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    Maelstrom New Horizons


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Build 14 Alpha 9

Pieter, can't give you that Video Error, 'cause I deleted it! Did a new install including your latest patch!
Playing Nathaniel Hawk the autoskill seems ok but choosing the pick your own doesn't, also I cant find the button
for the seaview <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Only getting the Decksview when leaving port, ok to go to the map, but going back to sea there is
that Deckview again! Did you do that deliberate? I like to look at my ship from the outside <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
About the Storeman in Bridgetown still the same! That used to be Greenfort on Barbados!? Bid confusing all those new names after
playing that game for a long time, but want to get the hang of it <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=309912:date=Mar 31 2009, 02:51 PM:name=Megla)--><div class='quotetop'>QUOTE (Megla @ Mar 31 2009, 02:51 PM) <a href="index.php?act=findpost&pid=309912"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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?<!--QuoteEnd--></div><!--QuoteEEnd-->Uh? That's <i>weeeiiird</i> and shouldn't be happening. Item skill modifiers should increase your skills only up to 4. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
Do you remember which leadership-enhancing items you were having at the time?

<!--quoteo(post=309914:date=Mar 31 2009, 02:56 PM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 31 2009, 02:56 PM) <a href="index.php?act=findpost&pid=309914"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Pieter, can't give you that Video Error, 'cause I deleted it!<!--QuoteEnd--></div><!--QuoteEEnd-->That's too bad; hopefully we'll run into it again at some point. Should be a quick-fix once we found it. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=309914:date=Mar 31 2009, 02:56 PM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 31 2009, 02:56 PM) <a href="index.php?act=findpost&pid=309914"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Playing Nathaniel Hawk the autoskill seems ok but choosing the pick your own doesn't<!--QuoteEnd--></div><!--QuoteEEnd-->You mean with the Auto Skill System off?
It's said that you can still increase them by highlighting the abilities button, then using the buttons on your keyboard to select the skills and using Space to assign the points.
Pirate_KK made a proper fix for this, but his fixes are only included in the Development Resources at the moment, which had fairly bad issues on its own. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=309914:date=Mar 31 2009, 02:56 PM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 31 2009, 02:56 PM) <a href="index.php?act=findpost&pid=309914"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->also I cant find the button for the seaview <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Only getting the Decksview when leaving port, ok to go to the map, but going back to sea there is
that Deckview again! Did you do that deliberate? I like to look at my ship from the outside <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->That's indeed intentional. The Tab-button by default switches between deck view and outside view.
If you do not like the default deck view, you can turn off DECK_VIEW_ON_SEAENTER in PROGRAM\BuildSettings.h;
this mod had been added a long time ago, proved a cause for crashes, was removed again until recently Hook fixed it proper.

Actually, I personally don't really like the default deck view either, but I set it to default-on anyway just to show people it's there now. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
Not sure what we should be doing for the definite default. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=309914:date=Mar 31 2009, 02:56 PM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 31 2009, 02:56 PM) <a href="index.php?act=findpost&pid=309914"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->About the Storeman in Bridgetown still the same! That used to be Greenford!? Bid confusing all those new names after playing that game for a long time, but want to get the hang of it <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Hehe; indeed the new names ARE confusing. And I personally keep messing up Speightstown and Bridgetown myself. For that reason, and because they're still referred to as such in the code, I tend to use the stock game island names fairly frequently.
But of course I would never want to have the unrelealistic stock game names back in my game. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Does that store owner dialog problem occur during the French invasion or before/after it too?
And can you confirm whether it is Greenford or Oxbay? It really <i>shouldn't</i> be Greenford. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Does that store owner dialog problem occur during the French invasion or before/after it too?
And can you confirm whether it is Greenford or Oxbay? It really shouldn't be Greenford.

Yes Pieter, after leaving Oxbay I sail to Greenfort where the Storeman offers a job! There is no other dialog!
...and the barkeep looks like an octapus <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> and thanks for clearing up that Deckview thingy, don't mind hitting the tab
button! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Is that the greenford tavern owner as well? I thought we had fixed all animation issues now; maybe we missed another one. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Between leaving Oxbay and getting to Greenford, do you visit the worldmap or not?
The French invasion doesn't occur until you do visit the worldmap.
I am sure I checked doing just what you say without visiting the worldmap inbetween and the Greenford store owner would allow trade in goods just fine. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
Can you post the name of that store owner, just to be 100% sure to prevent any possible confusion? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=309847:date=Mar 31 2009, 02:23 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 31 2009, 02:23 AM) <a href="index.php?act=findpost&pid=309847"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--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" /><!--QuoteEnd--></div><!--QuoteEEnd-->I will look at it today.

<!--quoteo(post=309847:date=Mar 31 2009, 02:23 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 31 2009, 02:23 AM) <a href="index.php?act=findpost&pid=309847"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--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" />
<!--QuoteEnd--></div><!--QuoteEEnd-->I actually have him walking to talk to Jack, but he has a very small bit-part.
 
<!--quoteo(post=309931:date=Mar 31 2009, 09:23 AM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Mar 31 2009, 09:23 AM) <a href="index.php?act=findpost&pid=309931"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Does that store owner dialog problem occur during the French invasion or before/after it too?
And can you confirm whether it is Greenford or Oxbay? It really shouldn't be Greenford.

Yes Pieter, after leaving Oxbay I sail to Greenfort where the Storeman offers a job! There is no other dialog!
...and the barkeep looks like an octapus <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> and thanks for clearing up that Deckview thingy, don't mind hitting the tab
button! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Everything works perfectly on my side Nosie, his your game up to date, alpha 9 Patch 1?

Cheers, <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Hello Pieter, I saw what you wrote:

"Wow, Nosie! Those Eleuthera problems are a bit expontentially crazy! I know the locations and characters are very much unfinished (still need to include philippe's work on that, but I got confused last time I tried)"...

Now I made a setup.exe to install Eleuthera even if governor's dialogs are missing and you can't buy or sell goods at store, and only one merchant in the street of each town instead of four (can't understand why...) but I can't put my work on FTP cause it doesn't wanna work!!! So I'm uploading it on a virtual HDD on the web and when it's done I give you the line.

Philippe.
 
IT's done:

<a href="http://9giga.sfr.fr/n/50-17/share/LNK644249d269b606a87/" target="_blank">http://9giga.sfr.fr/n/50-17/share/LNK644249d269b606a87/</a>
 
The skill bonus items appear to be working properly. The description gives what the bonus is in all but a few cases, and those are intentional.

Sometimes you have to visit the inventory/items screen before the skill bonuses take effect. I've got code to fix that, somewhere in an earlier version, probably commented out. You don't *always* want a skill bonus to take effect immediately. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
hi everybody!
my two cents for the work till now done on the vanilla game, its potentialities are still huge.
Is this the rigth place where to annoy you about the bugs found in the Build 14.9 patch 1?
yes?
no?
maybe?
i don t care, here they are <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Standard Storylane

changing manually in line settings in Buidsettings.h not working, at least in my game.
that is, if i modify this
int DEATHRATE = 1;
to this
int DEATHRATE = 130;

i will always wake up inside a tavern room, cannot Rest In Peace

if i change this
bool ENABLE_WEAPONSMOD = true;
to this
bool ENABLE_WEAPONSMOD = false;
and start a new game, the mod will work anyway.

this is valid for almostly all the other mods in the Buildsettings.h
BUT doing the same from Advanced Options solves the problem.
is this intended?

this setting is bugged:

bool SKIP_LOGOVIDEO = true;
after reboot, the logos are still there, but audio and music stutter, while video repeat itself "ad nauseam", so the initial interface would never appear.
re-setting to false solves the problem.

Old Bug:
when starting a new game street merchants get no money or items.
occasionally happens.

game freezes:
when starting a new game and talking to malcom hatcher at the beginning, if i decide to skip the tutorial and send him to the tavern, the game freezes for no apparent reason.
malcom is still there and does not disappear, my avatar cannot move, look around, or whatever, but after pressing the number 1 or 2, i can read some text on the left notifying that a saber and a short gun have been equipped.
sadly everything is hybernated.
it happens rarely, but happens.

CTD:
if i forget to raise a new flag when leaving Speightstown port, Fate would not allow me to see my lugger reduced to a wreck by french because a CTD.
occasionally happens.

it`s night, 22:35, my avatar has just returned from a mission given from the governor of Sao jorge.
a pirate ship now is missing and the cargo of the Victory is 4\5th full.
i decide to give to my avatar a bigger ship.
there are two french ships sailing to Sao Jorge.
i approach them, raise my true color, and exchange some greetings through cannonballs.
then, i get a CTD.
i re-boot,and try again.
after the 4th time with the same result, i decide to go straight to the map, i always use the arcade mode, and set sail in to open waters.
as the archipelagus map unfoldes in front of my eyes a new window appears, just to disappear in a sudden.
but i had the time to recognize that: it`s the windows which askes you if the crew should be paid or not.
i could not click on yes or not, but the nice text on the left told me the game decided for itself.
and for the worst: morale fell from 70 to 50.
however no CTD in this case.
i thought it was resolved whith this patch, am i wrong?
is this a variant of the famous midnight crash?

Questbook and trade merchant missions messed up:

questbook does not show properly undergoing quests.
text is missing, everything is "blanque".
my avatar arrives in Sao Jorge at night, talks to the tavernkeeper, asks for a job.
a merchant approaches.
he askes to escort a ship named conceigo, to conceigo.(maybe spelling is not correct, sorry)
now, i am in conceigo, but this is build 14 not build 13, so conceigo is Sao jorge in the new build.
having accepted the mission, i use fast travel.
two icons are available, one representing my ship, the other`s the merchant`s.
cannot click on my ship, it seems it`s unselectable.
i click on the merchant`s one.
my avatar is on the ship desk now, goes to captain`s cabin.
my avatar faces the trader.
talks to him.
the trader says "i`ve seen your fight with our cap. Well, accordingly to our law you`re now our new captain, and the ship belongs to you"
"where can i find it?" (should be her, in english a ship`s been always a "senorita").
"at palm beach bay, turn left when you exit the village and you`ll soon see it"
i do not know where palm beach bay is, could not find it, just to see if there was a ship there, however trade mission was unfinishable.
i killed the trader to see if some change would occur in the questbook.
it did.
having murdered the trader, the questbook updated.
4 quest are in my logbook, but as said before, text is missing, they are totally invisibles, only the orange or green thick on the right side is there.
but this time, clicking on any of the "invisibile" missions shows some text.
i am noticed that spightstown has been captured and that the governor in Redmon should be advised.
this is the only mission readable in the questbook so far.
all the other missions are still invisibles and blanks.
AND....i`ve found myself 6,6321,678 coins richer.
too bad at the beginning of the game,mmh?

trade mission:
i play with custom relation mod active.
it happened on a start game that England was at war with all.
so, should not be possible for the merchant in speightstown port to send me in Sao Jorge with some cargo, if they are at war, uhm?

Suggestion:
the first trade mission i usually have is to ship some cargo to Sao Jorge.
now, my surprise to check my cargo hold and find out what kind of cargo an english trader want me to unload in a portougese colony.
silver.
342 units of silver.
at the beginning of a game, and my profit would have been 1438 coins.....
just asked to myself: "wanna be a pirate?"
so, i would suggest to link the value of any cargo to level and notoriety.
this means, that trader could even refuse to accept a charachter at the initial stage of his\her career, why not?
and, just because i think spain mainly trafficated with gold and silver, maybe linkin each trader to historical merchandise would be wise, what do you think?

Autoloot option problems:
my avatar in speightstown port fell down.
yeah the dungeon.
when i kill someone or something (skeletons), a nice text on my left tells me my avatar got a saber, some money and experience and when my avatar is standing to a body an icon appear.
ok, this is normal, it tells me that it`s a dead body, but then i press F3.
with my surprise i find items which were not transferred into the inventory, like potions, cobblestones and grenades....
a lot of grenades.
after the dungeon my havatar had 9 bombs in the inventory....uhm,no....i don`t wanna board a class two ship and become a martyr. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
other problem: when my avatar is nearby a dead body the game slows.
and stutters also.
`till i get away from the body the game suffers extremely low performance.
this becomes a heavy problem when fighting more enemies.
as soon as one fall down AT THE FEET of my avatar, it`s impossible for him to attack or defend or even move, while the mod tries to replentish the inventory of new items from the enemies, the game freezes every now and then.
i play with corpsmode set to 4.

in the french isle St Martin i pick the Boatswain quest.
i can`t talk to the captain Hardouin Aufort, i mean no dialogue at all if i press the spacebar or click on the icon "talk".
this happens for every french soldier in the isle as i`ve found out.
this is quest-killing.

Again i had many CTD, maybe because the afore mentioned pop up related to the payment of the crew.
when i succeeded to board the same enemy ship and switched to arcade map, the pop up would follow and again disappear in a nanosecond.
i`m getting crazy `cause this.

i`ve even bumped into a cospicous french fleet: 12 warships.......snif sniff, sob, i`ve been totally annihilated.
sniff...sniff...

in battlefighting i gain too many xp, imo.
above all, i gain double xp for just sailing: this was in vanilla game i suppose, no one know how to change it?
this happens even when i sell smth, i get double xp for selling the same item.
it`s stooooopid.
just for example: i started selling my wares having 12000 xp and when i finished i had 18000!!!!!! <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />


as i find new or old bugs, i`ll post them here.

now i go to put a siege to a honey-jam.

vinni.
 
<!--quoteo(post=309948:date=Mar 31 2009, 04:11 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Mar 31 2009, 04:11 PM) <a href="index.php?act=findpost&pid=309948"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I actually have him walking to talk to Jack, but he has a very small bit-part.<!--QuoteEnd--></div><!--QuoteEEnd-->My point still holds; characters like those should have their model period-dependent just like the soldiers. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=309988:date=Mar 31 2009, 07:30 PM:name=philippe)--><div class='quotetop'>QUOTE (philippe @ Mar 31 2009, 07:30 PM) <a href="index.php?act=findpost&pid=309988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hello Pieter, I saw what you wrote:
"Wow, Nosie! Those Eleuthera problems are a bit expontentially crazy! I know the locations and characters are very much unfinished (still need to include philippe's work on that, but I got confused last time I tried)"...
Now I made a setup.exe to install Eleuthera even if governor's dialogs are missing and you can't buy or sell goods at store, and only one merchant in the street of each town instead of four (can't understand why...) but I can't put my work on FTP cause it doesn't wanna work!!! So I'm uploading it on a virtual HDD on the web and when it's done I give you the line.
Philippe.<!--QuoteEnd--></div><!--QuoteEEnd-->Thanks a lot, Philippe! Pirate_KK added your Eleuthera work to his game (included in the Development Resources file on the POTC Modding forum), but last time I checked, it still didn't work quite right. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=310009:date=Mar 31 2009, 11:18 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 31 2009, 11:18 PM) <a href="index.php?act=findpost&pid=310009"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The description gives what the bonus is in all but a few cases, and those are intentional.
You don't *always* want a skill bonus to take effect immediately. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Not? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->this is valid for almostly all the other mods in the Buildsettings.h
BUT doing the same from Advanced Options solves the problem.
is this intended?<!--QuoteEnd--></div><!--QuoteEEnd-->The Advanced Options screen is supposed to be a replacement for BuildSettings.h. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->bool SKIP_LOGOVIDEO = true;
after reboot, the logos are still there, but audio and music stutter, while video repeat itself "ad nauseam", so the initial interface would never appear.
re-setting to false solves the problem.<!--QuoteEnd--></div><!--QuoteEEnd-->Needs to be looked into. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->game freezes:
when starting a new game and talking to malcom hatcher at the beginning, if i decide to skip the tutorial and send him to the tavern, the game freezes for no apparent reason.
malcom is still there and does not disappear, my avatar cannot move, look around, or whatever, but after pressing the number 1 or 2, i can read some text on the left notifying that a saber and a short gun have been equipped.
sadly everything is hybernated.
it happens rarely, but happens.

CTD:
if i forget to raise a new flag when leaving Speightstown port, Fate would not allow me to see my lugger reduced to a wreck by french because a CTD.
occasionally happens.

it`s night, 22:35, my avatar has just returned from a mission given from the governor of Sao jorge.
a pirate ship now is missing and the cargo of the Victory is 4\5th full.
i decide to give to my avatar a bigger ship.
there are two french ships sailing to Sao Jorge.
i approach them, raise my true color, and exchange some greetings through cannonballs.
then, i get a CTD.
i re-boot,and try again.
after the 4th time with the same result, i decide to go straight to the map, i always use the arcade mode, and set sail in to open waters.

Again i had many CTD, maybe because the afore mentioned pop up related to the payment of the crew.
when i succeeded to board the same enemy ship and switched to arcade map, the pop up would follow and again disappear in a nanosecond.
i`m getting crazy `cause this.<!--QuoteEnd--></div><!--QuoteEEnd-->I can confirm that seemingly random CTDs at sea, especially after boardings, do still occur. I have no idea why.
The turorial freeze I am also experiencing sometimes. But sometimes not. I HATE inconsitant bugs! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->as the archipelagus map unfoldes in front of my eyes a new window appears, just to disappear in a sudden.
but i had the time to recognize that: it`s the windows which askes you if the crew should be paid or not.
i could not click on yes or not, but the nice text on the left told me the game decided for itself.
and for the worst: morale fell from 70 to 50.
however no CTD in this case.
i thought it was resolved whith this patch, am i wrong?
is this a variant of the famous midnight crash?<!--QuoteEnd--></div><!--QuoteEEnd-->That's not the midnight crash; the midnight crash was fixed and actually crashed the game completely.
Beats me why that's happening though. I've seen it sometimes but definitly not always. Do you always have it?

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->questbook does not show properly undergoing quests.
text is missing, everything is "blanque".<!--QuoteEnd--></div><!--QuoteEEnd-->Hook found a fix for this; will be included in the next Patch. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->my avatar arrives in Sao Jorge at night, talks to the tavernkeeper, asks for a job.
a merchant approaches.
he askes to escort a ship named conceigo, to conceigo.(maybe spelling is not correct, sorry)
now, i am in conceigo, but this is build 14 not build 13, so conceigo is Sao jorge in the new build.
having accepted the mission, i use fast travel.
two icons are available, one representing my ship, the other`s the merchant`s.
cannot click on my ship, it seems it`s unselectable.
i click on the merchant`s one.
my avatar is on the ship desk now, goes to captain`s cabin.
my avatar faces the trader.
talks to him.
the trader says "i`ve seen your fight with our cap. Well, accordingly to our law you`re now our new captain, and the ship belongs to you"
"where can i find it?" (should be her, in english a ship`s been always a "senorita").
"at palm beach bay, turn left when you exit the village and you`ll soon see it"
i do not know where palm beach bay is, could not find it, just to see if there was a ship there, however trade mission was unfinishable.
i killed the trader to see if some change would occur in the questbook.
it did.
having murdered the trader, the questbook updated.
4 quest are in my logbook, but as said before, text is missing, they are totally invisibles, only the orange or green thick on the right side is there.
but this time, clicking on any of the "invisibile" missions shows some text.
i am noticed that spightstown has been captured and that the governor in Redmon should be advised.
this is the only mission readable in the questbook so far.
all the other missions are still invisibles and blanks.
AND....i`ve found myself 6,6321,678 coins richer.
too bad at the beginning of the game,mmh?<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds really quite confused. Of course you should never be asked to escort to the place you already are, but that has been reported before.
I wonder where that dialog issue comes from. Sounds like some sort of quest code is unintentionally showing up where it shouldn't. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->trade mission:
i play with custom relation mod active.
it happened on a start game that England was at war with all.
so, should not be possible for the merchant in speightstown port to send me in Sao Jorge with some cargo, if they are at war, uhm?<!--QuoteEnd--></div><!--QuoteEEnd-->True; I was just wondering if random missions to hostile ports were being generated.
Should we try to prevent that? What if a nation is hostile to ALL other nations?

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Suggestion:
the first trade mission i usually have is to ship some cargo to Sao Jorge.
now, my surprise to check my cargo hold and find out what kind of cargo an english trader want me to unload in a portougese colony.
silver.
342 units of silver.
at the beginning of a game, and my profit would have been 1438 coins.....
just asked to myself: "wanna be a pirate?"
so, i would suggest to link the value of any cargo to level and notoriety.
this means, that trader could even refuse to accept a charachter at the initial stage of his\her career, why not?
and, just because i think spain mainly trafficated with gold and silver, maybe linkin each trader to historical merchandise would be wise, what do you think?<!--QuoteEnd--></div><!--QuoteEEnd-->Traders won't hire you unless your ship is big enough. Usually the starting lugger isn't big enough. But indeed perhaps they should take into account your reputation and fame level too?
Some historical influence on things would be welcome. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Autoloot option problems:
my avatar in speightstown port fell down.
yeah the dungeon.
when i kill someone or something (skeletons), a nice text on my left tells me my avatar got a saber, some money and experience and when my avatar is standing to a body an icon appear.
ok, this is normal, it tells me that it`s a dead body, but then i press F3.
with my surprise i find items which were not transferred into the inventory, like potions, cobblestones and grenades....
a lot of grenades.
after the dungeon my havatar had 9 bombs in the inventory....uhm,no....i don`t wanna board a class two ship and become a martyr. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Did you enable Auto Loot? There is the option to have Auto Loot AND manual loot both enabled, which sounds like what you're playing with.
I can confirm the lag upon standing near the feet of a corpse. Would be nice to get that one sorted. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
As for the grenades... well, sometimes they're pretty useful. Eg when there's dozens of soldiers approaching you.
Not so much on a crowded boarding though. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in the french isle St Martin i pick the Boatswain quest.
i can`t talk to the captain Hardouin Aufort, i mean no dialogue at all if i press the spacebar or click on the icon "talk".
this happens for every french soldier in the isle as i`ve found out.
this is quest-killing.<!--QuoteEnd--></div><!--QuoteEEnd-->Does that always happen? Can anybody confirm? Should be looked into, if so. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=310044:date=Apr 1 2009, 01:54 AM:name=vinnipuk)--><div class='quotetop'>QUOTE (vinnipuk @ Apr 1 2009, 01:54 AM) <a href="index.php?act=findpost&pid=310044"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->in battlefighting i gain too many xp, imo.
above all, i gain double xp for just sailing: this was in vanilla game i suppose, no one know how to change it?
this happens even when i sell smth, i get double xp for selling the same item.
it`s stooooopid.
just for example: i started selling my wares having 12000 xp and when i finished i had 18000!!!!!! <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->You are supposed to be getting XP, but not insane amounts. I thought it was fairly well-balanced with Hook's latest fixes in Alpha 9?
You do get sailing XP for sailing, but it goes slow and you need to actually do manual sailing (so you miss a lot of XP by using the worldmap).
 
<!--quoteo(post=309936:date=Mar 31 2009, 11:06 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 31 2009, 11:06 PM) <a href="index.php?act=findpost&pid=309936"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Is that the greenford tavern owner as well? I thought we had fixed all animation issues now; maybe we missed another one. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Between leaving Oxbay and getting to Greenford, do you visit the worldmap or not?
The French invasion doesn't occur until you do visit the worldmap.
I am sure I checked doing just what you say without visiting the worldmap inbetween and the Greenford store owner would allow trade in goods just fine. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
Can you post the name of that store owner, just to be 100% sure to prevent any possible confusion? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Ok Pieter I'll do that again to be sure! Now to another one, when going to sea I finish up on deck hit he tab button, looking at my ship like the good old days <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> Now I'm going to fight a pirate and back on Deck again <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Me no liky! Turned off the Deckview in Bs. H and still finish back on deck when attacking a pirate ship?? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I'm afraid I don't entirely understand. The view switches from outside view to deck view as soon as you enter battle with a pirate ship?
Is that when coming from the worldmap? This setting is a simple #define, so setting it to 0 should have an instantaneous effect and it should just be OFF. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Does anyone agree that we need to come up with clear terms for "3D sailing mode deck view" and "walking around in person deck view"? It's getting confusing. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Re Buildsettings. h
I used to be able to give myself a nice choice of ship in this file, but no more, bugger!
Some changes I do still work and some don't! Talking about choice of ship, that bathtub one gets
at the start of the Nathaniel quest gives me the creeps at least in Build 13 the choice was there!! <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />
 
hello,

i have a problem to set my skillpoints. When i get a new level, so i become 2 new points, so when i want to forgive the pints, i can´t select the levelslots....

By the way, have a question, Where can i change the startparameters? Like in B13, you know??

I hope you know what i mean, my english is bad, sry for this^^

Extremo
 
<!--quoteo(post=310120:date=Apr 1 2009, 10:04 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 10:04 PM) <a href="index.php?act=findpost&pid=310120"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm afraid I don't entirely understand. The view switches from outside view to deck view as soon as you enter battle with a pirate ship?
Is that when coming from the worldmap? This setting is a simple #define, so setting it to 0 should have an instantaneous effect and it should just be OFF. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Does anyone agree that we need to come up with clear terms for "3D sailing mode deck view" and "walking around in person deck view"? It's getting confusing. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
So am I ! I wish it would be back to the old way, that is looking at the ship no matter where you come from! If anybody likes it the other way,that choice was always there! Some changes are not always for the best!
.. the way it is at the moment it doesn't matter whether one comes from the map or any other way! <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
Yes, it does go back to the deck when entering into a battle with an enemy!! Before I forget, I play Arcade mode!
Not the type to play real mode as it takes far to long to do anything especialy at the beginning of a game when your man/woman is a pussy and gets blown over by the smalest amount of "wind"! There ain't enough hours in the day.....
 
<!--quoteo(post=310126:date=Apr 1 2009, 02:48 PM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Apr 1 2009, 02:48 PM) <a href="index.php?act=findpost&pid=310126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Re Buildsettings. h
I used to be able to give myself a nice choice of ship in this file, but no more, bugger!
Some changes I do still work and some don't! Talking about choice of ship, that bathtub one gets
at the start of the Nathaniel quest gives me the creeps at least in Build 13 the choice was there!! <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->We all want that functionality back and there's... half an interface for it, none of which works.
You'll notice the "Customize Character" button on the Select Storyline screen that is intended for this purpose. The problem is that the interface itself hasn't been finished yet. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

In the meantime, you CAN change the starting ship and character model in the PROGRAM\Storyline\[Storyline].c files.
That's what I've been doing myself for testing purposes.

<!--quoteo(post=310129:date=Apr 1 2009, 03:03 PM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Apr 1 2009, 03:03 PM) <a href="index.php?act=findpost&pid=310129"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So am I ! I wish it would be back to the old way, that is looking at the ship no matter where you come from! If anybody likes it the other way,that choice was always there! Some changes are not always for the best!<!--QuoteEnd--></div><!--QuoteEEnd-->True, which is why we're adding toggles on them. Of course when the toggles don't work as intended, that doesn't quite help. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
I'm pretty certain that last time I checked, I WAS getting outside view when dropping in from the worldmap. I'll have to check using Patch 1 to be absolutely certain, but it does sound weird.
The on-deck code is just one line of code that switches the camera with an if-statement before it that turns it off if it's off in BS.h.
And since it's a simple #define, if you turn it off, it should be OFF. There's no Advanced Options interface confusion with that one. <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
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