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Build 13 bugs

can anyone else actually get into santiago with build 13?

the governor will give you a mission if you don't have any other missions open. with this i mean a pirate hunting mission. you can play only one at a time. it could also be that there simply are no pirates for you to sink. there may be pirates at the island, but none of which the governor wants you to sink them.

you could get a letter of marque for every nation in build 12.1, i think you still can, as long as the relations allow it. (your personal relations with that nation need to be -30 or above)
 
<!--quoteo(post=174173:date=Dec 2 2006, 08:06 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 2 2006, 08:06 AM) [snapback]174173[/snapback]</div><div class='quotemain'><!--quotec-->
...<!--quoteo(post=174020:date=Dec 1 2006, 04:22 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 1 2006, 04:22 AM) [snapback]174020[/snapback]</div><div class='quotemain'><!--quotec-->
[And did that include removing the armor protection form Spanish, Portuguese, and Dutch soldiers? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not as far as I'm aware. I'm going to re-enable the log messages, so that should help in figuring out if these characters still do have armor or not.
...<!--QuoteEnd--></div><!--QuoteEEnd-->

Better idea, just go to the tailor and buy a soldier skin.
Change your character to it and check your inventory.

Regardless of armor log messages, you will see that you don't have the armor!
 
When I got my letter of Marque from England ..my Portugese one disapeared.

Also the turp stuff i need for the Pharmacy has not appeared in three different games I have played...is it that rare or just MIA ?

I landed at Guatemala and in the Jungle was the intersection with the signs for Oxbay and Greenford...Ummm wasup wit dat ?

I did find ze treasure at the lighthouse though .

Now to figure out whats wrong with the Cuba one .


Is there a place I can edit rare items ..WITHOUT having to start a new game ? ( for it to take effect ) .
 
<!--quoteo(post=174285:date=Dec 2 2006, 08:03 PM:name=ledhed)--><div class='quotetop'>QUOTE(ledhed @ Dec 2 2006, 08:03 PM) [snapback]174285[/snapback]</div><div class='quotemain'><!--quotec-->
...
Also the turp stuff i need for the Pharmacy has not appeared in three different games I have played...is it that rare or just MIA ?<!--QuoteEnd--></div><!--QuoteEEnd-->

It probably is that rare.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> I landed at Guatemala and in the Jungle was the intersection with the signs for Oxbay and Greenford...Ummm wasup wit dat ?<!--QuoteEnd--></div><!--QuoteEEnd-->

Not in POTC! Perhaps you mean Guadeloupe?
I guess it uses the jungle model from Oxbay island.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> Is there a place I can edit rare items ..WITHOUT having to start a new game ? ( for it to take effect ) .
<!--QuoteEnd--></div><!--QuoteEEnd-->

Edit the POTC\Program\Items\InitItems.c file.

Then in game re-initialize with the "F11" key.
 
Hmmm in the Pharmacy items...no names just pharm -1-2-3-4-

The first value was set at .80...and the rest were lower ..in a scale that approximates how often I find the stuff...again I am guessing...but I could find no ITEM named " turpeth "

So I am guessing its the 4th Item on the list.

Still no luck..much looting and pilliaging but no turpeth or luadinum etc...although I did run into the green stuff..forgget the crazy name for it .


my best guess is the higher the value the less " rare " something is .

I should have mixed the values up though...lemme try it .
 
<!--quoteo(post=174289:date=Dec 2 2006, 10:35 PM:name=ledhed)--><div class='quotetop'>QUOTE(ledhed @ Dec 2 2006, 10:35 PM) [snapback]174289[/snapback]</div><div class='quotemain'><!--quotec-->
Hmmm in the Pharmacy items...no names just pharm -1-2-3-4-

...<!--QuoteEnd--></div><!--QuoteEEnd-->
In POTC\Resource\ini\Texts\English\Itemdescribe.txt file you find this:

itmname_meds1 {Acetum Saturninum}
itmdescr_meds1
{
A volatile liquid, used as a medicinal hypnotic, derived by oxidation of alcohol. Best to find someone who knows what to do with it.
}

itmname_meds2 {Confectio Damocritis}
itmdescr_meds2
{
A bottle of mysterious and ill-smelling liquid, presumably of some medical properties... though it's of no use to you as it is.
}

itmname_meds3 {Tincture of Laudenum}
itmdescr_meds3
{
Many an unfortunate soul has fallen prey to this solution of spirits and opiates, reducing themselves to mindless opium-eaters. Bears the label "Keep out of reach of small children".
}

itmname_meds4 {Turpeth}
itmdescr_meds4
{
A small chest of some sort of physic of an unknown nature, completely baffling and useless to you alone.
}
I trust that helps.
 
Actually it helped me realise I had the small stupid chest in my inentory for a while now.

but what I dont know is what the right values for making tthe items " less rare " should be.

On some things it seems the smaller the number the more common the item may be.

But since the Leeches...wait a second...maybe thats why the leeches were at .80.....to make them almost impossible to find...

Back to the drawing board I guess. I think I need tiny numbers....
 
No.

The leeches are .8 which would make them more common but if you look further across you see that skiprand is 1.

That means you don't find it at all.

For the meds, skiprand is 0, so you do find them.
For meds, and the "rare" number is used. .1 being more rare than .4
 
<!--quoteo(post=174173:date=Dec 2 2006, 02:06 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 2 2006, 02:06 PM) [snapback]174173[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=174153:date=Dec 2 2006, 06:27 AM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Dec 2 2006, 06:27 AM) [snapback]174153[/snapback]</div><div class='quotemain'><!--quotec-->
Perhaps Pieter could turn that on as the default in the build. People always seem to forget to do it, and it only takes up a few bytes of space. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I prefer to not add engine.ini as part of the Build, because then the user's settings in there will be overwritten with the default settings and I prefer to not mess around with that.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, well, that is a good argument <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
anyone ever noticed that when it rains, it rains inside your ship as well? it looks really odd.
 
<!--quoteo(post=174434:date=Dec 4 2006, 12:35 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Dec 4 2006, 12:35 PM) [snapback]174434[/snapback]</div><div class='quotemain'><!--quotec-->
anyone ever noticed that when it rains, it rains inside your ship as well? it looks really odd.
<!--QuoteEnd--></div><!--QuoteEEnd-->

That's not a bug but unwanted feature. PotC behaves like that because there's an attribute 'weather' set to true for decks. Shall that attribute is false, you'd not have rain under the deck, but get black 'sky' seen over the stairs.

pirate_kk
 
that would be even wierder than the 17th century sprinkler system. <img src="style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" />
 
This bug may be related to the toughness perk or maybe not: poisoning has no effect on player and officer anymore.
Threw a stinkpot so that it deliberately poisoned myself (Level 10, 130hp, no toughness perk) and my officer (Level 10, 160hp, with toughness perk). The poisoning itself worked, several bystanders died and the icons for me and my officer blinked green. But my healthpoints didn't decrease from the poisoning, and my tough officer even recovered from his wounds.
Looks like the healing rate has become higher than the rate at which poison decreases HP. Has anyone changed one of these values?

Re balance between boarding fights and landfights: we need to find some balance there, or we need tweaks. We can't just decree: boardings are now very tough, so the player and the officers must be tough as well, no matter if they are virtually invulnerable in landfights then. That would amount to spoiling one half of the game in order to improve the other half.

Though I agree that landfights may be too easy at higher levels. The random enemies should become tougher at higher levels as well. I wonder why this doesn't work (anymore) already? LAI_createFantomCharacter should take the player level into account, like it does for the officer generation <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />h
 
I worked hard on making the boardings balanced without changing any other part of the game. I did look briefly at the fantom character generation, but decided not to mess with it. The fantom character generation seems to be the real culprit here.

I'd be glad to work with anyone who wanted to fix it, but it should be someone with more experience in the rest of the game than I have. I don't know what kind of far reaching effects changing fantom generation might have.

I do agree that random encounters at high levels are way unbalanced, and that it should be fixed.

Hook
 
<!--quoteo(post=174436:date=Dec 4 2006, 12:49 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Dec 4 2006, 12:49 PM) [snapback]174436[/snapback]</div><div class='quotemain'><!--quotec-->
That's not a bug but unwanted feature. PotC behaves like that because there's an attribute 'weather' set to true for decks. Shall that attribute is false, you'd not have rain under the deck, but get black 'sky' seen over the stairs.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Can't you set LockWeather to true like with the tutorial cabin? We were able to solve that issue for the tutorial cabin that way.

If something can be done about the land fight balance, that'd be great. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Here's a suggestion for making land fights a bit more balanced. Look in LAi_CreateOfficer.c near the bottom of the function LAi_Create_Officer for the line:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->mhp += intRet(officer, nRank * makeint(11-GetDifficulty()), nRank * makeint(pow(GetDifficulty()+1,1.35)));<!--c2--></div><!--ec2-->
and change it to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->mhp += intRet(officer, nRank * makeint(11-GetDifficulty()), (nRank - 1) * PLAYER_HITPOINTS_PER_LEVEL);    // LDH 05Dec06<!--c2--></div><!--ec2-->

This will generate the character's hit points the same way it does the player's. My thoughts are to generate the ranks based on difficulty, but generate the hit points the same way everywhere. This is only a start. Notice the officer hit points are still generated slightly differently.

There's a line above in the same function that generates ranks based on difficulty:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->nRank = makeint((pRank/2.0 + Rand(pRank) - (pLuck / 3.0)) * (2.0/3.0 + ((makefloat(GetDifficulty())-1.0)/5.0)) + 0.5);<!--c2--></div><!--ec2-->

You might change "2.0/3.0" to "1.0" in that calculation to get slightly higher ranks all around.

Hook
 
I changed the HP for level up from ten to 30. Now the random dudes have some spine. I had it set at 50 but I was running into officers with 2400 Hp in Boarding battles.

it seemed the easiest way BTW to make the fights last longer. Although it may have only been illusionary because unless I was using new recruits for Boarding I was still wasting the crews I faced...just took a little longer.

land battles were better when I changed initial HP to 60..with 30 on level up.

For the Crypts ...IMO a Joke for a higher lvl player..I changed the values on the Borgia blade...seems only the Mummies use them...Made them kick your butt if you didn't run and try not to get cornered..no matter what your level...but low level guys got slaughtered so I had to back off a bit.

The problem is the reward is not worth the fight. Low level..YES the loot is good to sell or even use but higher level its just junk and clutter.

It should be more like the treasure chest quest finds. At higher levels anyway.

is there a way to scale the loot finds by level ?



Bug report...Tortuga crashes the game when Captured . Black screen with faint outline of birds....

The St Martin Fort also seems to be invulnerable.


@ Petros....Thank you for your help with my madness quest ...now that I changed the numbers to make the stuff appear in stores ..I finally got enough to use it ....one less thing to obsess over..
 
I've found a bug, don't know if it's been mentioned before:

- Port au Prince fort doesn't shoot back... I even bought a Heavy Warship so I could stand a chance! Wasted money, heheh. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
Update on making land fights more balanced:

I made both the changes suggested above and have been encountering enemies with decent ranks and hit points. Most of these guys also have toughness, since if I don't keep beating on them their hit points keep going back up.

But my level 21 character with gold armor and toughness still makes short work of any normal enemy. I've encountered 3 lowlifes at once in town, and have to be careful in a fight like that. But it's still pretty easy with gold armor. Like I mentioned in my post above, it's a start.

Hook
 
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