trapped and having to start over. Be cautious with your saves!"


In all case, maybe you could allow the player to get trapped one or two times without having to start over, and having the possibility to get back to the main plot, with some malus, so that he realize 1) there are nasty traps 2) he must me more cautious.<!--QuoteEnd--></div><!--QuoteEEnd-->

maybe a trap should always result in death. that way you know when you've been screwed over for 100% sure <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
last night i was running around aimlessly.
Then again, i didnt realise what i was up against. the twisted minds of the potc modding community <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=307676:date=Mar 19 2009, 02:04 PM:name=Teefy)--><div class='quotetop'>QUOTE (Teefy @ Mar 19 2009, 02:04 PM) <a href="index.php?act=findpost&pid=307676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then again, i didnt realise what i was up against. the twisted minds of the potc modding community <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--><img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> You're catching on quick though! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
in any case: a trap should (in my opinion)always result in a clear: 'aww shit ive been screwed' - moment.

not: ok, ive been sailing around for a few hours, could it be a trap ?
 
<!--quoteo(post=307688:date=Mar 19 2009, 09:19 AM:name=Teefy)--><div class='quotetop'>QUOTE (Teefy @ Mar 19 2009, 09:19 AM) <a href="index.php?act=findpost&pid=307688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in any case: a trap should (in my opinion)always result in a clear: 'aww shit ive been screwed' - moment.

not: ok, ive been sailing around for a few hours, could it be a trap ?<!--QuoteEnd--></div><!--QuoteEEnd-->
You are right there Teefy.
To be absolutely honest the intention was that you would be killed on arrival at the next island.
However, due to other issues I was having in the main lines of the story line, I didn't get to finish it before the upload.
Since, and during that time, another quest writer has taken up the option of actually continuing that quest and making it into a storyline of it's own. It will not get you to the main story though - at least not at the moment.
The quest dialog does say that you should talk to everyone in the port - but I notice that it is <u>not</u> showing up in the game (looking at that now).

Remember, we are trying to please everyone, and their respective points of view.
The "purists" (for want of a better word) who want the story to be as close to the film(s) as possible, and as such, any preliminary story (such as we are trying to make here), should only contain elements which would support and reinforce the logic of entering the "film" part as it progresses.
The "fighters" (again for want of a better word) who want as much fencing and sea battles as possible, (and get the Black Pearl early). A bit of a story to follow, but not particularly accurate.
The "treasure seekers" who want to ammas as much money and goods as possible.
The "thinkers" who want a game that could outsmart them, and get there pleasure by outsmarting it.
Etc. etc.

Here endeth the defense. Except to say - this is still an ALPHA version. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
yea i have also found a few bugs.. the smuggling thing does not work for me. the buyers do not show up at the shore they talk about, not the other shores either. one guy even said to meet him at error. that is one shore i rather avoid.

oh and the drink with people at the tavern thing is also bugged. i get teleportet out of the map when a drinking event happens. or i or anyone else dont react at all. yea stuff like that. almost all the drinking stuff that has happend to me have been bugged.

oh and some npc are being retarded. the guy you sail with at the very start of the jack sparrow storyline youst stands still at the port. and you cant talk to him. also that guy that stands around the bar talking about skulls is bugged. yea i know its a work in progress quest. but after i talk to him he wont go to the port. he stands at the tavern and i cant talk to him.

and well at the jack sparrow quest. i dont think i payed any monthly wages to the crew at all. and i had been out for 60 days. and i used pay by month thingy.
 
Is that using Alpha 9? I thought we should've fixed the smuggling thing. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

You don't need to worry about unspeaking quest characters. They only talk when they're scripted to talk.
The Thomas the Terror character will talk to you when you reach Speightstown port. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

The crystal skulls guy storyline is not yet finished. Upon reaching Speightstown, talk to the navy officer and THEN go to the tavern.
The characters who are generated there offer much more completed storylines.
 
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