• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 9

<!--quoteo(post=308484:date=Mar 23 2009, 08:31 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Mar 23 2009, 08:31 PM) <a href="index.php?act=findpost&pid=308484"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->All right, but I must admit my French isn't that great either. I can understand it, I can read it, but speaking it and writing it are two different cups of tea.

Dutch is my mother tongue.<!--QuoteEnd--></div><!--QuoteEEnd-->

Hello Captain Thomas,
I sank Dutch boats, also...

I'm a Pirate... No?... <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />o)
 
During the Jack Sparrow quests in Spreightstown/Oxbay there's a dungeon to the right from the port gates. When I walk near them after having talked to the fat "Brotherhood" guy. Lastname Ming or something like that. I hear a "Argh" sound and I get ported to the sewer entrance of a huge dungeon that exits a few houses away from the part where I got dragged in. Is this supposed to happen?
 
<!--quoteo(post=308616:date=Mar 24 2009, 04:45 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 24 2009, 04:45 PM) <a href="index.php?act=findpost&pid=308616"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This might not be completly undoable Pieter. I've tried converting a ship camera path file ([shipname]_path.gm) to a character path file (.ptc) with Tool (option 'create character path from gm'), and even if it's not totally perfect, it's not that bad either. But that would mean new .col files (and when trying, the lighting console returned me 'Init is failed' so...), as well then a little tweakering with adding ropes, sails, locators and details. All that would be heavy. Not mentioning that the ship I've tested looked a little too small compared to the character. (+ low resolution texture.)<!--QuoteEnd--></div><!--QuoteEEnd-->I've been proven wrong before and I do love it when that happens. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<!--quoteo(post=308617:date=Mar 24 2009, 04:48 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 24 2009, 04:48 PM) <a href="index.php?act=findpost&pid=308617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is the store in Port Royale/Jamaica:
The Salesman have no money and on the display is no arrow to the goods:<!--QuoteEnd--></div><!--QuoteEEnd-->That sounds like a bg that should've been fixed by Hook quite a while ago. Except I somehow missed adding it into Alpha 9. Hopefully it won't happen anymore once the next patch is released.

<!--quoteo(post=308617:date=Mar 24 2009, 04:48 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 24 2009, 04:48 PM) <a href="index.php?act=findpost&pid=308617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I capture Port Royale, thats why I get a lot of money, but impossible to assign a Gouverneur.<!--QuoteEnd--></div><!--QuoteEEnd-->What is the problem with assigning a governor? What happens and what doesn't happen? Could you assign a governor elsewhere? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=308618:date=Mar 24 2009, 05:04 PM:name=marbatico)--><div class='quotetop'>QUOTE (marbatico @ Mar 24 2009, 05:04 PM) <a href="index.php?act=findpost&pid=308618"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->i have a problem with the Legend of Jack Sparrow quest, every time i start it, after i have spoken to Jacks father (btw he has a different name every time) i want to do a fast travel to the tavern, but when i press enter it only show the cross that you see when you are fighting and press enter, its the same when i go to another island, but it works fine when i'm in 3d sailing mode<!--QuoteEnd--></div><!--QuoteEEnd-->If you want to start a new game, be sure to close down the whole game first and only then start a new game. Otherwise things seem to get messed up and you get the random names for quest characters.

As for the fast travel, at some points in the quests, fast travel is turned off on purpose to prevent the quest messing up. I imagine it should turn back on again once you leave the Cayman townhall though. Provided that you leave after the fake governor does.

Actually, looking at the code, I don't even see the code that's turning the fast travel off; maybe that is another new-game craziness caused by not closing down the game first? I know from personal experience that the random names problem is caused by that, but other problems could also be caused by it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW to Short Jack Gold: It is possible to leave the Cayman mansion before Matthew Shaw leaves; could that mess up the quest? If so, maybe you should recode all things that are excuted when Shw leaves to a location enter quest on Cayman town?

Also, I just notice there's supposed to be a "Thomas Tipman" character in Cayman town after leaving the mansion, but I never saw him.
I'm wondering if that is because all the actor-code is seemingly taking place before you ever entered Cayman town, so that might cause some code-confusion. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=308632:date=Mar 24 2009, 09:26 PM:name=Ravage)--><div class='quotetop'>QUOTE (Ravage @ Mar 24 2009, 09:26 PM) <a href="index.php?act=findpost&pid=308632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->During the Jack Sparrow quests in Spreightstown/Oxbay there's a dungeon to the right from the port gates. When I walk near them after having talked to the fat "Brotherhood" guy. Lastname Ming or something like that. I hear a "Argh" sound and I get ported to the sewer entrance of a huge dungeon that exits a few houses away from the part where I got dragged in. Is this supposed to happen?<!--QuoteEnd--></div><!--QuoteEEnd-->There is indeed an intentional drop thereabouts, but if you don't want to drop in, don't walk on that spot again.
ARRRR! The modders are pirates too! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

<!--quoteo(post=308630:date=Mar 24 2009, 09:26 PM:name=Rackham)--><div class='quotetop'>QUOTE (Rackham @ Mar 24 2009, 09:26 PM) <a href="index.php?act=findpost&pid=308630"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hello Captain Thomas,
I sank Dutch boats, also...<!--QuoteEnd--></div><!--QuoteEEnd-->YOU EVIL LITTLE TWIT! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
(I love saying that <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> )

<!--quoteo(post=308619:date=Mar 24 2009, 05:13 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 24 2009, 05:13 PM) <a href="index.php?act=findpost&pid=308619"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It works fantastic in Port Royale, looks nice - it´s a good example: <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->That DOES look nice. I love that mod, even if sometimes it looks really silly. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<!--quoteo(post=308639:date=Mar 24 2009, 09:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 24 2009, 09:49 PM) <a href="index.php?act=findpost&pid=308639"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=308632:date=Mar 24 2009, 09:26 PM:name=Ravage)--><div class='quotetop'>QUOTE (Ravage @ Mar 24 2009, 09:26 PM) <a href="index.php?act=findpost&pid=308632"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->During the Jack Sparrow quests in Spreightstown/Oxbay there's a dungeon to the right from the port gates. When I walk near them after having talked to the fat "Brotherhood" guy. Lastname Ming or something like that. I hear a "Argh" sound and I get ported to the sewer entrance of a huge dungeon that exits a few houses away from the part where I got dragged in. Is this supposed to happen?<!--QuoteEnd--></div><!--QuoteEEnd-->There is indeed an intentional drop thereabouts, but if you don't want to drop in, don't walk on that spot again.
ARRRR! The modders are pirates too! <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

You basta'ds got me in there 3 times. 2 times I got killed. The third time I used console to spawn a load of potions to fight my way trough just to see if it had anything to do with the mission. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
And to think that trap was added years before we were even seriously <i>considering</i> adding a Jack Sparrow quest! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

<!--quoteo(post=308638:date=Mar 24 2009, 09:46 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 24 2009, 09:46 PM) <a href="index.php?act=findpost&pid=308638"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BTW to Short Jack Gold: It is possible to leave the Cayman mansion before Matthew Shaw leaves; could that mess up the quest? If so, maybe you should recode all things that are excuted when Shw leaves to a location enter quest on Cayman town?

Also, I just notice there's supposed to be a "Thomas Tipman" character in Cayman town after leaving the mansion, but I never saw him.
I'm wondering if that is because all the actor-code is seemingly taking place before you ever entered Cayman town, so that might cause some code-confusion. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I just gave the following a try:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        case "Matthew_the_governor_leaves":
            Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "First time Cayman";
            ChangeCharacterAddressGroup(CharacterFromID("Thomas Tipman"),"Grand_Cayman_town", "goto", "goto30");
            LAi_ActorRunToLocator(characterFromID("Matthew Shaw"), "reload", "reload1", "", 10);
            Pchar.quest.Matthew_the_governor_leaves2.win_condition.l1 = "location";
            PChar.quest.Matthew_the_governor_leaves2.win_condition.l1.character = Pchar.id;
            Pchar.quest.Matthew_the_governor_leaves2.win_condition.l1.location = "Grand_Cayman_town";
            Pchar.quest.Matthew_the_governor_leaves2.win_condition = "Matthew_the_governor_leaves2";
        break;

        case "Matthew_the_governor_leaves2":
            SetQuestHeader("My Early Days");
            AddQuestRecord("My Early Days",11);
            ChangeCharacterAddress(characterfromID("Matthew Shaw"),"none", "");
            LAi_ActorTurnToCharacter(characterFromID("Thomas Tipman"), PChar);

            characters[GetCharacterIndex("Thomas Tipman")].Dialog.Filename = "Thomas Tipman_dialog.c";
            LAi_SetGuardianType(characterFromID("Thomas Tipman"));
            LAi_ActorDialog(characterFromID("Thomas Tipman"),PChar,"",5.0,5.0);
            Characters[GetCharacterIndex("Thomas Tipman")].dialog.currentnode = "First time Cayman";<!--c2--></div><!--ec2-->
This doesn't work entirely right yet either, but it might help. As is actually quite logical, now Matthew Shaw doesn't actually go through the door anymore (after all, his address is changed only AFTER you left the location now) and Thomas Tipman still doesn't auto-talk to you, even though that appears to be the intention. Oh well; I'll leave it up to you now, because it's bed-time here. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
I will look at your code.
It doesn't really matter if you speak to Thomas Tipman or not. Hence he is not intended to auto talk. It is a "player decision" whether he talks to him or not. He is in a position that sort of makes it obvious that you should though. (I have never had a problem with him NOT being there, by the way).
He has been added as a character (as his name suggests) who gives 'Tips" to the player on what to do next, and appears at odd times and places throughout the game.
A similar situation arises with Thomas the Terror - if the player chooses to ignore him they miss out on a very valuable "goody" but it will not stop the quest story from working.

It is all part of the "plan". Those who play step by step, will gain the most benefit, both in "goodies" and advice on how to avoid traps.
Those who fast travel everywhere will miss out on a lot of stuff, and hints, but that is their option, they will still be on the quest line.
A similar situation will occur depending on whether the player uses Direct Sail or the map. I am not saying that they must direct sail everywhere, but it does have its advantages.

Where it IS essential that the player receives a certain piece of dialog, then I use location locks until the player has completed the required action and/or dialog.

All part of the making the game playable for the different play styles of the players.
 
<!--quoteo(post=308617:date=Mar 24 2009, 04:48 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 24 2009, 04:48 PM) <a href="index.php?act=findpost&pid=308617"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I capture Port Royale, thats why I get a lot of money, but impossible to assign a Gouverneur.What is the problem with assigning a governor? What happens and what doesn't happen? Could you assign a governor elsewhere? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I get only one option: Take the money und go, no other chance for nothing, only this answer possible. I capture Port Royale in a game before, with the same result. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />


edit: Now I capture Grandturk, another problem happen: I can only take the fast travel button, all doors are closed and nobody is there in the townhall, so what can I do in this case?

<div align='center'><a href="http://img293.imageshack.us/my.php?image=grandturk2.jpg" target="_blank"><img src="http://img293.imageshack.us/img293/7659/grandturk2.th.jpg" border="0" class="linked-image" /></a>
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<div align='center'><a href="http://img293.imageshack.us/my.php?image=grandturk3.jpg" target="_blank"><img src="http://img293.imageshack.us/img293/1919/grandturk3.th.jpg" border="0" class="linked-image" /></a>
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hi guys,

I'm having a weird bug... when i fire the cannons, the whole game freezes (the video lock up and audio enters a loop) and about a second later unfreezes. I dont have this problem with build 13 and it occurs independently of all settings. Besides that, everything in the game is OK and i dont want to return to B13, if someone could help me to solve this issue... cause its ****ing annoying.
 
<!--quoteo(post=308651:date=Mar 24 2009, 11:13 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Mar 24 2009, 11:13 PM) <a href="index.php?act=findpost&pid=308651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It doesn't really matter if you speak to Thomas Tipman or not. Hence he is not intended to auto talk. It is a "player decision" whether he talks to him or not. He is in a position that sort of makes it obvious that you should though. (I have never had a problem with him NOT being there, by the way).<!--QuoteEnd--></div><!--QuoteEEnd-->Ah; that explains why he doesn't auto-talk. <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
I did gather that it wasn't quite necessary, but that LAi_ActorDialog line suggested to me that he was supposed to be doing that.
Actually, come to think of it, he's being set to a non-actor type right before that line, so that would explain why he never did that.
If so, the ActorDialog line could be removed, right?

<!--quoteo(post=308651:date=Mar 24 2009, 11:13 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Mar 24 2009, 11:13 PM) <a href="index.php?act=findpost&pid=308651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->He has been added as a character (as his name suggests) who gives 'Tips" to the player on what to do next, and appears at odd times and places throughout the game.
A similar situation arises with Thomas the Terror - if the player chooses to ignore him they miss out on a very valuable "goody" but it will not stop the quest story from working.<!--QuoteEnd--></div><!--QuoteEEnd-->Sounds pretty good to me. Maybe Thomas Tipman should get a more obvious character model though. I keep thinking that quest-characters should look like quest-characters. Of course Estharos is already working on the character model assignments, so this'll be happening sooner than later. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=308651:date=Mar 24 2009, 11:13 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Mar 24 2009, 11:13 PM) <a href="index.php?act=findpost&pid=308651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It is all part of the "plan". Those who play step by step, will gain the most benefit, both in "goodies" and advice on how to avoid traps.
Those who fast travel everywhere will miss out on a lot of stuff, and hints, but that is their option, they will still be on the quest line.
A similar situation will occur depending on whether the player uses Direct Sail or the map. I am not saying that they must direct sail everywhere, but it does have its advantages.

Where it IS essential that the player receives a certain piece of dialog, then I use location locks until the player has completed the required action and/or dialog.

All part of the making the game playable for the different play styles of the players.<!--QuoteEnd--></div><!--QuoteEEnd-->All sounds like pretty darn good ideas. Except I personally don't want to miss anything, of course, which would mean I can't hurry through the quests anymore! Oh well, it's actually more fun when not hurrying anyway. Except I don't usually have the time for it. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--quoteo(post=308652:date=Mar 24 2009, 11:32 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 24 2009, 11:32 PM) <a href="index.php?act=findpost&pid=308652"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get only one option: Take the money und go, no other chance for nothing, only this answer possible. I capture Port Royale in a game before, with the same result. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I'd have to check the captured governor dialog. It could be that there's certain conditions that need to be true before you can capture a town.

<!--quoteo(post=308652:date=Mar 24 2009, 11:32 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 24 2009, 11:32 PM) <a href="index.php?act=findpost&pid=308652"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->edit: Now I capture Grandturk, another problem happen: I can only take the fast travel button, all doors are closed and nobody is there in the townhall, so what can I do in this case?<!--QuoteEnd--></div><!--QuoteEEnd-->Ah! A VERY valid point. Turks STILL doesn't have a governor. There IS an evil pirate who occasionally sits in the governor's chair in certain quests, but there is - no - real - governor! We really need to add one! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=308654:date=Mar 25 2009, 12:07 AM:name=SacaSoh)--><div class='quotetop'>QUOTE (SacaSoh @ Mar 25 2009, 12:07 AM) <a href="index.php?act=findpost&pid=308654"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm having a weird bug... when i fire the cannons, the whole game freezes (the video lock up and audio enters a loop) and about a second later unfreezes. I dont have this problem with build 13 and it occurs independently of all settings. Besides that, everything in the game is OK and i dont want to return to B13, if someone could help me to solve this issue... cause its ****ing annoying.<!--QuoteEnd--></div><!--QuoteEEnd-->Are you sure that is with Build 14 <b>Alpha 9</b>? There was a major lag in earlier Alpha's (Alpha 7 and Alpha 8, if I remember), but that was fixed in Alpha 9.
 
<!--quoteo(post=308676:date=Mar 25 2009, 09:31 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 25 2009, 09:31 AM) <a href="index.php?act=findpost&pid=308676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=308652:date=Mar 24 2009, 11:32 PM:name=Schalkepirat)--><div class='quotetop'>QUOTE (Schalkepirat @ Mar 24 2009, 11:32 PM) <a href="index.php?act=findpost&pid=308652"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I get only one option: Take the money und go, no other chance for nothing, only this answer possible. I capture Port Royale in a game before, with the same result. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I'd have to check the captured governor dialog. It could be that there's certain conditions that need to be true before you can capture a town.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Maybe in Port Royale...because I already captured some other Towns, changed the gouverneur - without problems. But the changed gouverneurs spoke to me the same way as the old one, I got no exceptional advantages, also if I take my own officer as gouverneur.
 
After I finished a capture, I want give the command to the ex-captain, but you see: The men had "0" skills at all. This men sail the ship before!

<div align='center'><a href="http://img144.imageshack.us/my.php?image=zeroj.jpg" target="_blank"><img src="http://img144.imageshack.us/img144/8826/zeroj.th.jpg" border="0" class="linked-image" /></a>
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Wow... how did he manage THAT? <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Got a problem with grey ships on the map. Asked this question before and was told it was a faulty installation <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I goes like this: Install stock game, make sure it's going well, install Build 13full, make sure it's going well, Ships on the map are in full colour! Now I take out the Program folder, remove Resource/ini and the Decks folder, Install 14/9 full and run RunMe.bat. Ships on the maps gone grey??? Also when choosing the feature to choose skills it's greyed out the auto skill works fine! Wonder whether I should leave the Program folder in and only take out resource/ini and decks folder!? Have not altered any files either, just use 'em as they come <img src="style_emoticons/<#EMO_DIR#>/readon.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="readon.gif" />
 
DON'T do that. You MUST remove the PROGRAM folder, otherwise things will get messed up <i>big time</i>.
After you installed Build 13 Final, do you still have the stock game toy ships on the worldmap or do you have the <a href="http://media.moddb.com/images/mods/1/13/12307/worldmap.jpg" target="_blank">new ones</a> (< clicky)?
The screenshot with gray worldmap ships that you showed before had untextured stock game toy ships.
The crazy thing is; those files should've been overwritten by Build 13 Final, so you shouldn't be having those models anymore in the first place. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

I think that one of the following is happening:
1) You're installing Build 13 Full instead of Build 13 Final (Build 13 Final includes Update 3 and with it, the new mapships)
2) Windows is not allowing your stock game files to be overwritten

First of all, make sure your installer file is, in fact, Build 13 Final and not Build 13 Full.
Then reinstall the stock game, but when installing Build 13 Final, install it to ANOTHER folder.
Then copy the files from the Build 13 Final installation to your stock game folder, making sure to overwrite everything (and run RunMe.bat afterwards, of course).
Then continue with the Build 14 Alpha 9 installation instructions.

It is a certainty that somehow something is going wrong in the installation process if you still end up with the "toy ships" on the worldmap! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
damn that cursed dutchman i looks nice. in a not nice way...

il gladly sell my pirate soul to get that ship. and some of the crews souls aswell.
 
This uniform is invisible (not really <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) but only black picture:

<div align='center'><a href="http://img95.imageshack.us/my.php?image=unia.jpg" target="_blank"><img src="http://img95.imageshack.us/img95/9862/unia.th.jpg" border="0" class="linked-image" /></a>
</div>
 
I need help, please.
If I play with the experimental - mod, whats happen with the little patch? Did I have this to install before or after the experimental mod or is this never mind?
 
<!--quoteo(post=308651:date=Mar 24 2009, 11:13 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Mar 24 2009, 11:13 PM) <a href="index.php?act=findpost&pid=308651"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->A similar situation will occur depending on whether the player uses Direct Sail or the map. I am not saying that they must direct sail everywhere, but it does have its advantages.<!--QuoteEnd--></div><!--QuoteEEnd-->


Are you saying direct sail is by default part of 14 alpha 9 and the player can choose way of travel?
 
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