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    Maelstrom New Horizons


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Build 14 Alpha 9

Actually, we also have a file that includes the REALLY experimental mods, including the Save At Sea and Different Flags mods,
which I've just tested and seem to be working.
I'm thinking we might add you and some of our other bug testers to the "Modders" usergroup too; that'd give you access to it.
If you're interested in having a look at it, that is... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=309770:date=Mar 30 2009, 09:59 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 30 2009, 09:59 PM) <a href="index.php?act=findpost&pid=309770"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Actually, we also have a file that includes the REALLY experimental mods, including the Save At Sea and Different Flags mods,
which I've just tested and seem to be working.
I'm thinking we might add you and some of our other bug testers to the "Modders" usergroup too; that'd give you access to it.
If you're interested in having a look at it, that is... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


Don´t forget the german guy with the bad english in this case Pieter....if it is possible <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
I'm afraid I DID forget the German guy with the bad English; but I won't forget the one with the not-so-bad English. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
I have just added some of the Alpha 9 testers to the "Modders" usergroup, being Schalkepirat, simking, Nosie and Megla.
If I didn't add you, but you also contributed in posting bugs and want to be added, just say so. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
[ I like seeing a lot of <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Red<!--colorc--></span><!--/colorc--> on the forum <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> ]

For those I just added, check the <a href="http://forum.piratesahoy.net//index.php?showforum=68" target="_blank">POTC Modding forum</a>, especially the <a href="http://forum.piratesahoy.net//index.php?showtopic=12623" target="_blank">FTP, Akella Modding Tools and Help Files</a> and <a href="http://forum.piratesahoy.net//index.php?showtopic=12986" target="_blank">Development Resources</a> threads. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Oh; and DON'T expect a stable game version from THOSE! Best to install it on top of a COPY of your current installation! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Sounds good, thank you <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

So I will start at latest tomorrow to install on my second computer a development version to test. And no problem with crashes, I also a beta tester for FiFa Manager bei EA Sports and so on, but of course in german language. So I know the different between stable and development. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
LOL i became red all of a sudden XD

Guess ill have to check that documentation then Pieter.

As for the "stable game" thing. Dont worry im ussed to it. Though im only betatesting a multiplayer HL mod. But weve had or fair share of unpredictable 5 minute crash bugs XD


BTW 2 more bugs in Alpha 9 Patch 1

1.) The cursed monk on Jamaica tells you to take the item to one of his brothers located on Jamaica beach. Needless to say thats where hes standing.

2.) The good old EITC office bug in a different light. You cant enter the office in Port Royale. I brought Becket to the destination using direct sail method. And he never left the ship. So i went onboard his ship and talked to him there. He told me to meet him in the office and the ship removed itself from my fleet. (there is an exploit to this you can dock at another island and sell everything on the ship you are escorting to gain some cash) But then my quest log became empty and the office is unreachable.
 
The smugglers of Cuba (Havana not sure about the other town) and Santo Domingo are broken.

This is with the new patch. I'll try some more smugglers, I hope its not on ALL of them.

Error on the one from santo domingo:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->RUNTIME ERROR - file: dialogs\Smuggler Agent_dialog.c; line: 103
missed attribute: name
RUNTIME ERROR - file: dialogs\Smuggler Agent_dialog.c; line: 103
no rAP data
RUNTIME ERROR - file: quests\quests.c; line: 414
invalid index -1 [size:1750]
RUNTIME ERROR - file: quests\quests.c; line: 414
function 'CharacterFromID' stack error
RUNTIME ERROR - file: quests\quests.c; line: 414
invalid index -1 [size:1750]
RUNTIME ERROR - file: quests\quests.c; line: 414
function 'CharacterFromID' stack error
RUNTIME ERROR - file: dialog_func.c; line: 839
Using reference variable without initializing
RUNTIME ERROR - file: dialog_func.c; line: 839
uninitialized function argument
RUNTIME ERROR - file: dialog_func.c; line: 839
function 'LAi_SetCurHPMax' stack error
RUNTIME ERROR - file: dialog_func.c; line: 840
Using reference variable without initializing
RUNTIME ERROR - file: dialog_func.c; line: 840
AClass ERROR n1
RUNTIME ERROR - file: dialog_func.c; line: 840
function 'PlaceSmugglersOnShore' stack error<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Ronald Blacklock does not appear in Greenford prison.
Reason: he was model: Offic.eng which has been removed in Alpha 9

I will change him to Offic.eng_17 (which is there)
 
<!--quoteo(post=309787:date=Mar 30 2009, 11:15 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 30 2009, 11:15 PM) <a href="index.php?act=findpost&pid=309787"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So I will start at latest tomorrow to install on my second computer a development version to test. And no problem with crashes, I also a beta tester for FiFa Manager bei EA Sports and so on, but of course in german language. So I know the different between stable and development. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--><!--quoteo(post=309799:date=Mar 31 2009, 01:06 AM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 31 2009, 01:06 AM) <a href="index.php?act=findpost&pid=309799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for the "stable game" thing. Dont worry im ussed to it. Though im only betatesting a multiplayer HL mod. But weve had or fair share of unpredictable 5 minute crash bugs XD<!--QuoteEnd--></div><!--QuoteEEnd-->Cheers and Cheers. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=309799:date=Mar 31 2009, 01:06 AM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 31 2009, 01:06 AM) <a href="index.php?act=findpost&pid=309799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1.) The cursed monk on Jamaica tells you to take the item to one of his brothers located on Jamaica beach. Needless to say thats where hes standing.<!--QuoteEnd--></div><!--QuoteEEnd-->LOL! CAN you actually give back the item to him or doesn't he accept it? I recall hearing before that the monks were a bit confused every now and then; I suppose we'd better look into that. Hopefully it wouldn't be too hard to fix.

<!--quoteo(post=309799:date=Mar 31 2009, 01:06 AM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 31 2009, 01:06 AM) <a href="index.php?act=findpost&pid=309799"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->2.) The good old EITC office bug in a different light. You cant enter the office in Port Royale. I brought Becket to the destination using direct sail method. And he never left the ship. So i went onboard his ship and talked to him there. He told me to meet him in the office and the ship removed itself from my fleet. (there is an exploit to this you can dock at another island and sell everything on the ship you are escorting to gain some cash) But then my quest log became empty and the office is unreachable.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds like one for Short Jack Gold. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=309834:date=Mar 31 2009, 04:12 AM:name=nate90909)--><div class='quotetop'>QUOTE (nate90909 @ Mar 31 2009, 04:12 AM) <a href="index.php?act=findpost&pid=309834"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The smugglers of Cuba (Havana not sure about the other town) and Santo Domingo are broken.
This is with the new patch. I'll try some more smugglers, I hope its not on ALL of them.<!--QuoteEnd--></div><!--QuoteEEnd-->HEY! Those smugglers were supposed to be FIXED! Which storyline was that? Do they work on other islands? Do they work in other storylines? I'd like to know if we still gave a general non-standard-storyline smuggler problem or this time it is more limited. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=309835:date=Mar 31 2009, 04:18 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Mar 31 2009, 04:18 AM) <a href="index.php?act=findpost&pid=309835"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ronald Blacklock does not appear in Greenford prison.
Reason: he was model: Offic.eng which has been removed in Alpha 9
I will change him to Offic.eng_17 (which is there)<!--QuoteEnd--></div><!--QuoteEEnd-->Of course that model should've been removed from the Alpha a long time ago, since we're using the period soldiers now.
Ronald Blacklock is not necessarily a quest character, is he? He's always sitting there in the prison, right?
If so, we must apply to him the same code that switches the regular town guard soldiers to their correct period model.
And also to any other characters to whom the same might apply. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=309847:date=Mar 31 2009, 09:23 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 31 2009, 09:23 AM) <a href="index.php?act=findpost&pid=309847"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->LOL! CAN you actually give back the item to him or doesn't he accept it? I recall hearing before that the monks were a bit confused every now and then; I suppose we'd better look into that. Hopefully it wouldn't be too hard to fix.<!--QuoteEnd--></div><!--QuoteEEnd-->

He starts mumbling about "If the burden is to big for me, bla bla" and refuses to take back the item.

Then i thought id simply kill him. After i do kill him he says something i never saw them do. It goes something like "Thanks to you all souls stranded here have been freed" or something like that.

In any case i just thought since there is a bonus and i dont see any drawbacks from the items. Id just start collecting them. I mean getting twice the HP or stat boost is quite apealing.

And if they are supposed to prevent you from saving the game and then loading, then they dont do their role (luckily) :p
 
<!--quoteo(post=309848:date=Mar 31 2009, 09:57 AM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 31 2009, 09:57 AM) <a href="index.php?act=findpost&pid=309848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Then i thought id simply kill him. After i do kill him he says something i never saw them do. It goes something like "Thanks to you all souls stranded here have been freed" or something like that.<!--QuoteEnd--></div><!--QuoteEEnd-->HUH? That's the Maltese Knight dialog; he's not supposed to be using <i>that</i>. Though it could be that there's a link with his model. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=309848:date=Mar 31 2009, 09:57 AM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 31 2009, 09:57 AM) <a href="index.php?act=findpost&pid=309848"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In any case i just thought since there is a bonus and i dont see any drawbacks from the items. Id just start collecting them. I mean getting twice the HP or stat boost is quite apealing.
And if they are supposed to prevent you from saving the game and then loading, then they dont do their role (luckily) :p<!--QuoteEnd--></div><!--QuoteEEnd-->Uh... yes, that's the general idea that they DO prevent you from saving/loading the game. Maybe we should reinstate that too.
There's no point in a feature that gives you free skill boosts! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Well so far ive seen them say 3 things after you kill their skeliton form.

1: "Thank you for freeing my soul" Or something like that. He gives you the sword if you select that
2: "You no kill me" with each option you have to fight him again. And each time you kill him you can bring him back and he says the same thing. Easy XP ^^
3: The thing i wrote abbove ^^
 
That's the Maltese Knight dialog; it's supposed to be used in the Bridgetown (former Greenford) Maltese Knight Abbey; it makes sense there.
The "no save" monks shouldn't be using that dialog though. That happens after they're killed and are regenerated, right?
I think I might have a general idea where to look for that one. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Yea its after you kill their skeliton and try to loot him. He revives as a skeliton again and says that.

And if its the "You no kill me" dialog then you can kill an infinite number of them sicne they keep comming back XD

I allso noticed some item stat boosts dont work.
 
It seems that the Maltese Knight code is unintentionally applied to those characters as well. Should be fixable.

What do you mean with "some" item stats don't work? What kind of items? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Well i noticed some items dont give you a statboost even though their description says they should.

Now im bad with names so from the top of my head the yellow stone that says you need 3 for +1 cannons doesnt seem to do a thing ^^

And i had 6 of them.

I think there was anotherone for defense but i need to doublecheck that. But i wont have time to do so for another couple of hours.
 
I won't have time to check for another couple of days, so there's no need to worry.
Is this in the actual item description? It could be that we changed the item skill modifiers at some point, but never bothered to update the descriptions.
Maybe we should temporarily set all item skill modifiers to be visible in the game; that way you could at least see which items really DO have skill modifiers.
And then we'd probably need to tweak the modifiers and descriptions again to both agree with each other AND make sense again.
( Why oh why should three random rocks increase my cannons skill? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> )
 
The bonus is there in the status screen. But you have to do the calculation yourself.

I have 2 items that increase my luck and 1 item that decreases luck but increases leadership.

Overall most of my stats are all over 5 on level 6 Since i have a bunch of these items. So that would require quite some testing with an empty chest ^^

BTW i doubt this is a bug but still. Having 2 of the same item doesnt increase your bonus. So having 5 items with defense +1 is the same as having 1 of them. Though im preety sure thats intended.
 
SOME bonus stats are visible, but some are not. For example the "Cursed Coin -1 Luck" one is definitly invisible.
I do think we set MOST to be visible at some point, especially they ones of which the modifiers make sense (eg. compasses and scales).

The F2>Character screen should show two values: your personal value and the value after its modified by your items.
Some items require to be equipped for the skill modifiers to take effect, though this is mainly related to compasses of course.
Any one type of item can only give you their preset skill enhancement once, unless the skill modifiers are set to 'stack' in initItems.c.
This is done with the cursed coins. If you've got 10 of those, you get a 0 luck skill, no matter your personal luck skill.
Also, item skill modifiers will never raise your skills above 4 (this can be tweaked in InternalSettings.h, I think).
The reason is that the most advanced things you cannot "learn" from an item, but really do need to gain from experience.

BTW: Skill modifying items placed in your ship's chest should also take effect!
This is something that Pirate_KK added in when he fixed the midnight full cargo hold CTD bug and the skill enhancing items not taking effect bug.
 
Sorry i cant show you but i deleted the saved games after i downloaded the experimental mods.

My actuall leadership skill was 1 but my modified leadership showed 7. Or was that an effect by my first mate?
 
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