• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 9

<!--quoteo(post=318002:date=May 6 2009, 11:03 PM:name=VERITAS)--><div class='quotetop'>QUOTE (VERITAS @ May 6 2009, 11:03 PM) <a href="index.php?act=findpost&pid=318002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Officers will auto equip most things you give them including the ammo pouch and gunpowder flask. Some odd things like the Borgiablade and the compass they will not equip. All other items that give a skill boost seem to work fine on officers but make note that those are limited. I believe they have it set to 4. So after you get more than +4 skill points through items, you can't get any more. You also seem to be unable to raise an officer's skill from 9 to 10 by using items. It also seems to be limited to 1 skill point per item type, meaning if you have 2 of the same item, you'll only get 1 point. (this of course excludes items that takes 3 of them to get 1 point)<!--QuoteEnd--></div><!--QuoteEEnd-->
Veritas has almost everything correct. You can indeed raise an officer's skill from 9 to 10. I've got one of those now and can provide a screen shot if you wish.

Other characters will not autoequip items other than weapons and armor. The special weapons mod stuff (like the Borgiablade) will not equip; it has to be done manually, so only the player can do it. Officers will use potions you give to them. Boarders will not use potions even if they're in the weapons locker, but crewmen on shore will use potions if you give them the potions. I think. I'm pretty sure. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=317987:date=May 7 2009, 01:05 AM:name=priatnia)--><div class='quotetop'>QUOTE (priatnia @ May 7 2009, 01:05 AM) <a href="index.php?act=findpost&pid=317987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->@ Dirk Struan :Jees, man why don't you relax a bit ?! This ain't a novel, it is a game. The syntaxis is not the most important for gamers...<!--QuoteEnd--></div><!--QuoteEEnd-->True; but personally I do like proper spelling. So if Dirk's willing to go through the dialogs and improve the spelling, it'll still make the mod better. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=317987:date=May 7 2009, 01:05 AM:name=priatnia)--><div class='quotetop'>QUOTE (priatnia @ May 7 2009, 01:05 AM) <a href="index.php?act=findpost&pid=317987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->In fact I think we should publish applausing reviews for the mod in magazines instead of looking at it through a magnifying glass.<!--QuoteEnd--></div><!--QuoteEEnd-->Now THERE's an idea. We could do with the publicity. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
Though looking at the game through a magnifying glass can't hurt at this time; we've still got long ways to go before Build 14 is done. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Priatnia - the point is, those reviews will do nothing but be better the more 'perfect' the mod is. Remember that one of the things that reviewers will be looking for is proper spellings, well written dialogs and menus, etc. So by correcting all of the issues discovered with texts that will really be a plus in the eyes of any site or group that reviews the mod.

Dirk - Keep up the great work of spotting and notating any bugs or mistakes in the texts. You are helping the mod team out immensely with anything you take note of.

Cap'n Drow
 
<!--quoteo(post=318002:date=May 7 2009, 06:03 AM:name=VERITAS)--><div class='quotetop'>QUOTE (VERITAS @ May 7 2009, 06:03 AM) <a href="index.php?act=findpost&pid=318002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Some odd things like the Borgiablade and the compass they will not equip.<!--QuoteEnd--></div><!--QuoteEEnd-->Borgiablade might be set to skipequip to prevent random enemies from using it.
We might be able to remove that though; items with rare = 0.00 shouldn't be used by random enemies anyway.
And then officers WOULD equip them again. The compass item is probably not equipped, because the equip-code might be "equippable item specific" and we never added the compasses. Maybe we should. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=318002:date=May 7 2009, 06:03 AM:name=VERITAS)--><div class='quotetop'>QUOTE (VERITAS @ May 7 2009, 06:03 AM) <a href="index.php?act=findpost&pid=318002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All other items that give a skill boost seem to work fine on officers but make note that those are limited. I believe they have it set to 4. So after you get more than +4 skill points through items, you can't get any more. You also seem to be unable to raise an officer's skill from 9 to 10 by using items.<!--QuoteEnd--></div><!--QuoteEEnd-->Absolutely true; skill enhancing items can only increase your skill up to level 4. Above that, you must raise them with your own experience.
There's an InternalSettings.h #define for this though that you can increase if you want skill-enhancing items to be of effect above 4 as well.

<!--quoteo(post=318002:date=May 7 2009, 06:03 AM:name=VERITAS)--><div class='quotetop'>QUOTE (VERITAS @ May 7 2009, 06:03 AM) <a href="index.php?act=findpost&pid=318002"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It also seems to be limited to 1 skill point per item type, meaning if you have 2 of the same item, you'll only get 1 point. (this of course excludes items that takes 3 of them to get 1 point)<!--QuoteEnd--></div><!--QuoteEEnd-->That is correct. Most items have got the "stack" attribute set to 0, in which case only one item takes effect and any subsequent items don't.
Us being evil though, the cursed coins -1 luck DO stack; so if you've got 10 cursed coins, you'll get a modified luck skill of 0. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

<!--quoteo(post=318008:date=May 7 2009, 06:30 AM:name=Stallion)--><div class='quotetop'>QUOTE (Stallion @ May 7 2009, 06:30 AM) <a href="index.php?act=findpost&pid=318008"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Eeeii!! What the heck?! Seems like only yesterday I updated my game to Patch 2! You moddin' fellers is a crazy bunch! Don't y'all ever take breaks? <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Alpha 9.5 will be the last update for a while, so yes we do take a break. To some extent. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=318010:date=May 7 2009, 07:00 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 7 2009, 07:00 AM) <a href="index.php?act=findpost&pid=318010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Veritas has almost everything correct. You can indeed raise an officer's skill from 9 to 10. I've got one of those now and can provide a screen shot if you wish.<!--QuoteEnd--></div><!--QuoteEEnd-->Uh? That's not supposed to be possible! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=318010:date=May 7 2009, 07:00 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 7 2009, 07:00 AM) <a href="index.php?act=findpost&pid=318010"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Other characters will not autoequip items other than weapons and armor. The special weapons mod stuff (like the Borgiablade) will not equip; it has to be done manually, so only the player can do it. Officers will use potions you give to them. Boarders will not use potions even if they're in the weapons locker, but crewmen on shore will use potions if you give them the potions. I think. I'm pretty sure. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Boarders DO use potions from the weaponslocker? I thought they supposedly didn't. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
As per above, we could enable officers to equip the Borgiablade and other items. Do you think we should?
 
Setting rare to zero on the Borgiablade would mean you'd never find one. Skipequip keeps NPCs from equipping them. I think this is appropriate. I don't really want my officers using them. Or rocks, or etherbottles, or any of the other weird things you can find. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Boarders DO NOT use potions from the weapons locker. There's no logic to equip them with those, only weapons and armor. I just cleaned up the code so that boarders are not double equipped. It was going through the normal equip process when they were created, then again to equip them from the weapons locker. Hm... I wonder if this is where some of the extra pistols were coming from.

Why shouldn't we be able to raise an officer's skill from 9 to 10? Sometimes that one point makes a lot of difference. Is there some good reason to keep them from getting skill 10?

Hook
 
<!--quoteo(post=318055:date=May 7 2009, 11:11 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 7 2009, 11:11 AM) <a href="index.php?act=findpost&pid=318055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Setting rare to zero on the Borgiablade would mean you'd never find one. Skipequip keeps NPCs from equipping them. I think this is appropriate. I don't really want my officers using them. Or rocks, or etherbottles, or any of the other weird things you can find. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->But what if somebody does want his officers to use those? Or shall we just not care about that and keep things as they are? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=318055:date=May 7 2009, 11:11 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 7 2009, 11:11 AM) <a href="index.php?act=findpost&pid=318055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It was going through the normal equip process when they were created, then again to equip them from the weapons locker. Hm... I wonder if this is where some of the extra pistols were coming from.<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds very plausible. It'd be good to no longer get "free" blades this way. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=318055:date=May 7 2009, 11:11 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 7 2009, 11:11 AM) <a href="index.php?act=findpost&pid=318055"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why shouldn't we be able to raise an officer's skill from 9 to 10? Sometimes that one point makes a lot of difference. Is there some good reason to keep them from getting skill 10?<!--QuoteEnd--></div><!--QuoteEEnd-->There's a mod that is supposed to prevent you from raising any skill above level 4 using skillenhancing items.
This was added for realism's sake; you can't get all your experience from books or tools or such.
There's an InternalSettings.h setting for this though, allowing you to raise the limit of 4 and you can also completely turn the effect off that way.
Still, with the effect ON, you're not supposed to be able to raise a skill from 9 to 10. At least codewise you're not supposed to.
Not sure what would be the best gameplay-wise though. Especially not with the Auto Skill System and Experimental Officers System changes.
 
<!--quoteo(post=318075:date=May 7 2009, 04:27 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 7 2009, 04:27 AM) <a href="index.php?act=findpost&pid=318075"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But what if somebody does want his officers to use those? Or shall we just not care about that and keep things as they are?<!--QuoteEnd--></div><!--QuoteEEnd-->
When enough people complain about it, we'll worry about fixing it. I guess if that's the only weapon your officer has, because that's the only weapon you gave him, then he should be equipping it.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->There's a mod that is supposed to prevent you from raising any skill above level 4 using skillenhancing items.
This was added for realism's sake; you can't get all your experience from books or tools or such.
There's an InternalSettings.h setting for this though, allowing you to raise the limit of 4 and you can also completely turn the effect off that way.
Still, with the effect ON, you're not supposed to be able to raise a skill from 9 to 10. At least codewise you're not supposed to.
Not sure what would be the best gameplay-wise though. Especially not with the Auto Skill System and Experimental Officers System changes.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you mean these two lines:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define MAX_SKILL_INCREASE    4 // INT - The maximum number of skill points you can gain from items

if(mod > MAX_SKILL_INCREASE) mod = MAX_SKILL_INCREASE; // PB: UNTESTED!<!--c2--></div><!--ec2-->

That's what's limiting the skill increase you can get for items to 4.

I didn't see anything in the code that would limit an officer to 9. Of course, I didn't look really really hard either, and I've got an officer who has 9 boosted to 10. I think with the auto skill system it's hard enough to get high levels of skill; we don't need to penalize the player further. Also, just because I have 33 years programming experience doesn't mean I can't get additional skill from a few books and decent tools like CodeBlocks.

Hook
 
<!--quoteo(post=318085:date=May 7 2009, 11:50 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 7 2009, 11:50 AM) <a href="index.php?act=findpost&pid=318085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you mean these two lines:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define MAX_SKILL_INCREASE    4 // INT - The maximum number of skill points you can gain from items

if(mod > MAX_SKILL_INCREASE) mod = MAX_SKILL_INCREASE; // PB: UNTESTED!<!--c2--></div><!--ec2-->That's what's limiting the skill increase you can get for items to 4. I didn't see anything in the code that would limit an officer to 9. Of course, I didn't look really really hard either, and I've got an officer who has 9 boosted to 10.<!--QuoteEnd--></div><!--QuoteEEnd-->That is indeed what I meant and it appears that I remembered wrongly.
The way it works is not that you can't raise a skill over 4 by using skillenhancing items;
it is that skill-enhancing items can never increase your skill higher than 4 over your real value.
Hell... I added that mod and completely forgot what it REALLY did. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
Short term memory loss anyone...?
<img src="http://images1.fanpop.com/images/photos/1500000/Dory-Finding-Nemo-Poster-finding-nemo-1567714-279-396.jpg" border="0" class="linked-image" />
Anyway, it appears we can remove that "untested" flag; apparently it works. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=318085:date=May 7 2009, 11:50 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ May 7 2009, 11:50 AM) <a href="index.php?act=findpost&pid=318085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think with the auto skill system it's hard enough to get high levels of skill; we don't need to penalize the player further. Also, just because I have 33 years programming experience doesn't mean I can't get additional skill from a few books and decent tools like CodeBlocks.<!--QuoteEnd--></div><!--QuoteEEnd-->True. And it appears that the way the mod already works does this quite fine, so nothing needs to be changed.
The limit just ensures that you can't get up to 10 navigation while having a 1 in navigation yourself,
but you can always get higher value through the items than you have on your own.
That's actually better than I thought how it worked. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
i have a good news:D B14 is working with Windows7 <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
GOOD!! We don't need to go to another engine just because of microsoft then <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
I want to post this CTD error log again. I have a fair number these and they seem to come in streaks. I think the problem is not in the system, but somewhere in the game. I boot the machine up every day. Someone suggested this might be in the save and load functions. So I deleted all the saved games except one and played for a long while withour problems then I strated to notice a pattern I have seen before. Some but not all corpses in boarding are not lootable, then eventually the CTDs start to occur.


RUNTIME ERROR - file: interface\interface.c; line: 1434
no memory
RUNTIME ERROR - file: interface\interface.c; line: 1434
no memory
RUNTIME ERROR - file: worldmap\worldmap_events.c; line: 103
process event stack error
RUNTIME ERROR - file: worldmap\worldmap_events.c; line: 103
process event stack error
RUNTIME ERROR - file: worldmap\worldmap_events.c; line: 103
process event stack error
 
Do the AI ships exhaust their ammunition during fight or they have endless ammount ?

When a ship surrenders, is it sometimes because of lack of ammunition ?
 
<!--quoteo(post=318204:date=May 7 2009, 05:42 PM:name=firemark)--><div class='quotetop'>QUOTE (firemark @ May 7 2009, 05:42 PM) <a href="index.php?act=findpost&pid=318204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i have a good news:D B14 is working with Windows7 <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Oh..should´ve told you. Never thought it was of any importance. I´ve been using Windows 7 for months..
 
<!--quoteo(post=318226:date=May 7 2009, 08:11 PM:name=Dirk Struan)--><div class='quotetop'>QUOTE (Dirk Struan @ May 7 2009, 08:11 PM) <a href="index.php?act=findpost&pid=318226"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->What would need to be done to get berthing back on track?<!--QuoteEnd--></div><!--QuoteEEnd-->Not quite sure. First try and fix it for the original game's islands, I imagine; those used to work.
I think Pirate_KK said he looked into fixing it, but didn't have any luck yet.

<!--quoteo(post=318236:date=May 7 2009, 09:58 PM:name=priatnia)--><div class='quotetop'>QUOTE (priatnia @ May 7 2009, 09:58 PM) <a href="index.php?act=findpost&pid=318236"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do the AI ships exhaust their ammunition during fight or they have endless ammount ?<!--QuoteEnd--></div><!--QuoteEEnd-->They can run out; though I'm not sure if that actually makes them surrender. If it doesn't, I think it should.
Though of course they're sitting ducks then anyway, so they'll die or surrender soon enough anyway. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
I've never had a ship that I captured run out of ammo. I usually replenish my own ammo with whatever they have left, and there's still a lot left over. I think they start with a lot.

Hook
 
Yeah they do run out, some seem to start with very little ammo. I've had that happen quite a few times when I was running jobs from Governors. They will just act as normal and try to gain position to fire.

I am finding that enemy ships (of all kinds) run away far too easily (max difficulty level). This should not be happening much at all considering I only have a lugger :p
I'd love to see an advanced option that controls the chance that ships will flee like the surrender option (which works very well).
All the interest and challenge is gone once they start to run, as they never try and gain a good position to fire on you while fleeing.
 
I'm just guessing here, haven't looked at the code for it, but ships seem to flee when their morale gets to Low or below and you're somewhat stronger than they are. If they're much stronger than you, they'll fight until they're sunk or they surrender and almost never flee. Strength applies to individual ships, not the entire fleet. I can't confirm this but I think I've seen it: if they are fleeing and their morale goes up enough, they'll turn and fight again.

I play at difficulty level 3, Adventurer. I think most of the game is intended to be balanced at that level, and you might find some odd things happening at level 4.

Hook
 
I don't think if it is bug, but if you choose one of your companion and then open inventory, it will show chosen companion inventory, not yours. And there can be equiped everything as usual...
 
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