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    Maelstrom New Horizons


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Build 14 Alpha 8.5

For the blade mod, would it be easier that all merchant sells the same quality of weapon instead of a full variety of quality. Let say that all merchant sells average blade, this will limit the number of blade in is inventory and also if you want to have an excelent quality, you can still go the the black smith and have it sharpen(it will give you a reason to go there). Same thing for guns. That should reduce a lot the number of items you will see with the merchants inventory.


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Crew wages have indeed gone up. There's a setting for it in the options. Default is to be fairly difficult.

You will get zero wages if you sail directly out of Oxbay without spending the night. If you sell your cargo before you hire crew, you'll spend overnight transferring goods, and the pay should be something... I think around 123 gold. It's only one day's pay for however many crew you have.

Note that you get personal wealth every time you pay your crew. So it's usually more than the amount on the salary screen.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
Leave it in! I like it. Adds to the atmosphere.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->I'm thinking having only a few blades in the game might actually not be a bad idea.<!--QuoteEnd--></div><!--QuoteEEnd-->
All the extra blades at least give the random ruffians and enemy boarders something to carry. Other than that, they're just loot to sell, as you'll never want to use them. I'm not sure what should be removed, if anything, but there are definitely more than necessary in the game now.

Sorting these out will take a lot of thought. At least the weather system is very close to what I want, so I'll have time to look at the blades in the near future.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Do you turn off the gunpower mod for the ships too?<!--QuoteEnd--></div><!--QuoteEEnd-->
Good heavens no! Managing gunpowder with the possibility of running out is a major tactical decision. The default load of gunpowder with the amount of ammo I carry isn't enough and I have to add a bit more when I'm in the store. Also, if I'm going up against something very large, I can get extra ammo and gunpowder to make sure I have enough. I've got my default Auto Trade ammo amounts set lower than normal.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->people have been requesting that feature forever!<!--QuoteEnd--></div><!--QuoteEEnd-->
Hey, I didn't mean that I didn't like that mod, just that I hadn't tried it! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->That works then? Nice! I usually just have all music turned off and have Windows Media Player playing my own stuff in the background.<!--QuoteEnd--></div><!--QuoteEEnd-->
Aw, man... the game music is too good to do that! The only time I turned the music off was when we had Christmas music playing and I wanted to hear that instead.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Unfortunately the way it's coded requires a LOT of dialog changes<!--QuoteEnd--></div><!--QuoteEEnd-->
I've only seen once instance where it's not right, and that's in the quest log where it tells you to sail to Conceicao. Hardly a game killer. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->One problem that definitly IS in there occurs when you start a storyline, then start a storyline again without closing down the game first.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would recommend NEVER starting a new game without shutting down the game and restarting. Not everything gets initialized. I had that problem with the standard storyline tutorial where if I didn't close down the game the merchants wouldn't have goods or money, just the spyglass. I guess someone needs to figure out the reinit stuff to fix that. Eventually. Not a game killer.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </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?<!--QuoteEnd--></div><!--QuoteEEnd-->
Not a thing. I'll look into it some time.

Hook
 
<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You will get zero wages if you sail directly out of Oxbay without spending the night. If you sell your cargo before you hire crew, you'll spend overnight transferring goods, and the pay should be something... I think around 123 gold. It's only one day's pay for however many crew you have.<!--QuoteEnd--></div><!--QuoteEEnd-->Can't we make it so you only get the screen at least one month after starting the game and only if the actual value is over 0?

<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Leave it in! I like it. Adds to the atmosphere.<!--QuoteEnd--></div><!--QuoteEEnd-->I certainly wasn't considering removing it. But I would like so more interesting dialog. "Captain, the crew are beginning to feel mutinous" upon making port if you've got a loyal officer, "Captain, Mr. Blythe is drunk and not fit for duties" after visiting a port, stuff like that.

<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All the extra blades at least give the random ruffians and enemy boarders something to carry. Other than that, they're just loot to sell, as you'll never want to use them. I'm not sure what should be removed, if anything, but there are definitely more than necessary in the game now.<!--QuoteEnd--></div><!--QuoteEEnd-->Maybe we can balance out four blades and have the others as loot-on-purpose?

<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hey, I didn't mean that I didn't like that mod, just that I hadn't tried it! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I was just joking. I hardly ever tried DirectSail, crewmembers ashore and divide the plunder. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Aw, man... the game music is too good to do that! The only time I turned the music off was when we had Christmas music playing and I wanted to hear that instead.<!--QuoteEnd--></div><!--QuoteEEnd-->Not complaining about the game music. I just got fed up with it in the past and never re-enabled it.

<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've only seen once instance where it's not right, and that's in the quest log where it tells you to sail to Conceicao. Hardly a game killer. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->If you run into it again, let us know. It's easily fixed.

<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would recommend NEVER starting a new game without shutting down the game and restarting. Not everything gets initialized. I had that problem with the standard storyline tutorial where if I didn't close down the game the merchants wouldn't have goods or money, just the spyglass. I guess someone needs to figure out the reinit stuff to fix that. Eventually. Not a game killer.<!--QuoteEnd--></div><!--QuoteEEnd-->Maybe force people to reload the game or at least make a note of that recommendation somewhere.

<!--quoteo(post=304434:date=Mar 3 2009, 04:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 04:40 PM) <a href="index.php?act=findpost&pid=304434"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not a thing. I'll look into it some time.<!--QuoteEnd--></div><!--QuoteEEnd-->Thank you. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Can't we make it so you only get the screen at least one month after starting the game and only if the actual value is over 0?<!--QuoteEnd--></div><!--QuoteEEnd-->
Should be easy enough to check for zero, but I want to study the code to make sure there are no nasty surprises when payday rolls around next month. Pay of zero should only happen with a new game, and only if you haven't spent an overnight before the pay screen comes up.

Payday is always on the first daily update after the 7th of the month, which means on the 8th if you're direct sailing. We could make it later in the month, but there's a possibility of missing the payday if we do that with the resulting nasty surprise next month. Simply bypassing the pay screen if the pay is zero is a good option, but I'm not sure if that means you or your officers don't get paid. I'd have to start a new game to see how much gets subtracted.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->But I would like so more interesting dialog. "Captain, the crew are beginning to feel mutinous" upon making por<!--QuoteEnd--></div><!--QuoteEEnd-->
This will be necessary if we implement the feature to have crew morale go down if the captain isn't sharing the loot. I'm sure there are lots of simple status messages the crewman could tell you about as well. Keep in mind that some people never visit the deck of the ship, so it needs to happen on shore if necessary.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Not complaining about the game music. I just got fed up with it in the past and never re-enabled it.<!--QuoteEnd--></div><!--QuoteEEnd-->
I've done work recently to keep that from happening. Silent time between the music starting again has been tweaked, and there should be a better variety of music so you don't hear the same thing every time you go out to sail. I spent enough time direct sailing that the music got annoying to me too.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->the quest log where it tells you to sail to Conceicao.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's part of the Rhiems quest, I think. I don't remember for sure and I think that game crashed.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Maybe force people to reload the game or at least make a note of that recommendation somewhere.<!--QuoteEnd--></div><!--QuoteEEnd-->
Gray out the New Game option if the game hasn't just been loaded? There's no good way around this one.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Maybe we can balance out four blades and have the others as loot-on-purpose?<!--QuoteEnd--></div><!--QuoteEEnd-->
Like I said, this one will take some thought.

Hook
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->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-->
I looked at this and can't figure out anything about it. Even though the arModel is an aref, you can't do a DumpAttributes on it. The returned value should be a pointer to an object, which normally is a variable with attributes, but I can't find any way to get access to the values.

One thing I did discover: you can get the status of the pay owed by talking to one of your officers. It's under "status of ship and crew", ask about ship's finances. I currently owed about 3000, with 3900 per month for the crew, and currently owed 33000 in officer pay, with about 10000 per month for officers. That probably includes my salary in that larger amount. Looks like we don't need it on the salary screen.

Hook
 
<!--quoteo(post=304453:date=Mar 3 2009, 06:40 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 06:40 PM) <a href="index.php?act=findpost&pid=304453"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->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-->
I looked at this and can't figure out anything about it. Even though the arModel is an aref, you can't do a DumpAttributes on it. The returned value should be a pointer to an object, which normally is a variable with attributes, but I can't find any way to get access to the values.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, DumpAttributes was one of the first things I tried. Adding an attribute is also imposible. Not so easy...

pirate_kk
 
<!--quoteo(post=304450:date=Mar 3 2009, 05:29 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 05:29 PM) <a href="index.php?act=findpost&pid=304450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Should be easy enough to check for zero, but I want to study the code to make sure there are no nasty surprises when payday rolls around next month. Pay of zero should only happen with a new game, and only if you haven't spent an overnight before the pay screen comes up.<!--QuoteEnd--></div><!--QuoteEEnd-->What if we make the storylines start on, say, the 10th? Would that mean that you don't get the pay screen straight after starting the game?

<!--quoteo(post=304450:date=Mar 3 2009, 05:29 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 05:29 PM) <a href="index.php?act=findpost&pid=304450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This will be necessary if we implement the feature to have crew morale go down if the captain isn't sharing the loot. I'm sure there are lots of simple status messages the crewman could tell you about as well. Keep in mind that some people never visit the deck of the ship, so it needs to happen on shore if necessary.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds good to me. Though I wouldn't force the same thing on land if you don't visit the deck; firstly, that'd make the visit-deck mod pretty useless again and secondly, the player who doesn't visit the deck might want to <i>skip</i> those messages, since he might know for himself what's going on. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=304450:date=Mar 3 2009, 05:29 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 05:29 PM) <a href="index.php?act=findpost&pid=304450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I've done work recently to keep that from happening. Silent time between the music starting again has been tweaked, and there should be a better variety of music so you don't hear the same thing every time you go out to sail. I spent enough time direct sailing that the music got annoying to me too.<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, you did, so that's a good reason for me to try it again. I'll re-enable the music when I start playing the game properly. Might try some of the alternate music schemes then too. We can now switch ingame, which is nice too.

<!--quoteo(post=304450:date=Mar 3 2009, 05:29 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 05:29 PM) <a href="index.php?act=findpost&pid=304450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's part of the Rhiems quest, I think. I don't remember for sure and I think that game crashed.<!--QuoteEnd--></div><!--QuoteEEnd-->Ouch; let us know next time it happens. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=304450:date=Mar 3 2009, 05:29 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 05:29 PM) <a href="index.php?act=findpost&pid=304450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gray out the New Game option if the game hasn't just been loaded? There's no good way around this one.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds good to me. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=304450:date=Mar 3 2009, 05:29 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 3 2009, 05:29 PM) <a href="index.php?act=findpost&pid=304450"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Like I said, this one will take some thought.<!--QuoteEnd--></div><!--QuoteEEnd-->I'll be interested to see what comes off that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=304474:date=Mar 3 2009, 02:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 3 2009, 02:51 PM) <a href="index.php?act=findpost&pid=304474"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What if we make the storylines start on, say, the 10th? Would that mean that you don't get the pay screen straight after starting the game?<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, you'd still get it the moment you went to sea. If you start on the first of the month, you'll have a week before it hits.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Sounds good to me. Though I wouldn't force the same thing on land if you don't visit the deck; firstly, that'd make the visit-deck mod pretty useless again and secondly, the player who doesn't visit the deck might want to <i>skip</i> those messages, since he might know for himself what's going on.<!--QuoteEnd--></div><!--QuoteEEnd-->
"Captain! The crew is about to mu--" "Don't bother me right now, I've got a load of gold to sell." Serves them right. Visiting the deck isn't useless, even if no one was ever there. It gives some pretty good atmosphere to the game and a sense of continuity between sea and land.

Hook
 
Greetings, back for another "Dont know how long" period of time.

(The Dark Wolf anchors down at the harbor, until authorities wont find out that our papers fake, im here again)

Just testing build 14 alpha 8.5 + patch.
Its a bit annoying, that there arent characters to choose from, at the start, even in stock storlyline, but hell, I need to find a tailor...
The advanced menu is a great, and warm suprise, just as the historical island names,
very nice work I must say!

Dont know where to ask: the lock ups in boarding missions still present?
If you managed to change something about that, Im going to test that very hard to still find an error-
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
Until it proves final.

I got one weird error at build 14 alpha 6 + update 3 (?) at the afternoon: after boarding, when I click on cannons panel, to move the prey's into my hold, it locks up, and even changing to desktop wont produce another graphic, just the start bar is visible, all other parts of the screen is covered by the locked up ingame graphic. Cant even get a window displayed.

But im testing the last version instead of that-
Good to see, that youre all more active than ever.

Good winds, and godspeed

The Wolf
 
<!--quoteo(post=303994:date=Mar 2 2009, 12:29 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 2 2009, 12:29 AM) <a href="index.php?act=findpost&pid=303994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->HUH? What do you mean by THAT??? The skill screen is greyed out? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
When did the slow motion occur?<!--QuoteEnd--></div><!--QuoteEEnd-->
Slow motion occurs during Town visits! The carracter runs in slow motion! Did not have that problem before!
By greyed out I mean the skill thingy on the F2 sreen is not working! <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I looked in Internalsettings to change it, but could only change the values hence the high numbers on the bottom of the screen! Mind you that has been there for a long time, so it's not recent!!... running 14/8.5 & latest fixes...

<img src="http://i124.photobucket.com/albums/p34/jurgen5211/grayedout.jpg" border="0" class="linked-image" />
 
<!--quoteo(post=304578:date=Mar 4 2009, 12:15 AM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 4 2009, 12:15 AM) <a href="index.php?act=findpost&pid=304578"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=303994:date=Mar 2 2009, 12:29 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 2 2009, 12:29 AM) <a href="index.php?act=findpost&pid=303994"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->HUH? What do you mean by THAT??? The skill screen is greyed out? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
When did the slow motion occur?<!--QuoteEnd--></div><!--QuoteEEnd-->
Slow motion occurs during Town visits! The carracter runs in slow motion! Did not have that problem before!
By greyed out I mean the skill thingy on the F2 sreen is not working! <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I looked in Internalsettings to change it, but could only change the values hence the high numbers on the bottom of the screen! Mind you that has been there for a long time, so it's not recent!!... running 14/8.5 & latest fixes...

<img src="http://i124.photobucket.com/albums/p34/jurgen5211/grayedout.jpg" border="0" class="linked-image" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Try hitting the ability once, don't go in just hit it once so you highlight it. When it's highlighted use the arrow key to scroll to the skills you want to improve. It should work that way.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
thanks for the tip <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> but should realy be fixed......confusing!! <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Tried it and doesn't work for me.........??
 
<!--quoteo(post=304500:date=Mar 4 2009, 12:15 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 4 2009, 12:15 AM) <a href="index.php?act=findpost&pid=304500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nope, you'd still get it the moment you went to sea. If you start on the first of the month, you'll have a week before it hits.<!--QuoteEnd--></div><!--QuoteEEnd-->In that case we might want to move to the 1st of the month for all quest starts.

<!--quoteo(post=304500:date=Mar 4 2009, 12:15 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 4 2009, 12:15 AM) <a href="index.php?act=findpost&pid=304500"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->"Captain! The crew is about to mu--" "Don't bother me right now, I've got a load of gold to sell." Serves them right. Visiting the deck isn't useless, even if no one was ever there. It gives some pretty good atmosphere to the game and a sense of continuity between sea and land.<!--QuoteEnd--></div><!--QuoteEEnd-->Serves them right indeed. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=304558:date=Mar 4 2009, 03:29 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 03:29 AM) <a href="index.php?act=findpost&pid=304558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Greetings, back for another "Dont know how long" period of time.
(The Dark Wolf anchors down at the harbor, until authorities wont find out that our papers fake, im here again)<!--QuoteEnd--></div><!--QuoteEEnd-->Welcome back! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=304558:date=Mar 4 2009, 03:29 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 03:29 AM) <a href="index.php?act=findpost&pid=304558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Its a bit annoying, that there arent characters to choose from, at the start, even in stock storlyline, but hell, I need to find a tailor...<!--QuoteEnd--></div><!--QuoteEEnd-->Annoying indeed. We do intend to put a "Customize character" interface in there, but we have yet to finish it. It'll be back. In the meantime, you can change your model through the code or at a tailor's.

<!--quoteo(post=304558:date=Mar 4 2009, 03:29 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 03:29 AM) <a href="index.php?act=findpost&pid=304558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Dont know where to ask: the lock ups in boarding missions still present?
If you managed to change something about that, Im going to test that very hard to still find an error-
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
Until it proves final.<!--QuoteEnd--></div><!--QuoteEEnd-->I think Hook fixed those; give it a try. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=304558:date=Mar 4 2009, 03:29 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 03:29 AM) <a href="index.php?act=findpost&pid=304558"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I got one weird error at build 14 alpha 6 + update 3 (?) at the afternoon: after boarding, when I click on cannons panel, to move the prey's into my hold, it locks up, and even changing to desktop wont produce another graphic, just the start bar is visible, all other parts of the screen is covered by the locked up ingame graphic. Cant even get a window displayed.<!--QuoteEnd--></div><!--QuoteEEnd-->Let us know if you get something like that in the latest version! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Huh, played ALOT tonight... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

POTC build 14 alpha 8.5 + patch:
(excuse me, if you already know about these, or if test results belongs to other topic)

1.: When im at Jamaica, at the port, british navy officers roaming around in blue coats.
As I talk to them, theres an option similar to: "Tell me about the town"(?): every time I click
that, instant CTD.

2.: Most of the times if I join an ongoing battle, or sail-ho a pirate ship alone, the sea is wild, with
VERY big waves, making the battle impossible ^^ and no storm around that time. A bit too harsh
weather for non-storm environment, especially battle.

3.: Maybe you know, but every time when crew go into mutiny at open sea, we all appear beneath the
ship ^^ and wont able to move.

4.: The model for the "shiver me timbers, its a pirate!" outfit is asphalt-grey, without textures.
Missing files I presume. Naturally you can see this model haunting around in town, as a walking
granite statue.

5.: Barfight crowd sometimes appear on a location, where they cant spread from, and stuck together.
This happens to sitting characters also, once saw two of them sitting into eachother, both facing
in 90 ° wrong direction, facing away left from the desk.

6.: Yes, slow motion in towns sometimes. At the streets it seems random. A bit more speed, but
still slow in: shipyard. But these present only til' areachange. And turning speed slows down in
upstair rooms in bars.

7.: Ive got a geforce 8600 GT vidcard, 1g memory, intel pentium dual core, and running this old
game in 1024 x 768, in only 16 bit depth... But fighting a single cutter near Jamaica results in
-really- stuttering gameplay... Something is not right.

Cant remember more, Im a tad tired <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />


And finally: whos responsible for the gambling games???
I almost felt off from my chair, when I saw the option: Poker, blackjack, and when I saw the full scale interface, and gaming experience, I almost decided that im seeing things...
Very nice work, I cant find any bug in it, and still dont understand, how it was possible, to create it that realistic, and fitting into pirate period atmosphere. With learning opponents, who you can rip off totally, if youre good enough...

Very accurate design, totally artistic. And sharp programmer work.
It could fit instantly into any new games on the market.

It was the very first time also, when I was chanceless against 1 class higher vessels with lugger, and managed only in a very long battle, to take down a cutter...
Somehow the sea AI looks smarter, producing a really nice, and eventful gameplay.

If capturable colonies really work, its very nice idea also.
I like the system of the ship's guns, and handgun micro management with ammo, and gunpowder, turned out to be simple, and fine <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> good to see that this idea, which raised alot of disputes, comed true.


Also alot of Historic changes, gun, and ship avaliability, nation-sepcific changes, historic island names, man, Im dazed...

(despise the only fact, that they chasing me in every corner, to sell 20-th century pump action shotguns...)


Though I not play this version too long, despise of minor errors it seems more stable than 14 alpha 6, or even build 13. Only got CTD-s in exact place: the navy guys. No other deadly lock ups, only so mutch violent death XD (finally this gameplay is challenging)

but this is only my personal experience.

The chaos of thousand individual, and clumsy ideas and functions I remembered, turned out into something whole, and pure. A totally different game, which seems to be the most accurate historic simulation Ive seen. With millions of functions, and additions, which seems to complete eachother.
One last gratulation, lads.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1.: When im at Jamaica, at the port, british navy officers roaming around in blue coats.
As I talk to them, theres an option similar to: "Tell me about the town"(?): every time I click
that, instant CTD.<!--QuoteEnd--></div><!--QuoteEEnd-->Oh crap; by the looks of it, all those guys get the Antigua_patrol dialog:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// KK -->
            case "navy":
                chr.dialog.filename = "antigua_patrol.c";
                GiveItem2Character(chr, "spyglass"+ makeint(1 + rand(3)));
            break;
// <-- KK<!--c2--></div><!--ec2-->
Can you go to Antigua and check if you get a CTD there too when talking with them?

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2.: Most of the times if I join an ongoing battle, or sail-ho a pirate ship alone, the sea is wild, with
VERY big waves, making the battle impossible ^^ and no storm around that time. A bit too harsh
weather for non-storm environment, especially battle.<!--QuoteEnd--></div><!--QuoteEEnd-->What's the wind speed at the time? Really high too? Before Hook started his improvements to the Realistic Weather mod, I observed huge waves outside storms and also storms with completely flat seas. There should be a proper relation between wind speed and wave height as per the <a href="http://en.wikipedia.org/wiki/Beaufort_scale" target="_blank">Beaufort scale</a>! Of course these values are for a "fully developed" sea, meaning a sea in which the wind has had plenty of time and space to make the waves as big as they can be for the given wind speed, but there's still a clear relation. I'm actually working with things like this at the moment for my "job"; maybe I can come up with a useful formula for us.

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->3.: Maybe you know, but every time when crew go into mutiny at open sea, we all appear beneath the
ship ^^ and wont able to move.<!--QuoteEnd--></div><!--QuoteEEnd-->I didn't get that on the last mutinies I had, but it might happen depending on your ship's deck. Can you try with different size ships?

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->4.: The model for the "shiver me timbers, its a pirate!" outfit is asphalt-grey, without textures.
Missing files I presume. Naturally you can see this model haunting around in town, as a walking
granite statue.<!--QuoteEnd--></div><!--QuoteEEnd-->Should be one of these two:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    makeref(model,Models[n]);
    model.description =  "They'll be thinking 'Oh shiver me timbers, it's a pirate!' when they see this dark vest and tricorner hat!";
    model.id       =  "Pirat5";
    model.FaceId    = 123;
    model.nation      =  PIRATE;
    model.price       =  200;
    model.assigned    =  true;
    AssignModelTypeNation(isstart, &model, "Sailors", 1.0, PIRATE);
    n++;

    makeref(model,Models[n]);
    model.description =  "They'll be thinking 'Oh shiver me timbers, it's a pirate!' when they see this dark vest and tricorner hat!";
    model.id       =  "Pirat12";
    model.FaceId    = 123;
    model.nation      =  ENGLAND;
    model.price       =  200;
    model.assigned    =  true;
    AssignModelTypeNation(isstart, &model, "Sailors", 1.0, ENGLAND);
    n++;<!--c2--></div><!--ec2-->Can you <a href="http://forum.piratesahoy.net//index.php?showtopic=9234" target="_blank">enable error logging</a> and check system.log for any "Can't load texture" messages?
It's probably "Pirat12"; by the looks of it, I don't even have that texture myself! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->5.: Barfight crowd sometimes appear on a location, where they cant spread from, and stuck together.
This happens to sitting characters also, once saw two of them sitting into eachother, both facing
in 90 ° wrong direction, facing away left from the desk.<!--QuoteEnd--></div><!--QuoteEEnd-->Can you show some screenshots when next that happens? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->6.: Yes, slow motion in towns sometimes. At the streets it seems random. A bit more speed, but
still slow in: shipyard. But these present only til' areachange. And turning speed slows down in
upstair rooms in bars.<!--QuoteEnd--></div><!--QuoteEEnd-->So there's always slow motion in shipyards and in tavern rooms? WTF??? <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->7.: Ive got a geforce 8600 GT vidcard, 1g memory, intel pentium dual core, and running this old
game in 1024 x 768, in only 16 bit depth... But fighting a single cutter near Jamaica results in
-really- stuttering gameplay... Something is not right.<!--QuoteEnd--></div><!--QuoteEEnd-->There's some sort of tremendous lag problem upon firing cannons. I wished I knew why; it gets really bad, the bigger the ships are involved. It also happens when there's a ship battle going on at the other side of the island! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And finally: whos responsible for the gambling games???
I almost felt off from my chair, when I saw the option: Poker, blackjack, and when I saw the full scale interface, and gaming experience, I almost decided that im seeing things...
Very nice work, I cant find any bug in it, and still dont understand, how it was possible, to create it that realistic, and fitting into pirate period atmosphere. With learning opponents, who you can rip off totally, if youre good enough...<!--QuoteEnd--></div><!--QuoteEEnd-->That was Maximus. So the tavern games actually work right? Niiiice! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It was the very first time also, when I was chanceless against 1 class higher vessels with lugger, and managed only in a very long battle, to take down a cutter...
Somehow the sea AI looks smarter, producing a really nice, and eventful gameplay.<!--QuoteEnd--></div><!--QuoteEEnd-->I'm not sure anything was done about the AI. Maybe some gamebalancing changes actually worked though. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If capturable colonies really work, its very nice idea also.
I like the system of the ship's guns, and handgun micro management with ammo, and gunpowder, turned out to be simple, and fine <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> good to see that this idea, which raised alot of disputes, comed true.<!--QuoteEnd--></div><!--QuoteEEnd-->Capture Colonies worked at some point, but I'm hearing rumours that it doesn't work quite right anymore. It's certainly not entirely finished, especially when it comes to colony management, but last time I checked, I could attack and capture towns just fine. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
You actually didn't find the ammunition for pistols to be annoying? I'm impressed! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Also alot of Historic changes, gun, and ship avaliability, nation-sepcific changes, historic island names, man, Im dazed...<!--QuoteEnd--></div><!--QuoteEEnd-->If you've got some historical knowledge about ship types, please let us know if you see ships sailing around that shouldn't be given the current period. The period values might need some tweaking still.

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->(despise the only fact, that they chasing me in every corner, to sell 20-th century pump action shotguns...)<!--QuoteEnd--></div><!--QuoteEEnd-->The shotguns are sold? Commonly? UH??? I know they're in there, but it's supposed to be an easter egg only. I thought I set it to "can't get" so that you must steal it off "Clint Eastwood"; I never really finished though though. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=304599:date=Mar 4 2009, 01:17 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 4 2009, 01:17 PM) <a href="index.php?act=findpost&pid=304599"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The chaos of thousand individual, and clumsy ideas and functions I remembered, turned out into something whole, and pure. A totally different game, which seems to be the most accurate historic simulation Ive seen. With millions of functions, and additions, which seems to complete eachother.
One last gratulation, lads.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks a lot! I'm pretty sure that if we manage to finish everything we've got in the works now and iron out the issues we're still having, Build 14 is going to be absolutely spectacular! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
<!--quoteo(post=304585:date=Mar 4 2009, 08:01 AM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 4 2009, 08:01 AM) <a href="index.php?act=findpost&pid=304585"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->thanks for the tip <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> but should realy be fixed......confusing!! <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Tried it and doesn't work for me.........??<!--QuoteEnd--></div><!--QuoteEEnd-->
To everyone using latest modpack (I'm sorry in advance):

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Please use<!--colorc--></span><!--/colorc--> <!--coloro:#0000FF--><span style="color:#0000FF"><!--/coloro-->Blue Interface<!--colorc--></span><!--/colorc--> <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->only.<!--colorc--></span><!--/colorc--> The workload I have now with necessity of modyfing and creating many of interfaces and tries of fixing bugs causes problems with time management, so I pushed issue of "synchronizing" Brown Interface with Blue I working on to the further plan. Brown Interface is currently useless, especially on screens like character, ship, save load and possibly other I don't remember.

I'm sorry

pirate_kk
 
There's something wrong with the function that produces the waves in the open sea away from other islands. You get amazingly huge waves. I saw it a few times when I was working on the Redmond port problem where you ended up in Devil's Throat. It's likely they're not initialized properly sometimes, and they're certainly not supposed to be that huge.

The shotgun is available from sneaky merchants, sometimes from Gregor Samsa, and Clint Eastwood's dialog is broken.

Captain Dan is right. This game is turning out to be pretty amazing.

Hook
 
Just a short (? XD) answer as start: actually, the ammo and powder mod for Pistol perfectly fits to the powder, and balls for the ship guns, because this game isnt a ship simulation, with some kind of small time, alibi shore walk, but two games linked together, as a hack-n-slash adventure game, and a sailship simulation.
So, never really understood those, who have anything against pistol ammo-
The fireweapons are additions, and great help in meelee combat.
So, if you need to click 4 more, to get their supplies also, to let them work, seems a balanced price.
Besides, this game never used simplified systems onshore, to get everything you want fast, as Pirates! So, it was full of atmosphere giving micromanagement since the stock. Adding some more to get the realistic feeling, and making you think about supplies wont changes it in a whole.
As half of the game is played onshore, somehow I dont feel such additions to be that mutch slowing, (yeah, 4 more clicks) as the opposers think.
Maybe an option from yer officers, to "from now on, always buy ammo, and powder for me" makes those people satisfied also... Its a rich, and rpg-like game, since the stock, giving a way to simplify it only a bonus... But can shut the argument, if it still present.
Loosing unique, historical functions like this... Brr..

Also very funny, if you find out, that youre lacking of ammo... A small puff, and nothing happens <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> only the powder ignited in the empty gun.
"Damn boatswain, stuffed me' pistol only with powder, and thin air!"

Edited: It was pretty sure pirat12, as exactly have the same dialog, but Ive seen it in Jamaica, Port royal, not some pirate town.

Answering the rest soon-
Thank you!
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

+ + +
 
Can anything be donw about those waves? I really don't like having big waves in slight winds or the other way around. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Looks like Clint Eastwood doesn't have a dialog at all. Apparently I forgot to give him one. I intended to make him attack the player with his shotgun so that you have to kill him to be able to use the shotgun yourself. However, he'd refuse to use his shotgun, using only his blade, so I gave up. I would <i>looove</i> to have some additional AI for characters who mainly would use their guns instead of their blades. Might be useful for musketeers in the later periods too. Could that be done?
 
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