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Build 14 Alpha 8.5

The original coders of that certainly isn't here anymore to correct it and Pirate_KK isn't planning on it either. So if Estharos' fix seems to work, why not include it? After all, it did use to work. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
is there realy a higher system requirements for build14? i dont mean about hdd requirement but cpu,graphic and memory needing?
 
Not really. There's some more computation going on because of the added features and some of the models are more detailed, so the game won't run as smooth as it used to on older computers, but if the stock game ran fine, Build 14 should too.

One problem we're having is bad lag when cannons are fired. This seems to happen on any and all computers though and is probably inefficient coding... somewhere. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=304343:date=Mar 3 2009, 01:53 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 3 2009, 01:53 AM) <a href="index.php?act=findpost&pid=304343"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The original coders of that certainly isn't here anymore to correct it and Pirate_KK isn't planning on it either. So if Estharos' fix seems to work, why not include it? After all, it did use to work. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

That's kinda what I said. But that's also why there are so many bugs in the game. Even code that's finished and <i>properly</i> tested will have bugs, but not like this case where it's basically a compile error.

Missing textures, missing meshes, rope errors on ships, ships that freaking BEEP at you, missing dialog.c and dialog.h files, totally messed up dialog.h files that don't match the .c file, missing head or ani files, code copy/pasted from another function and sometimes from another game and the coder didn't test it or even check the compile and error logs, functions changed in part of the code and not all of it, mods started and not completed to the point they mostly work, mods that can be toggled and don't have the toggles everywhere the code is used, quests that just don't work, changes made and not playtested enough to see their full effects, messed up locators so you end up on the sea under your deck or get weird errors on land, all these things just drive me up the wall.

Some Build 14 mods that I've found to work:

Visiting the deck of the ship, going from one deck to another. That's basically good except for a few locators that take you to the wrong spot when you emerge, sometimes to the wrong upper deck. Easy enough to track down and fix. This one was finished.

DirectSail. Everything worked with nothing broken and no really nasty surprises. Just needed a few tweaks.

New weather. It works, even if it doesn't look its best in all situations. A bit of tweaking helps.

Auto skilling... worked great but needed balancing. Still needs more balancing. Imagine getting a dozen or more characters to level 15 or 20 to test this. That's 20-100 hours per character.

Every now and then I actually get to just play the game. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
Hook, Estharos and Pieter

I owe you an explanation. I initially started to work on finishing that mod and also wanted upgrade all shop keepers to have it. However, I thought that instead of editing every merchant's dialog file it would turn out to be faster and simpler to add that option to items trade interface, so I disabled those features in dialogs back when I was developing multiple storylines. Somehow stupidly it turned out that when I have a couple of mods to finish plus bugfixing, I completely forgot to finish that... Additionally, I made something terribly bad during merge that this code had appeared again and caused confusion. However, in some time I'll finish weight mod, so I think I'd be able to do that as well.

pirate_kk
 
Thanks, KK. Appreciate it greatly. I couldn't tell from the code what you were trying to do so instead of trying to fix it, I commented it out, figuring you'd get back to it eventually.

If the weight mod has to do with limiting inventory, please make sure it has toggles on it everywhere it's used. Not everyone will want to use it.

Hook
 
<!--quoteo(post=304376:date=Mar 3 2009, 01:03 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 01:03 PM) <a href="index.php?act=findpost&pid=304376"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the weight mod has to do with limiting inventory, please make sure it has toggles on it everywhere it's used. Not everyone will want to use it.<!--QuoteEnd--></div><!--QuoteEEnd-->The part I did already has toggle already. The other thing that mod is disfunctional, so no problem if it's turned on or off. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

pirate_kk
 
Thanks for elaborating, Pirate_KK. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=304372:date=Mar 3 2009, 12:12 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 12:12 PM) <a href="index.php?act=findpost&pid=304372"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's kinda what I said. But that's also why there are so many bugs in the game. Even code that's finished and <i>properly</i> tested will have bugs, but not like this case where it's basically a compile error.

Missing textures, missing meshes, rope errors on ships, ships that freaking BEEP at you, missing dialog.c and dialog.h files, totally messed up dialog.h files that don't match the .c file, missing head or ani files, code copy/pasted from another function and sometimes from another game and the coder didn't test it or even check the compile and error logs, functions changed in part of the code and not all of it, mods started and not completed to the point they mostly work, mods that can be toggled and don't have the toggles everywhere the code is used, quests that just don't work, changes made and not playtested enough to see their full effects, messed up locators so you end up on the sea under your deck or get weird errors on land, all these things just drive me up the wall.<!--QuoteEnd--></div><!--QuoteEEnd-->Admitted; those are not good. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
The models that beep occur seemingly at random when modifying them with the TOOL. If you encounter one of them, let us know. As far as I know, there's none left in the game. La Boussole was the last, but I made a temp-fix for that.

<!--quoteo(post=304372:date=Mar 3 2009, 12:12 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 12:12 PM) <a href="index.php?act=findpost&pid=304372"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Visiting the deck of the ship, going from one deck to another. That's basically good except for a few locators that take you to the wrong spot when you emerge, sometimes to the wrong upper deck. Easy enough to track down and fix. This one was finished.<!--QuoteEnd--></div><!--QuoteEEnd-->There's one aspect that's not finished though, but that's a biggie. You now visit your ship's deck upon leaving port or anchoring, the reason being that you'll get some player-officer interaction at that time. This is completely absent for now though, making this particular modification a bit useless. It does look cool, especially when you see the port from the deck scene, but I tend to skip it though I was the person to originally add that myself. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
If one day we add an officer-personality/interaction mod, this might be more useful. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Do you have a similar list of mods that really <i>don't</i> work well? Then we can add them to our to-do list. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I suspect capture colony mod is quite buggy. I remember that when player captures colony for him-/herself and assing woman govenor there are a problem with animation when she's supposed to sit on chair. Also, many dialogs must be altered to take into account situation when town belongs to player. I think I'll do this when I do new system for dialogs to conserve time. The thing I'm making at the moment is adding possibility of entering to own fort from sea. Different flags mod is bad, and I'm affraid if it shouldn't be recoded from different side.

pirate_kk
 
Female governor animation should be easily fixed and "weird" dialogs aren't really bugs; just an unfinished feature. I've heard reports of people hitting black screens when performing a Capture Colony though. I find that more worrisome. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

The Different Flags mod is... bad? Do you think it is going to work eventually though? I really, really, <i>really</i> want that mod to work. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=304380:date=Mar 3 2009, 09:29 AM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Mar 3 2009, 09:29 AM) <a href="index.php?act=findpost&pid=304380"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I suspect capture colony mod is quite buggy.<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes indeed... last time I tried to capture Oxbay or Greenford it was a disaster. My party and the oponents were spammed outside the patch, and couldn't fight.
 
Was that in fort or in town? Thomas made locator files for all the stock game towns, so those should work, but I suspect any AoP towns are going to be troublesome whichever way you put it.
 
I am noticing that Crew wages seem to have gone up - intentional ?

On a run from Oxbay to Redmond with a crew of 30 (no officers) the wages were over 5,000 in gold.
(I have played this many times, different ways)
That would be about 180 pieces of gold per man, per month
That seems a lot? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=304379:date=Mar 3 2009, 06:16 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 3 2009, 06:16 AM) <a href="index.php?act=findpost&pid=304379"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's one aspect that's not finished though, but that's a biggie. You now visit your ship's deck upon leaving port or anchoring, the reason being that you'll get some player-officer interaction at that time. This is completely absent for now though, making this particular modification a bit useless. <snip> If one day we add an officer-personality/interaction mod, this might be more useful. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Do you have a similar list of mods that really <i>don't</i> work well? Then we can add them to our to-do list. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
When I visit the deck going to or from sea, I often have an officer address me with their standard dialog. If this is what you're talking about, it's working.

I haven't found anything particularly broken other than what I mentioned in that long list. But I thought of another mod that works that I like:

Inventory and shops divided into categories. To whoever made that one: Thanks, this is great!

There are a few mods that I don't use. The ammo mod. The blade damage mod. Both of these got turned off in an attempt to limit what I had to scroll through in inventory. I still have to scroll through everything when looking in an itemsbox, or putting stuff in my sea chest. The ammo mod seems to add a level of micromanagement that I'm not interested in, and if I'm reading things right, then gets automated anyway. The blade damage mod would be *very* useful if there were only 4 swords in the game.

I haven't done any ship upgrades, but I encounter ships that have them according to the compile log, "Damage limited by nsails" for example. I don't really have an opinion on it.

I haven't tried capturing colonies or fighting forts. I used to fight the Oxbay fort occasionally in Build 13.

I do love getting different regional music for different towns. And having real names for islands and towns. I haven't messed much with different storylines, but it's a great idea, and seems to work where I've tried it. There's a lot of good stuff in Build 14.

Hook
 
Was that in DirectSail or worldmap sailing mode? Since when do you experience the... pay rise?
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Yes indeed... last time I tried to capture Oxbay or Greenford it was a disaster. My party and the oponents were spammed outside the patch, and couldn't fight.<!--QuoteEnd--></div><!--QuoteEEnd-->In towns there's a lack of proper locators. I only put some provisional for testing but don't have much time to properly finish that. Forts should be fine though.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->The Different Flags mod is... bad? Do you think it is going to work eventually though? I really, really, really want that mod to work.<!--QuoteEnd--></div><!--QuoteEEnd-->I want it to work too and that's the reason why I didn't stop trying to implement it properly. The main problem is that the only way to set flag on ship is to send a message to a "modelr" structure access to which is only through a loop and that there's no possibility of definitely saying which of ship's "modelr"s is for flag...

pirate_kk
 
<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When I visit the deck going to or from sea, I often have an officer address me with their standard dialog. If this is what you're talking about, it's working.<!--QuoteEnd--></div><!--QuoteEEnd-->Uh? That's not even intentional! It must be the random "PATROL_ADDRESSING" kind of thing, rather than something that should be happening. I notice the same happens for your random crew, which isn't intentional either, I think.

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Inventory and shops divided into categories. To whoever made that one: Thanks, this is great!<!--QuoteEnd--></div><!--QuoteEEnd-->That was Pirate_KK; he did the walk-on-deck mod too. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There are a few mods that I don't use. The ammo mod. The blade damage mod. Both of these got turned off in an attempt to limit what I had to scroll through in inventory.<!--QuoteEnd--></div><!--QuoteEEnd-->Good point.

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The ammo mod seems to add a level of micromanagement that I'm not interested in, and if I'm reading things right, then gets automated anyway. The blade damage mod would be *very* useful if there were only 4 swords in the game.<!--QuoteEnd--></div><!--QuoteEEnd-->Why don't we do that? I'm thinking having only a few blades in the game might actually not be a bad idea. I never did see the point of having dozens of weapons if they're all pretty much the same anyway. I'd rather have 4 blades with distinct differences and some additional quest-only blades maybe. We could use different blades in different periods, so that they're all still used, but not at the same time.
As for the ammo mod: I can understand that. Do you turn off the gunpower mod for the ships too?

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't done any ship upgrades, but I encounter ships that have them according to the compile log, "Damage limited by nsails" for example. I don't really have an opinion on it.<!--QuoteEnd--></div><!--QuoteEEnd-->Pirate_KK made an interface for that in his files. It's not yet include in any Alpha version though because aspects of KK's game version are still very much in development and therefore don't work quite right yet. Eventually, we should check if the ship upgrades work right. The feature itself is quite a nice idea, I think.

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't tried capturing colonies or fighting forts. I used to fight the Oxbay fort occasionally in Build 13.<!--QuoteEnd--></div><!--QuoteEEnd-->But... but... but... people have been requesting that feature forever! <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I do love getting different regional music for different towns.<!--QuoteEnd--></div><!--QuoteEEnd-->That works then? Nice! I usually just have all music turned off and have Windows Media Player playing my own stuff in the background. When I start playing properly again, I'll give this a try. Personally I'd like some nation-specific battle music as well. I understand it used to be like that in Sea Dogs too.

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And having real names for islands and towns.<!--QuoteEnd--></div><!--QuoteEEnd-->That's great! AND there's a toggle for it. Unfortunately the way it's coded requires a LOT of dialog changes to be made and it could be that some instances are still missed, especially in the added storylines. An old rumour has it that this mod actually caused random freezes when standing on locators or something. I did experience those freezes, but I think they might've been solved now. Thanks KK! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't messed much with different storylines, but it's a great idea, and seems to work where I've tried it.<!--QuoteEnd--></div><!--QuoteEEnd-->There's still some issues with it, but work is underway to solve those. I'm not sure if the issues are actually related to the differen storylines mod itself or just happen to impact on quests in general. One problem that definitly IS in there occurs when you start a storyline, then start a storyline again without closing down the game first. All story characters get random names when doing that. I told Pirate_KK, so he'll probably try fixing it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=304389:date=Mar 3 2009, 02:05 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 02:05 PM) <a href="index.php?act=findpost&pid=304389"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's a lot of good stuff in Build 14.<!--QuoteEnd--></div><!--QuoteEEnd-->Definitly! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
<!--quoteo(post=304395:date=Mar 3 2009, 02:12 PM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Mar 3 2009, 02:12 PM) <a href="index.php?act=findpost&pid=304395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In towns there's a lack of proper locators. I only put some provisional for testing but don't have much time to properly finish that. Forts should be fine though.<!--QuoteEnd--></div><!--QuoteEEnd-->Thomas the Terror already made the ones for the stock game towns, didn't he? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=304395:date=Mar 3 2009, 02:12 PM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Mar 3 2009, 02:12 PM) <a href="index.php?act=findpost&pid=304395"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I want it to work too and that's the reason why I didn't stop trying to implement it properly. The main problem is that the only way to set flag on ship is to send a message to a "modelr" structure access to which is only through a loop and that there's no possibility of definitely saying which of ship's "modelr"s is for flag...<!--QuoteEnd--></div><!--QuoteEEnd-->Uh... Hook...? Do you know anything about that? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=304390:date=Mar 3 2009, 08:05 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 3 2009, 08:05 AM) <a href="index.php?act=findpost&pid=304390"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Was that in DirectSail or worldmap sailing mode? Since when do you experience the... pay rise?<!--QuoteEnd--></div><!--QuoteEEnd-->
Map (Direct Sail - the first pay day is free i.e. "will you pay the crew 0") - I found it by paying the player 5,000 for the quest run (thought I was being generous) then got "the bill" for the crew.
5,232 it seemed to be a lot.

As to when - to be honest, I'm not absolutely sure.
I just noticed it when setting the value for quests in the latest mod. I am trying to keep it down so it is not too easy, but then I hit this.
(Looting a corpse for 10 just doesn't seem to be worth the effort at these prices. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )
 
Agh; I hate those "pay the crew 0 gold" things. I also hate having to pay the crew at all when I just left port for the first time in the game. How can you owe them money if they did nothing yet? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
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