• New Horizons on Maelstrom
    Maelstrom New Horizons


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Build 14 Alpha 9

<!--quoteo(post=322545:date=May 25 2009, 08:14 PM:name=priatnia)--><div class='quotetop'>QUOTE (priatnia @ May 25 2009, 08:14 PM) <a href="index.php?act=findpost&pid=322545"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So there is a new update with at least 1 new ship and improvements to few other ships ?! That's a good job boys ! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
And other things like quests <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
And even other things, like the vast gameplay-enhancing updated Sea AI!
And it's 7 new ships and 3 updated ones. And a whole bunch of fixes too. Should keep you people off the streets for a while! <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
<!--quoteo(post=322531:date=May 25 2009, 11:09 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 25 2009, 11:09 AM) <a href="index.php?act=findpost&pid=322531"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'll just ask again: Has anybody ever tried the experimental officer system in the experimental mods?<!--QuoteEnd--></div><!--QuoteEEnd-->

Not me, but now when i found some info I can try it...
Oh, by the way, is it working with new patch?
 
<!--quoteo(post=322551:date=May 25 2009, 01:51 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 25 2009, 01:51 AM) <a href="index.php?act=findpost&pid=322551"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And even other things, like the vast gameplay-enhancing updated Sea AI!
And it's 7 new ships and 3 updated ones. And a whole bunch of fixes too. Should keep you people off the streets for a while! <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Hey, I tried it and when I enter a ship battle, at least 1 side consists only of tartane boats...like 5-6 in a row... <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

I got the mod which takes in account my ship at creating ship encounters switched on.
 
I haven't ever played with that mod switched on. Does it work right with it switched off?
Alternatively, did it work right with the mod switched on in Build 14 Alpha 9.5?

<!--quoteo(post=322577:date=May 25 2009, 04:10 PM:name=novotny999)--><div class='quotetop'>QUOTE (novotny999 @ May 25 2009, 04:10 PM) <a href="index.php?act=findpost&pid=322577"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not me, but now when i found some info I can try it...
Oh, by the way, is it working with new patch?<!--QuoteEnd--></div><!--QuoteEEnd--><a href="http://forum.piratesahoy.net//index.php?showtopic=13176&hl=" target="_blank">More info here.</a>
The reason I'm asking is because I DIDN'T update it for Alpha 9.5 Patch 1, but I will do that if people want it.
 
I have installed 9.5 patch 1 and merged the new officer system in my game but for the moment, i haven't played enough at sea to feel the difference and comment it. But is the mod finished ?

So, in the mod, we aren't only limited to 4 officers ? (except when we go ashore) If i have understood well, a cannoneer can't have the skills and perks of the carpenter anymore. That's a good thing, more realistic and i hope the month salary will be decrease if we have more officers on board (Less versatility <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )
 
Playing 9.5 with the patch I noticed:

The merchant at Ponit a Petre has over 39 million in gold.

The blades: the above merchant is selling a fine Shamshir for 29,000 as much as a Bosun's Choice but the values are much lower in the info screen and when you fast equip a blade by pressing the 1 key if you have fine Bosun's Choice and a Fine Shamshir the you equp the Shamshir. That suggests that the values of shamshir have been rasied to a higher value than the BC but the text in the info screen hasn't updated. In the past if you had a fine version of all the high value blades and fast equipped you always got the BC. so I think something is up here.

Do we really intend to make the shamshir the finest blade in the game?

P. S. I have also observed the same thing with the Dueling Saber and all the merchants seem to have loads of gold.
 
The experimental officers mod is certainly not finished. See <a href="http://forum.piratesahoy.net//index.php?showtopic=13176" target="_blank">this thread</a> from <i>a simple virtual sailor</i> where he explains more about how it's supposed to work.
From what I understand, you MUST assign an officer to his role through dialog for anything to happen.

The Shamshir should've been downtuned, I though. Hook did a fairly extensive rewrite of the initItems system, but your report sounds rather unintentional.
Not sure about the merchants suddenly having so much money. I don't think that was intentional. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Please have a look at <a href="http://forum.piratesahoy.net//index.php?showtopic=13284" target="_blank">this thread</a> of Hook's where he explains what he did. Only available to "Modders".
 
Has 9.5 and the others practically stripped the game of the incan/aztec aspect. I'd quite like to see more of them and they were a big part of the story of the Caribbean...
 
<!--quoteo(post=322988:date=May 28 2009, 12:39 AM:name=Chromide)--><div class='quotetop'>QUOTE (Chromide @ May 28 2009, 12:39 AM) <a href="index.php?act=findpost&pid=322988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Has 9.5 and the others practically stripped the game of the incan/aztec aspect. I'd quite like to see more of them and they were a big part of the story of the Caribbean...<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm pretty sure Pieter got rid of all random encounters with skeletons and replaced them with the local population of the Caribbean
 
There's still the incan/aztec aspect in the standard storyline, but in Alpha 9.5 Patch 1 I indeed removed all random skeletons and mummies.
The reason is because they simply don't make sense at random; they're not even STRONGER than other enemies.
There should be a REASON for them to be there (eg. quest/location-wise) but not at random. Helps with realism too.
What other incan/aztec aspect are you referring to?
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

just to notify:

Mod version 9.5, not patched.

questbook is still bugged.
as i reach a certain number of quests, it simply stops adding more and the logbook is empty, no content available.

oiseau problem.
this is an old bug.
if you for whatever reason change your flag BEFORE leaving S. pierre, the Oiseau will always be shown as friendly, even after reaching P. Royale.

Albion problem.
everybody`s noticed Forts always firing, without hitting the player`s ship(s).
this at least happens 99% of times.
when reaching Bridgetown, in my game the Albion`s sunk in 5 seconds and my ship follows soon.
all the english ships are friendly.
just the Fort`s got a different opinion....i even have a letter of marque.
after 9 reloads i had my ship anchoring in the port, while the fort only firing salvos just once BUT without sending me to the depth of the seas...

Thomas o`reyll had no coins to purchase guns or blades, but 20,000,000 coins to buy some merchandise i looted from pirates` ships.

someone`s upset because sailing is somewhat slow.
it happens in my game quite often, however all the ships are affected, so my fleute is "flying" at 5knotes while wind is 14kn, as far as the other ships are too corcerned, i`m happy.

fog makes ships quite invisible in my game, however the AI "senses" the presence (and the position, i might add) of my ship really easily...i hope that the new patch don`t make things umpossible for players in situation like this.
even with a decent spyglass i`m totally unable to "cut" enough the fog and understand where the heck is the enemy ship hiding, because if the ship is a class 3 warship with 24lb long guns, she can fires from a long distance...while i`m still trying to "acquire" a visual contact <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />:

now, since the 9.3 patch nobody can obtain in a regular challenge the Mephisto, so huuuuuuurrrrrrryyyyyy up to solve this problem, i`m eager to have a worth fight.
 
The slow ships thread was concerned to CoAS, not PotC. Anyway, fleuts are simply not fast ships. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

With the Mefisto problem, do you mean that you can't actually reach the battle due to bugs?
I think Captain Maggee looked/is looking into that.

As for the fog thing, the new patch should actually SOLVE that problem.
One of the major improvements in the AI is that ships' visibility range decreases at night and in fog.
This doesn't make the other ships smarter (like AI update might suggest), but it does add to realism and fairness. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=323081:date=May 28 2009, 05:01 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 28 2009, 05:01 AM) <a href="index.php?act=findpost&pid=323081"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->With the Mefisto problem, do you mean that you can't actually reach the battle due to bugs?
I think Captain Maggee looked/is looking into that.<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking into it and should be testing it the entire way through in the next couple of days
 
It's just that the only times I've seen the incans/indians are in the tavern and this random village I saw somewhere. I've seen that someone has added a lot more indian models, but they never appear ingame. Especially when playing in the earlier periods of the game, there should be more natives. Could you tell me how to add some characters to a location, such as the plantation. I could in the older version of the game, but it's changed now.
 
There should be random natives/indians in the jungles, especially at night.
You can add characters to locations in the PROGRAM\Characters\init files; nothing much has changed there. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I salute the throwing out of mummies and skeletons. They made no sense whatsoever. I really hated them.
 
All I can say right now is just downloaded the update and hope to playing later this weekend.

However most of all thanks for all the work you guy/girls have done to this game I been playing the mod for years now and this has to be the best so far.

So keep up the great work and keep the patch coming (make it easier to move to the new engine)

P.S Thank god the random skeletons and mummies are gone.
 
I'm glad people approve. As far as I was concerned, their random presense didn't make sense.
They're not stronger than regular enemies and they're not really cursed either.
So now there's mummies in the old Khael Roa temple and skeletons at appropriate times in the Jack Sparrow quest.
 
hi all i am new here. i have played this great mod for quite a while and now i want to help it develop.
i don't know much about modding this game but i will try to understand (if u can use help for now i would like to test only) PS: i am dutch so my enlish is not so good.
pps: aargh <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
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