• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 9

thank you Maggee i was so depressed when i finished the standard story line and couldn't get the silhard manowar nor the black pearl xD: thats history then. Is there currently any idea or effort to make the savegames portable from one version to the next? Is it even possible to do so? It would be a big advantage for testing, because everyone could test the issues he posted right away without having to play halfe the story again.
 
No, the thin is with new updates some of the things NEED a new game to even be initilised.

The cabin problem was that the Black Pearl cabin wasn't a boarding location so that was just copy and pasting another cabin then changing model and Silehard was cause he was
A) A governer
B) Had no weapons

I think the Black Pearl NEEDS a new game anyway so sorry but you will have to play it through (or use the console to skip ;))
 
Captain Maggee is right; most patch releases change so many things that a new game is required.
I can assure you we won't force you to start a new game unless you have to,
but the instances where you CAN re-use your savegame are rather limited. :(
 
I know that you won't force me, but if i keep on testing the
issues i've posted this means a lot o work, not that i don't
enjoy doint it (otherwise i wouldn't have started at all),
dose this mean that your changing structure of the save
game as much as the game itselfe?? :shock
 
It's not the structure of the savegame, but there's a lot of changes that are made to the beginning of the game,
or in intitialization code and stuff like that. My apologies if this sounds like gibberish to you,
but I'm not quite sure how to word it in any clearer way. :wacko:

We do have a Reinitialize functionality in the mod, which allows you to update a lot of things in your savegame.
For example, if you add a ship to ships_init.c, you don't need to start a new game to be able to use her.
Just a simple pressing of F11 will do. However, this trick only works for fairly simple additions.
Unfortunately (or fortunately, depending on which way you look at it), many of our changes are too complex for that.

In the Jack Sparrow storyline, we actually have a character in the opening tavern (with cheatmode on),
who will allow you to skip ahead to various parts of the quest.
Something similar can be done for other storylines with some code added into the console.
This requires some prior coding knowledge though, to know what code to put in.
But we can certainly help you with that if you feel the need to skip ahead somewhere. :yes
 
I do understnad this pre inizialization stuff pretty well my apps that i'm working on at work have many different inizialization, open_impl and stuff like this so your explanation is pretty understandable at least for me.

I see so only at the beginning some new functionality can be initialized so you would need to do this initialization again for a newer patch for instance. i got it, so it's not so mach the savegame but it's the actual application behaviour. thanks for explaining

About the coding i do think i have abit of coding nowledge who else would run ubuntu on his productive machine then ;-D. oh by the way POTC is actualy running in wine allthow you can't do anything because it crashes right away after loading the initial menus, may be i can get a version to run under wine, we'll see.
 
Build 14 Apha 9.5 Patch 4 is coming and it promises to be an absolutely wonderful update!
It contains a lot of bugfixes, including ones to some long-standing bugs,
such as shipberthing, storms and the locks in the standard storyline.

There's also updates to the Different Flags mod, Periods Mod and Realistic Ships Mod and updates to the Weather Mod.
The personal and pirate flags are done now and town/island names, town nationalities and governors are Period-dependent.
In Realistic Sailing Mode (now renamed to "Realistic Mode"),
there's been a bunch of modifications to encourage actual sailing and discovery.

Finally, there's some new mods, such as an updated Officer System and the Lagoon Color mod.
You can find some previous screenshots on our ModDB Profile.
 
I was wondering where I could upgrade my ship, I just can't seem to find it. Is it in the shipyard -because if it is then I don't have that- ?
(I have Build Alpha 9 with patch 3)
And when patch 4 has arrived, will we still be able to play our savegames or do we have to start all over again?

Thanks!
 
The Ship Upgrade interface isn't actually in Alpha 9.5 Patch 3 and not in Patch 4 either.
I intend to try and put it in the next version after Patch 4 is released though.
If everything goes well, we'll release Build 14 Alpha 10 before October, which will include that mod. :yes

You won't be able to reuse your old savegames; new game required, I'm afraid.
There's a LOT that has been added.
 
The Ship Upgrade interface isn't actually in Alpha 9.5 Patch 3 and not in Patch 4 either.
I intend to try and put it in the next version after Patch 4 is released though.
If everything goes well, we'll release Build 14 Alpha 10 before October, which will include that mod. :yes

You won't be able to reuse your old savegames; new game required, I'm afraid.
There's a LOT that has been added.


Oh ok, thanks a lot anyway! (your mods rock!) =D
 
Thanks. I'll try to get the Upgrade Ship mod to work with our current Alpha as soon as I can.
I'll be trying the coming week. :yes
 
Build 14 Alpha 9.5 Patch 4 Available!
Many bugfixes, some of which to long-standing bugs like Shipberthing and the storms.
New features, such as the new Officers System and Lagoon seas.
Quest updates, including a new part for Assassin and the beginning of a whole new French storyline.
For a full feature list, see below.

Download (263 MB)

Installation:
1) Install Build 14 Alpha 9.5 as per the instructions
2) Install Build 14 Alpha 9.5 Patch 4
3) Run RunMe.bat

Includes:
HTML:
- New Officer System by a simple virtual sailor and Aconcagua (WIP):
. All officers contribute their skills, not just the three selected ones
. Change Officer Role button added to Passengers interface
. More information in "buildinfo\New Officer System.txt"
- Improved Weather Mod by Screwface:
. Storms fixes, including music, wave colour and texture, sky colour and bow splash
. Storms in DirectSail mode
. Storm remains active until the weather improves (there's a chance of this happening every 60 seconds)
. Rain chance depends on the month and distinguishes between the Caribbean wet and dry season
. Lagoon Colour Mod changes the sea colour to Caribbean light blue close to shores
- Periods Mod:
. Random Relations Mod replaced with Period Relations
. Town and island names differ in each period
. Town nationalities change per period
. Historically correct governors
. Personal and Pirate Flag textures finished by Thomas the Terror
. Storyline-specific and quest flag assignments and changes
. Historical Ships Mod by Doober
. Worldmap ship models flags updated; Napoleonic ship added in "The Corsican"
- Realistic Gameplay Mods by Screwface:
. Fast Travel only enabled after you found the location manually yourself first
. 'Alarm' status only enabled after present enemies drew their blade; no prior warning
. Spyglasses only enlarge the view, but don't give additional information anymore
. These all fall under the "Realistic Sailing Mode" toggle in the Options interface
- Code updates:
. Improved Sea AI fixes by Screwface
. Shipberthing Mod fixed by Screwface
. Enable shipberthing at Cozumel by Screwface
. Fort Fast Travel fixed by Screwface
. Fixes for main character with no ship by Screwface
. Cozumel reload fixes by Screwface
. 'Auto Skill System' off Character interface bug fixed by Aconcagua
. Prevent start new game after already starting a game by Aconcagua
. Gunpowder weight increased to realistic value by Aconcagua
. Trader quest dialog improvement for skipping map and viewing map multiple times by Aconcagua
. Address form fixes in many dialogs by Captain Maggee
. Eleuthera resurrection fix by Captain Maggee
. More Varied Ship Sinking Animation by Halfman
. Different Flags Mod: random flags used by pirates; ability to pre-set personal and pirate flags for quest characters
. Cursed Black Pearl GiveShip2Character bug fix
. Period-correct town names in Select Storyline interface
. Pre-set difficulty levels per storyline
. Cabinfight and Anacleto dialog confusion cleaned up
. Escort quests destination, questbook texts and map fixes
- Quest updates:
. Tales of a Chevalier storyline added by Thomas the Terror
. Assassin Storyline Part V added by Bartolomeu o Portugues - jump-start code included in the opening dialog (cheatmode required)
. Cozumel inaccessible in standard storyline until after the main quest
. Work-around for Bridgetown capture block included in Danielle dialog
. Capture of governor Silehard and boarding of Black Pearl in standard storyline fixed by Captain Maggee
. First Contact quest unlinked from Lucas quest in standard storyline by Captain Maggee
. Assassin storyline 'enemies on ship' fix by Bartolomeu o Portugues
. Master and Commander 'quest' restored, including questbook entry to explain the lack of an actual story
- Jack Sparrow Quest Updates by Captain Maggee:
. Ability to join EITC later
. Alternate way of acquiring HMS Interceptor fixed
. EITC office and Sir Christopher Mings mansion changed to 'normal' locations
. Storyline loops fixed
. Updates to Lucas and First Contact quests
. Updates to Sao Feng sidequest
. Updates to Gentleman Jocard sidequest
- Model updates:
. Character models for Billy Brock (young and old), Annabella Brinkley and young Cutler Beckett by Thomas the Terror
. Jack Sparrow (Pelegostos god version) by D4V1DXxX
. Edinburgh Trader skin by D4V1DXxX
. Crimson Blood by Cylon13
. Soleil Royal by red10october (WIP: needs to be properly fixed for PotC)
. Field cannons added by SuperDurnius
 
The ModDB link is available now too:
http://www.moddb.com/mods/new-horizons/downloads/build-14-alpha-95-patch-4
 
Looks good, however i seem to be getting alot of crashes when i go to sea. i have just found out that i didnt have error logging enabled, so i am unable to give one - however i am wondering if anyone else is experiancing it.
 
Please install the patch and enable error logging. If you still have those crashes, post the logs.
Hopefully we'll be able to figure out what's wrong.
 
Not yet. Screwface is working on Save At Sea and making good progress.
I'm going to try my hand at the Ship Upgrades. If we manage, it'll be included in Build 14 Alpha 10,
which then will be released around the beginning of October.
 
:gday Pieter et al.

I have just returned from 10 days on vacation and find Patch 4 ready! I am downloading as we speak. It looks like a lot hs been done. I'll get started testing this week.

Congratulations every one.
 
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