• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 8

I'd say, go ahead and do it! At least that'll allow us to keep them in and maybe, just maybe, at some point another modder will be willing to improve upon it further? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
You won't hear me complaining. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Sounds like you didn't run the RUNME.BAT file before playing marbatico.

Doublecheck you followed the install instructions exactly. Usually missing textures such as you are describing is because you did not complete all the installation steps.

Cap'n Drow
 
Hello everyone, i don't know if this is the right topic to ask my questions, but as i see that the installation instructions are here too...
I'm playing POTC with the Build 14 alpha 8.5 patch 1.1 installed, and i tried to play the two finished mainquests, the original one and the Bartolomeu storyline. I have found some more or less serious bugs, but i never know if they are caused by a bad installation or if i am not the first to report them, so here's the list :

-At some point of the Bartolomeu quest, the player must find a pirate named Nathaniel who lives in Charlestown, Nevis. When entering the town, the pirate's caravel is in the port, and an officer suggests to ask the town's shipwright (to continue the quest). But the town is entirely bugged : the shipyard and some other buildings are missing, and worse, it is impossible to enter any location, including the ship's deck ! I tried to go to Charlestown while playing other quests and everything is fine, including the shipyard.

-During some mainquests (Bartolomeu's and Hornblower's quests), the fast travel is disabled. I never use it, but that can be annoying for some people. I suppose the fast travel was disabled because of some kind of special objective, but it is never usable again.

-During the Devlin's quests (both Blaze and Opera), i noticed a small bug when it is asked to choose a "guide" to find the treasure. One of the modder's avatars (the one which is alwars reading books) is chosen as the player's officer the first time the player talks to him, unlike the others.

-During the same quest, after choosing a "guide", the quest book says that the lost brother/sister is at Nevis, while the officer chosen in the townhall says to go to Jamaica, and to land on the northern beach. So where to go ? I tried both of the locations, and theres nobody there. Is that the end of the quest ?

-The CouchCaptainCharles' "odd trees" textures were improved from build 13 (finally some real jungles), but theres still some trees with khaki borders around the leaves (i don't remember in which island, Nevis i guess). Also, instead of "sinking" palm trees in the ground to make them look like ferns, i noticed a very nice looking fern model of the stock game, but i don't know if it's usable.

-Theres a model of Fluit with a cannon smoke emitter way too much in front of the ship.

-After a changing of the Advanced Options from the menu, the games crashes when clicking resume game, but the options are saved.

-Same problem when changing the audio options, all the links between the locators are disabled, a reload is necessary to reactivate them. Also, the audio sliders are always completely left, even when the volume is at maximum.

-some of the jungle locations in antigua are traps, they can be entered, but not exited.

-I know this has already been reported, but the automatic skill levelup is waaay to slow, and setting it to 99 doesn't change anything. Worse, when the option is disabled, the skills are no longer possible to increase. I don't care for most of the skills as, for exemple, it is not realistic at all to strike all sails of a manowar in 5 seconds, even with a well trained crew, wo i leave the sailing skill to 1 anyway, but the non upgrading skills are especially annoying with the melee and cannons skills.


That's all, and thats really not much for an alpha version, as some of these bugs are certainly caused by my installation. Sorry about my english, i'm french.
I also wanted to say that Build 14 is an huge improvement over Build 13, especially the new towns and jungles which bring some -needed- variety, so keep up the good work, i'm shure the build 14 full will be awesome. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
I've been tweaking the auto skilling system and I'm glad to finally get some input on it. Thanks.

Things you do early in the game can give you a lot of skills. Later in the game you get somewhat less. I have to agree that when you're used to assigning all your skill points to one or two skills, the automatic system seems dog slow. But if you concentrate on doing things that raise those skills they come fairly quickly. At any point in the game you should have *approximately* 2 skill points per character level added. It's not really possible to make this mathematically exact the way we're doing it though. The way it is makes the abilities more useful.

I usually work on leadership and luck by talking to everyone. If you want melee, go into the dungeon. Try to stay alive. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> You won't get many accuracy or cannon skill points until you've gotten a ship with lots of guns, at which point those two skills go up quite quickly.

There are a lot of skill increasing items in the game, and the new books are very useful. You just have to balance the minus skills and plus skills. Remember that you can only increase a skill by 4.

I prefer getting officers with high skills because your character uses the highest skills of his officers as long as they're not inactive. Giving these guys books is a good way to get their skills up a bit more, since you don't care if a gunner, for example, has low luck or commerce or whatever.

Good luck with it all, and I'd welcome more comments.

Hook
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
Gostships on the maps, tried several storys and all the same, another one is after attacking a fort, and get to the burning fort icon, pressing F3, next sreen is black, winning a sea battle final sreen is just water! Have to tell windows to shut down ( 3 finger salute) this is the Blaze Devlin Story. Already reported lots of Bugs on the B.o Portugues story and finaly in New Horizons Malcom says place the weapons for the crew in its place, which is not there! That means you can't follow up, so you got to tell him I know all that and you finish up on the landing! Have not played on from there yet. Some Islands, in the Blaze Devlin story, when you get near and wanna go from map to sea view the game crashes. Forgotten wich Islands, but had two crashes of different islands.....Have to play this again to pin them down..

<img src="http://i124.photobucket.com/albums/p34/jurgen5211/mapships.jpg" border="0" class="linked-image" />
 
First of all, welcome to the forum, Youpime! Your test results are most valuable! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm playing POTC with the Build 14 alpha 8.5 patch 1.1 installed, and i tried to play the two finished mainquests, the original one and the Bartolomeu storyline. I have found some more or less serious bugs, but i never know if they are caused by a bad installation or if i am not the first to report them, so here's the list :<!--QuoteEnd--></div><!--QuoteEEnd-->What filesize was the Patch 1.1 download? It should be over 50 MB. There's another file floating around that's under 3 MB but that was just a patch for the original patch. If you're not sure which one you installed, <a href="http://www.piratesahoy.net/build/b14_alpha8-5_patch1.exe" target="_blank">this is the file you need</a>. Just extract it over your current installation.

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-At some point of the Bartolomeu quest, the player must find a pirate named Nathaniel who lives in Charlestown, Nevis. When entering the town, the pirate's caravel is in the port, and an officer suggests to ask the town's shipwright (to continue the quest). But the town is entirely bugged : the shipyard and some other buildings are missing, and worse, it is impossible to enter any location, including the ship's deck ! I tried to go to Charlestown while playing other quests and everything is fine, including the shipyard.<!--QuoteEnd--></div><!--QuoteEEnd-->Bartolomeu himself ran into that problem as well. It seems the fix is pretty simple though: remove the Quebradas Costillas location init file from PROGRAM\Storyline\Bartolomeu\Locations\init; new game is required for this fix. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-During some mainquests (Bartolomeu's and Hornblower's quests), the fast travel is disabled. I never use it, but that can be annoying for some people. I suppose the fast travel was disabled because of some kind of special objective, but it is never usable again.<!--QuoteEnd--></div><!--QuoteEEnd-->Please check again once Alpha 9 is released the coming weekend. If the problem persists, make note of the exact times when it happens. Short Jack Gold should be able to fix it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-During the Devlin's quests (both Blaze and Opera), i noticed a small bug when it is asked to choose a "guide" to find the treasure. One of the modder's avatars (the one which is alwars reading books) is chosen as the player's officer the first time the player talks to him, unlike the others.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds like something else for Short Jack Gold to look into.

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-During the same quest, after choosing a "guide", the quest book says that the lost brother/sister is at Nevis, while the officer chosen in the townhall says to go to Jamaica, and to land on the northern beach. So where to go ? I tried both of the locations, and theres nobody there. Is that the end of the quest ?<!--QuoteEnd--></div><!--QuoteEEnd-->I think it's indeed unfinished at that point. There is one option you can pick that will take you as far as Nevis, but that's where the fun ends for now. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-The CouchCaptainCharles' "odd trees" textures were improved from build 13 (finally some real jungles), but theres still some trees with khaki borders around the leaves (i don't remember in which island, Nevis i guess). Also, instead of "sinking" palm trees in the ground to make them look like ferns, i noticed a very nice looking fern model of the stock game, but i don't know if it's usable.<!--QuoteEnd--></div><!--QuoteEEnd-->Unfortunately "alpha maps" are not supported on those models, so we'd need to change the models themselves to get rid of those borders. Should actually be possible to do that though. Damski62? ZarethPL? Any takers? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Theres a model of Fluit with a cannon smoke emitter way too much in front of the ship.<!--QuoteEnd--></div><!--QuoteEEnd-->LOL! Can you tell us which one that is? Screenshot or otherwise? If you have <a href="http://forum.piratesahoy.net//index.php?showtopic=9234" target="_blank">enabled error logging</a>, the ship's name and type might appear in your compile.log; that way you can link the ship's name (visible through your spyglass) with the ship's type.
[MOST useful feature this, Hook! Thanks! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> ]
 
<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-After a changing of the Advanced Options from the menu, the games crashes when clicking resume game, but the options are saved.<!--QuoteEnd--></div><!--QuoteEEnd-->Agh! I had hoped we had that fixed by now. Maybe Hook does have it fixed now though.

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Same problem when changing the audio options, all the links between the locators are disabled, a reload is necessary to reactivate them. Also, the audio sliders are always completely left, even when the volume is at maximum.<!--QuoteEnd--></div><!--QuoteEEnd-->WAAAH! Messed up. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
I think I indeed noticed those audio sliders always being at the left. Should be fixed too. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-some of the jungle locations in antigua are traps, they can be entered, but not exited.<!--QuoteEnd--></div><!--QuoteEEnd-->There was some intentional craziness there to send you back the same way you came from, but you shouldn't get <i>completely</i> trapped. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-I know this has already been reported, but the automatic skill levelup is waaay to slow, and setting it to 99 doesn't change anything. Worse, when the option is disabled, the skills are no longer possible to increase. I don't care for most of the skills as, for exemple, it is not realistic at all to strike all sails of a manowar in 5 seconds, even with a well trained crew, wo i leave the sailing skill to 1 anyway, but the non upgrading skills are especially annoying with the melee and cannons skills.<!--QuoteEnd--></div><!--QuoteEEnd-->Be sure to use the Blue Interface; the brown one definitly doesn't work. Probably the blue one doesn't work right with the Auto Skill System off either; needs to be looked into. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
BTW: Apparently you CAN still increase your skills by using the keyboard instead.

<!--quoteo(post=305690:date=Mar 9 2009, 11:59 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 9 2009, 11:59 PM) <a href="index.php?act=findpost&pid=305690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's all, and thats really not much for an alpha version, as some of these bugs are certainly caused by my installation. Sorry about my english, i'm french.
I also wanted to say that Build 14 is an huge improvement over Build 13, especially the new towns and jungles which bring some -needed- variety, so keep up the good work, i'm shure the build 14 full will be awesome. <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Thanks a lot! Please do keep playing and posting your finding, especially once Alpha 9 is released. Having some good testers is very important! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=305730:date=Mar 10 2009, 07:27 AM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 10 2009, 07:27 AM) <a href="index.php?act=findpost&pid=305730"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gostships on the maps, tried several storys and all the same, another one is after attacking a fort, and get to the burning fort icon, pressing F3, next sreen is black, winning a sea battle final sreen is just water! Have to tell windows to shut down ( 3 finger salute) this is the Blaze Devlin Story. Already reported lots of Bugs on the B.o Portugues story and finaly in New Horizons Malcom says place the weapons for the crew in its place, which is not there! That means you can't follow up, so you got to tell him I know all that and you finish up on the landing! Have not played on from there yet. Some Islands, in the Blaze Devlin story, when you get near and wanna go from map to sea view the game crashes. Forgotten wich Islands, but had two crashes of different islands.....Have to play this again to pin them down..<!--QuoteEnd--></div><!--QuoteEEnd-->That screenshot indicates a definite erroneous install. Somehow it's using the stock game ship models on the worldmap instead of the new mapship models. However, the mapship models are already included in Build 13 Final(!) so I haven't got a CLUE how you can be missing those! If something indeed went wrong, that might also explain the other issues you're having.
How did you install? And do you have the game installed in Program Files, by any chance?
 
At first, i'd like to thank you four your accurate answers.

-The fix works for the Bartolomeu's quest.

-I'm not shure, but i guess fast travel is disabled in Bartolomeu's and Hornblower's quests if any savegame was loaded before lauching the new game.

-The ship with a bad smoke emitter is the Fluit of Dutch design, often for sale at Jamaica's shipyard. Specs : 32 12-pounder cannons, 3122 cargo hold, 12 speed rate and 30 turn rate. The model used is the new "Fluit" model (not the stock Fleut). The emitter is the one of the first cannon of the port side.

-Thanks a lot, now i can increase my skills (with the keyboard).

A last little question : is that possible to take a model from the stock game (like a palm tree), copy it and then paste it anywhere, or is it needed to create a new model without collision detection and use it in the 3d editor ? TESCS was easier to use, damnit <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=305919:date=Mar 10 2009, 09:09 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 10 2009, 09:09 PM) <a href="index.php?act=findpost&pid=305919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-The fix works for the Bartolomeu's quest.<!--QuoteEnd--></div><!--QuoteEEnd-->Now THAT's simple one. Thanks for confirming that it works. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=305919:date=Mar 10 2009, 09:09 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 10 2009, 09:09 PM) <a href="index.php?act=findpost&pid=305919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-I'm not shure, but i guess fast travel is disabled in Bartolomeu's and Hornblower's quests if any savegame was loaded before lauching the new game.<!--QuoteEnd--></div><!--QuoteEEnd-->AH! That might explain it. Whenever you want to start a new game, close the game first! Otherwise weird things might happen. The thing I noticed was that quest characters got random names, but apparently worse things can happen. We might disable starting a new game if you didn't just load the game. That would at least prevent people from running into such trouble. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=305919:date=Mar 10 2009, 09:09 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 10 2009, 09:09 PM) <a href="index.php?act=findpost&pid=305919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-The ship with a bad smoke emitter is the Fluit of Dutch design, often for sale at Jamaica's shipyard. Specs : 32 12-pounder cannons, 3122 cargo hold, 12 speed rate and 30 turn rate. The model used is the new "Fluit" model (not the stock Fleut). The emitter is the one of the first cannon of the port side.<!--QuoteEnd--></div><!--QuoteEEnd-->Maybe it's Fleut5. That's the only one I can think of. That model came from AoP. All the other ones are based either on the stock game fleut or are only available from the Dutch.

<!--quoteo(post=305919:date=Mar 10 2009, 09:09 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 10 2009, 09:09 PM) <a href="index.php?act=findpost&pid=305919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->-Thanks a lot, now i can increase my skills (with the keyboard).<!--QuoteEnd--></div><!--QuoteEEnd-->Great! Now all we need to do is fix that interface. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=305919:date=Mar 10 2009, 09:09 PM:name=Youpime)--><div class='quotetop'>QUOTE (Youpime @ Mar 10 2009, 09:09 PM) <a href="index.php?act=findpost&pid=305919"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A last little question : is that possible to take a model from the stock game (like a palm tree), copy it and then paste it anywhere, or is it needed to create a new model without collision detection and use it in the 3d editor ? TESCS was easier to use, damnit <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Might be possible if you can seperate the palm tree model and put it in it's own GM file. Should be possible with Inez' TOOL and/or Maya, but I don't know exactly how. The models originally used for the "jungles" were actually the palm trees from the worldmap. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Hey, I have a problem with the download.

None of the two links don´t work, so i can´t download the Build 18 A8 full.

I hope you can help me

Nice day^^
 
Not to sure about the downloads.

But i suggest you get alpha 9. Its a lot more stable than 8 ever was ^^

Topic link : <a href="http://forum.piratesahoy.net//index.php?showtopic=12809" target="_blank">http://forum.piratesahoy.net//index.php?showtopic=12809</a>
 
Just for good measure, I fixed up this thread's download links too. But indeed getting Alpha 9 instead is a better idea. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
We might need to have this documented properly somewhere:

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Real Caribbean</b></i><!--sizec--></span><!--/sizec-->
<i><b>By:</b> Pirate_KK and Maximus</i>
The unrealistic island and town names from the original game are finally a thing of the past.
All stock game islands and towns have been renamed to existing islands and towns.
Additionally there is four new islands and four new towns.

To help you get used to this, below is a full list of all the changes.
Original names are between [ these things ] . <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

<b>Island:</b> Jamaica [Redmond]
<b>Town:</b> Port Royale [Redmond]

<b>Island:</b> Barbados [Oxbay]
<b>Town 1:</b> Speightstown [Oxbay]
<b>Town 2:</b> Bridgetown [Greenford]

<b>Island:</b> Bonaire [Douwesen]
<b>Town:</b> Kralendijk [Douwesen]

<b>Island:</b> Martinique [Falaise de Fleur]
<b>Town:</b> Saint Pierre [Falaise de Fleur]

<b>Island:</b> Granada [Conceicao]
<b>Town:</b> São Jorge [Conceicao]

<b>Island:</b> Nevis [Quebradas Costillas]
<b>Town 1:</b> Charlestown [NEW!]
<b>Town 2:</b> Pirate Settlement [Quebradas Costillas]

<b>Island:</b> Cozumel [Khael Roa]

<b>Island:</b> Aruba [NEW!]
<b>Town:</b> Oranjestad [NEW!]

<b>Island:</b> Curacao [NEW!]
<b>Town:</b> Willemstad [NEW!]

<b>Island:</b> Eleuthera [NEW!]
<b>Town:</b> Governor's Harbour [NEW!]

<b>Island:</b> Isla de Muerte [NEW!]
<i>Can only be found if you have Jack Sparrow's compass, which you can get in the standard storyline for Mr. Gibbs in the Tortuga Tavern.
This island is also used during the Legend of Jack Sparrow storyline, which should be playable in Build 14 Alpha 9 Patch 3</i>

For those people who prefer the old names, this mod can be turned off in the Advanced Options menu (see below).
 
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