• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 8.5

<!--quoteo(post=304637:date=Mar 4 2009, 07:27 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 4 2009, 07:27 PM) <a href="index.php?act=findpost&pid=304637"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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 looove 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?<!--QuoteEnd--></div><!--QuoteEEnd-->Yes, lets kill Clint Eastwood! <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" /> In the past I'd vote against, but I've changed my opinion since he produced <i>Space Cowboys</i>.

pirate_kk
 
LOL! Apparently he's used in the Jack Sparrow quest though. But for whatever crazy reason I always thought it'd be funny if he was the only character with a shotgun in the game. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
i have a question about the cursed pearl, you know when you sail into a storm with full sails and let your sails get down to zero, and then go to a normal sea, your sails look like swiss chees, could it be possible to use those sails as default sails on the cursed pearl?, it would look a lot better than the sails we have now
 
Those holes are put in there randomly. Of course it would be possible if somebody made a new alpha map that looks like that for the cursed Pearl's torns sails.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->So, never really understood those, who have anything against pistol ammo<!--QuoteEnd--></div><!--QuoteEEnd-->
I was trying to limit the amount of junk in my inventory and toggled it off. I found out the toggle didn't work. I had to track down and add the toggle to 90+ places in the code. There are more places where it needs to be done, but at least the game doesn't crash because of it.

I seldom use a pistol on my character. I do not allow my officers to carry them because they end up shooting civilians. I put them in the boarding locker and some of the boarders use them. The atmospheric effect with pistols during boarding is good.

Some people love the mod, and that's fine. I'm not fond of it, and that needs to be fine too. For me, it's not about "4 clicks", it's about spending over a week tracking down instances of it in the code and adding toggles so I could properly turn it off.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Can anything be done about those waves? I really don't like having big waves in slight winds or the other way around.<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't know. The original author of the realistic waves has a note in his readme about the waves being wrong sometimes, and he couldn't find a fix. I'm keeping an eye out for possible causes.

The huge waves aren't related to the winds at all. They appear to happen because something's not initialized. I'm looking out for that one too. We're not talking anything normal here, but waves much taller than your boat, more than you ever saw during a twister in the old weather system.

Hook
 
Having 2 extra slots in your inventory, (or yes, 4 totally, with the ammo pouch addons) isnt that mutch as I feel, with the introduced different item categories, but we are different people. Thats why I think, that somehow collecting the needed code changes altogether, and bonding it into one conversation with your officer, that you want HIM to replenish your ammo and powder onshore, or putting the option: pistol ammo/powder switch off totally, into advanced options will suffice for those, who somehow feel this less of objects being too mutch more junk.
But from your response I see that this means so mutch work in the code yet.
Also I think, that this is a main function, and removing it totally, means almost the same mutch programmer work, as bonding it into a switch. As people did alot of work with it since now, and historically correct.

Pieter: I try to get screenshots about errors, and turn on error logging <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

The shotguns wouldnt sell commonly, but in Port Royal, sometimes there are 3-4 "special" guys, who sell it, 3-4 only in front of the governor's mansion. And alot more.

But still, this mutch errors seems more like it, than even the build 13 was. It had less errors, more CTD's- Lots of them seemed random.

(thinking about other things to answer, currently thats it)

Godspeed

Dan

+ + +
 
When I put all those toggles in there were no item categories and no officers automating the process. I'm not advocating removing the mod, just making sure there's a toggle on it so people who aren't interested can turn it off. At the time there was supposed to be a toggle on the mod, but most of the code didn't use it.

Hook
 
Here's your fix for zero pay. It's in the interface.c file.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void LaunchSalaryScreen()
{
    if (CalcSquadronPayment(GetMainCharacter()) == 0) return;      // LDH don't bother if crew pay is zero 04Mar09
    if(procInterfacePrepare(INTERFACE_SALARY))<!--c2--></div><!--ec2-->

I tested this with the standard storyline (which wasn't easy!) and with the Hornblower storyline. The first day out this code is invoked and the payday is reset for the month so you won't get the payday screen again until the 8th of the next month. If the quests start on the 8th, you won't get a payday until a month later. As far as I can tell in a couple of other games paydays work normally afterward, but someone should test it a bit more.

Since Hornblower is running the ship, he's responsible for getting the crew paid, but the money will come from his superiors. Just make sure he gets money each month to pay the crew and officers (and himself, btw).

Hook
 
Huh, just saw again the great, all-night documentary about Trafalgar, the HMS Victory, and Nelson.
(trying to drown the huge desire to change his, and officers uniform into navy blue coats, and make a british black-yellow painting texture for the standard, damn lugger... Calm down, you want to remain a civil privateer... And besides, this little ship is too small...)

By the way, Pieter, im not sure about it: I made (out from a Shnyava) that Brig-rigged sloop (after Aubrie's Sophie, if I remember its name correctly) with steering wheel, compass, etc., and given her a huge flag, and its rope for the last sail. Do you also received its british navy painting texture? And I found my modified, detailed corvette also, with flag. Did I sent you that one finally? Or I disappeared, as usual...


Yes, it could be really fine, to have a toggle for the pistol mod
agree with that
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Tried to play Bartholomen o Portogues, gee that guy's confused <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Nearly every time he goes thru a gate the poor bugger finishes somewhere else <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Trying to go to that smugglers village he went thru the gate to find himself in the army barracks, nobody else there and could not get out again trying the same gate! Had to do it several times to get out again!! Same thing in town go thru a gate, your in the jungle, do it again, your some place else <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Got to the stage to find the ship on the beach, sailed to Port au Prince and the fun started all over again and it's very windy on the island as well! All told, this is going to be a very nice game once the bugs are sorted <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" />
 
Oh, noooo....

New horizon (eh, the stock storyline)

Nice gameplay, slowly advancing into a dashing pirate.
Then I realised something...

I did not bought a new spyglass...
I left port, after selling the cargo, recrewing, and repairing..

SO:
French attack never occured yet,
I have the "repair, and recrew ship" wuest checked,
but buy a spyglass, and sell your cargo isnt...

I went back. At oxbay port, every merchant sells NOTHING,
and the port door is closed... fast locations wont work. Only fort,
so form the fort I can manage to sneak into town.
Oxbay store wont sell personal items anymore, empty.
But theres only one guy inside the walls, ho sells things.
Bought a spyglass, so that quest is checked.
Only one quest remains, to begin the french attack, and let me inform Silehard.
But no matter what I do, to buy chocolate and leather, and sell it back, no matter how mutch days I wait,
I cant get the "sell your cargo to local store" quest checked,
(altough repair and recrew your ship IS completed)
and port door is closed from the port's side, and only one merchant functional,
the one near the loanshark office. All others, and store is empty at items.

Those simptoms only present since I first left oxbay without finishing quests.
(but I cant understand how I was able to get money for the repairs, and I remember that I selled
chocolate, and leather, but the damn "sell to local store" quest still unchecked)

Please tell me, that I can correct this without starting a new game... XD
To edit the savegame, and its variables inside, (turn frenchattack from 0 to 1 XD)
or to edit the quest itself somehow... To trigger the next step, and to unlock port door again...

Also: how can I tweak the gunfire smoke? It seems to lag the game very mutch when it occurs.

Edited: Is it normal, that my crewmembrs onshore are lv33 monsters, with 360 or more hp, (finally found the o key ^^) and in a barfight, with a very good blocking schiavona in my hand, the lv 3 guy with lv6 fencing will hit VERY big into my hp thru my block, so the block seem useless totally?

As I read, blockdamage mod has been removed. Ok, but now it seems sometimes my sword wont block AT ALL-
Apprentice difficulty, (doesnt seems to matter for this) average rapier, with 81% block, im lv5, meelee skill 2 (ok, that sucks) - fighting an lv 5 (or smaller, dont remember good) guy with schiavona, and 6 meelee. No matter that I block, Im down from 2, or 3 slash.

Can I change this somewhere? ^^

Edited: Currently nosing in LAi_fightparams.c, as surprisingly now I understand the mechanic of calculating damage, I think im able to totally turn damage through block off. If it succeeds, im going to search for a better way: a "slight" little damage thru block can speed up fights...

Edit2:
Huh, succeeded immediately. :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->isBlocked = isBlocked && CheckAttribute(enemy,"equip.blade") && GetCharacterEquipByGroup(enemy,BLADE_ITEM_TYPE) != "bladeX4";
    // PB: Disable blocking for enemies with either no sword or their fists equiped
    if(isBlocked)
    {
        //Âĺđî˙ňíîńňü ďđîáčâęč
        float p = LAi_BladeFindPiercingProbability(attack, enemy, hitDmg);
        p = p + pBreak;
        //Ĺńëč řŕíńîâ ďđîáčňü íĺň, ňî íĺíŕíîńčě ďđîâđĺćäĺíč˙
        
        if(p < 0.0)
        { return; }
        else
        //a stoneage mode to turn off BLOCKDAMAGE totally... Without changing the code mutch:
        { return; } //ending the damage calculator function ANYWAYS, if blocked.
                       //A future Mod toggle variable could be in the else branch as an "IF". (?)
    }<!--c2--></div><!--ec2-->

No damage when blocked anymore.
But it seems a bit too clumsy. I try to play around with things a bit- Having a very little damage inspires the player to move FAST, and end the fight.
 
It's strange that you cannot conclude the turotial quest, it should be finish regardless if you grab the items are not. As soon you leave the port the quest are deleted and the quest to inform the gorvernor should be replacing it.(the french attack movie won't play, it's normal) I usually sell my stuff first then recruite crew then I buy sandal and go to Jamaica right away whitout repairing my ship and the quest work fine if I complete it or not.

Well if you still trying to finish the quest from my perspective your not that far. Try a new game it's your best bet so far. Also I know we keep repeating ourself about this but you sure you install the mod the correct way? I try the way you explain and it work fine on my side.

One thing that could happen is that you past a few days in port before you left. ei: I'm not sure but I think the game will hold the french attack for a few days so the player can repair is ship. After that the next day the town will be in french hands. So at that point the store will be close since the french don't allowed trading until the British take back the port. It happen to me in build 14 a6u2 and the game start to give me a lot of error. That prolly what happen. Maybe we should look into it. Until then I recommand you make sure you install the mod proprelly or if you think it is then start a new game and try again.


Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=304725:date=Mar 5 2009, 10:36 AM:name=Estharos)--><div class='quotetop'>QUOTE (Estharos @ Mar 5 2009, 10:36 AM) <a href="index.php?act=findpost&pid=304725"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I recommand you make sure you install the mod proprelly or if you think it is then start a new game and try again.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yep, I followed the install very carefully, and as you can read, other thigns work properly. Also I managed to conclude tutorial quest before, with this install, just lost my ship then, therefore restarted. (deleted all savegame before that)
I told Malcolm, that I can find the stores myself, and then slept a few (alot)days, played poker, and left port, after repairing my ship. Only Oxbay has its merchants with no items, and port door closed, other cities fine.
 
<!--quoteo(post=304727:date=Mar 5 2009, 04:55 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 04:55 AM) <a href="index.php?act=findpost&pid=304727"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->and then slept a few (alot)days, played poker, and left port, after repairing my ship.<!--QuoteEnd--></div><!--QuoteEEnd-->

At this point it's possible the town switch side during you stay in port. Try resarting a game real quick don't do any quest, except selling your goods and by enought food to go at Jamaica and let me know if the quest get complete anyway, if so then maybe we should work the code so that the town don't switch to french until you really leave the port to sea. If I got time I will test it to, to confirm my theory.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
The town is at english hands still. I was in redmond and back, and completed the spyglass, and repair my ship q, only the sell cargo to local merchant missing.

other thing: after succesfully "blocked" all damage if you block, with the before posted code, I changed that code back to original,
and tested succesfully with fix little amount of damage thru block: (another experiment)

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    if(IsCharacterPerkOn(enemy, "BasicDefense")) kDmg = 0.9;
    if(IsCharacterPerkOn(enemy, "AdvancedDefense")) kDmg = 0.8;
    if(IsCharacterPerkOn(enemy, "SwordplayProfessional")) kDmg = 0.6;
    dmg = dmg*kDmg;
    float damage = LAi_BladeApplySkills(attack, enemy, dmg);
    if(isBlocked)
    {
        //damage = damage*0.3;    ---- this was the default line in code.
                              damage = 1.0;
                              critical = 0.0; //Testing with fix damage value: 1.0 without critical.  
    }<!--c2--></div><!--ec2-->

This works also.

I still feel the meelee skill gap between 2 and 6 too mutch, as it was on the default code.
Maybe simply taking away the ability to do critical thru block will enough?
Or also reduce a multiplier.... Hm.
Anyone other who find the meelee too challenging in 14 alpha 8.5 + patch? Or I just wasting your time with this code <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
Adding a switch to advanced options about blockdamage on/off will be very easy,
as despise the version info, that its removed, this mod is <b>present, and fully functioning.</b> Only a bit too challenging for me...

Any ideas? I think it should be linked to an option switch. OR a floating number.
Easy to change its rate of damage anyways.
 
<!--quoteo(post=304682:date=Mar 4 2009, 11:22 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 4 2009, 11:22 PM) <a href="index.php?act=findpost&pid=304682"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I was trying to limit the amount of junk in my inventory and toggled it off. I found out the toggle didn't work. I had to track down and add the toggle to 90+ places in the code. There are more places where it needs to be done, but at least the game doesn't crash because of it.

I seldom use a pistol on my character. I do not allow my officers to carry them because they end up shooting civilians. I put them in the boarding locker and some of the boarders use them. The atmospheric effect with pistols during boarding is good.

Some people love the mod, and that's fine. I'm not fond of it, and that needs to be fine too. For me, it's not about "4 clicks", it's about spending over a week tracking down instances of it in the code and adding toggles so I could properly turn it off.<!--QuoteEnd--></div><!--QuoteEEnd-->Fair enough. In any case there is a toggle now, as there should be on pretty much any major mod. We don't need to force people to use it. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

<!--quoteo(post=304682:date=Mar 4 2009, 11:22 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 4 2009, 11:22 PM) <a href="index.php?act=findpost&pid=304682"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Don't know. The original author of the realistic waves has a note in his readme about the waves being wrong sometimes, and he couldn't find a fix. I'm keeping an eye out for possible causes.

The huge waves aren't related to the winds at all. They appear to happen because something's not initialized. I'm looking out for that one too. We're not talking anything normal here, but waves much taller than your boat, more than you ever saw during a twister in the old weather system.<!--QuoteEnd--></div><!--QuoteEEnd-->You mean the KiwisDoFly (I think) realistic wave mod and not the Maturing realistic weather mod now, right? The highest waves certainly did get a lot bigger since the inclusion of the Maturin realistic weather mod though, so that mod at least influences it somewhere. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=304688:date=Mar 5 2009, 12:16 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 12:16 AM) <a href="index.php?act=findpost&pid=304688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter: I try to get screenshots about errors, and turn on error logging <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--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(post=304688:date=Mar 5 2009, 12:16 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 12:16 AM) <a href="index.php?act=findpost&pid=304688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The shotguns wouldnt sell commonly, but in Port Royal, sometimes there are 3-4 "special" guys, who sell it, 3-4 only in front of the governor's mansion. And alot more.<!--QuoteEnd--></div><!--QuoteEEnd-->I should look into that then. I don't want them to be sold at all. I want there to be only one in the game in total, which should be hard and not obvious to get.

<!--quoteo(post=304688:date=Mar 5 2009, 12:16 AM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Mar 5 2009, 12:16 AM) <a href="index.php?act=findpost&pid=304688"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But still, this mutch errors seems more like it, than even the build 13 was. It had less errors, more CTD's- Lots of them seemed random.<!--QuoteEnd--></div><!--QuoteEEnd-->I'm not entirely sure I'm following you... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Build 13 has one predictable CTD that occurred when you had a full cargo hold at midnight. People ran into this very frequently after plundering ships in a battle. We've finally got <a href="http://www.piratesahoy.net/build/midnight_fullcargohold_ctdfix_b13.zip" target="_blank">a fix for it</a> now though. I'm not sure about any others. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I had that problem in Jamaica, after a while all merchant stop selling stuff and when I was opening they inventory I couldn't see nothing not even my own stuff. I resarts a game since then but right now I'm checking all the npc everywhere to make sure they got the right dialog and to correct typos, in dialogs. So I didn't have the time to check the merchant yet.

For Oxbay well maybe staying to many days in town avoid the quest to be completed. I really don't know. If you got a chance try a quick game as I said to see if the quest work ok that way.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Damn, I always edit my replies too late, when talking about the code change experiment XD and conversation moves past it ^^

So anyway, what do you think about that past two little code play about the surprisingly still present blockdamage mod?
Sorry about late edits, read it back if you have time for it

thanks
 
P.S: Did you try a f11, maybe it will sort stuff up.

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
The fencing challenge is quiet chalenging and I'm sure we can work it out, just need more time. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
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