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    Maelstrom New Horizons


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Build 14 Alpha Work in Progress

well, the first bug, that can easily be avoided, is that when you choose to use the stock game skill increase in the buildsettings, but choose a certain career (social climber, etc.) when starting a new game, you will still use the RPG style skill increase. however, i'm not enterely sure if this doesn't happen when you don't pick a career style, because i haven't had the chance to try yet. making use of my current situation, i'll test this system. i will alos try to figure out what the skill increase rate should be to prevent it from going to slow in comparison to your level.

another bug i found, which might have been in there since the firsty alpha, is that when you pick the bermuda sloop, you get the wrong cabin, and malcom won't go to the deck to fight. however, i might have been a little to hasty to go to the deck, not giving him a chance to follow. i also noticed that starting a new game takes seriously longer to load.
 
If AUTO_SKILL_SYSTEM is on, then "RPG skill increase" is active. If you have that mod enabled, it is of no use to enable CHOOSABLE_NEWGAMESKILLS, because that simply doesn't work with the Auto Skill System. This mod is also the reason why the game starts much slower now. Luckily it is just one delay at the start of the game, so it shouldn't be a big problem.
 
that's exactly the problem. the RPG style skill increase is turned off.

nevermind, found the problem. i typed a 2 instead of a 0. nonetheless, i will continue with testing this system as it is now. for me, it seems as if it's going a bit too slow, but that can be changed. also: what, apart from talking, increases your luck?

another strange thing i noticed: when i sunk a ship, the XP wasn't added to my character.
 
I have been unable to confirm a problem with the Bermuda Sloop; worked just fine for me. I'm currently seeing what I can do about those treasures.
 
<!--quoteo(post=179732:date=Jan 21 2007, 03:38 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 21 2007, 03:38 PM) [snapback]179732[/snapback]</div><div class='quotemain'><!--quotec-->

- Two fixes added to DirectSail:
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->> Enemy captains enabled on DirectSail ships.
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc--> Previously player got stuck when a DirectSail ship surrendered

<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks a lot for fixing that <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Completely overlooked that feature <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
a minor adjustment has to be made to the evil stormy start: the quest log is the same as in the original, and it could be better for the given situation. like involving a shipwreck, as the player's in a lifeboat. (leaky bucket, genious! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) the player also needs to know that he has to pay off a loan at QC, and possibly how big it is. (you could also let the player find out it's size by himself)
 
You're welcome, CCC. Fixes courtesy of Maximus. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

To Morgan Terror: The loan is not implemented in the Evil Stormy Start yet. A different Questbook entry would be nice.
 
oh no! and i just went through all that trouble getting there! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> i had to take on a light caravel and a fleut of war with a cutter, foolishly boarding the caravel first, having to shoot at the fleut's sails for at least an hour due to level 2 accuracy and level 1 cannons and ridiculously slow speed and turning rate, for nothing! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I just hope the two most annoying issues will be adressed. The quest officers were too weak and only gained 2 hp/level, and the money I get for ransoming prisoners was too high (10000000+).
 
Not sure about the officer HP, but I think the ransom value is decreased.
 
ransom levels are now between 2000 and 1000, i think. it's not that high at all now.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Build 14 Alpha 6</b></i><!--sizec--></span><!--/sizec-->
I am currently uploading Build 14 Alpha 6. It includes just about all new mods that have been unreleased so far and finally includes the AoP towns mod (see full feature list below). This should give you all a pretty good base on which to continue modding while I'm gone. The upload will be finished in a couple of hours and the file should be available around 14:00 GMT+1 DST today (Thursday 8 February 2007).

There are some additional untested and not-working-properly mods available as seperate download as well. These are mostly meant for future development. I will leave it up to Pirate_KK and the rest of the community to work on that and all other future modifications. My time here is over.

BTW: As a goodbye gift to you all, I finished and included the Mapships V2 mod into Build 14 Alpha 6. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

The downloads are available from here:
<a href="http://www.s31clan.com/pietersmods" target="_blank">Pieter's Pirates Page Mirror</a>
<a href="http://www.piratesahoy.com/forum/index.php?showtopic=9828" target="_blank">Pieter's Pirates Page forum thread</a>

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->================
Additional mods:
================
- Improved Blockdamage
Blockdamage depends on enemy character rank
Reason for leaving it out: It doesn't work properly yet
> By Pieter Boelen

- Max Skill Increase
Items can only increase your skill points to this amount
Reason for leaving it out: 100% untested
> By Pieter Boelen

==========================
New mods and improved mods:
==========================
- Blockdamage
Every effective block causes a -2 HP hit
> By CouchcaptainCharles

- DirectSail 1.1
Many new improvements. See "Direct Sail.txt" in the buildinfo subfolder
> By CouchcaptainCharles

- Corpsemode 4
Corpses fall to the ground properly, don't obstruct walking and can be looted manually
Improved Maltese Knights (nice animation added)
Reason for leaving it out: Not tested enough + might cause block at first boarding deck
> By Maximus

- Age of Pirates towns
Guadeloupe (Point à Pitre) and Tortuga have been replaced with AoP towns
Some loading screens and textures are still missing
> By Maximus

- Isla de Muerte
You can visit Isla de Muerte if you get the special quest compass ("compass3")
At the moment you can't get it ingame
You must use a GiveItem2Character(pchar,"compass3") line in console.c, then hit F12
> By Maximus

- New quest: Missing Man quest
Starts at Port au Prince town, required rank: 15
> By Bartolomeu o Portugues

- New items:
"Compass3": Enables Isla de Muerte (se above)
Cheap Compass: Enables simple on-sea interface if equipped
Normal Compass: Enables advanced on-sea interface if equipped
Simple clock and Chronometer: Enable on-sea time display if equipped
Sextant and chronometer: Enable ship position display on the Map interface
Scales, Doctor's Toolkit, Microscope and various books: increase or decrease your skills
Skill increase/decrease hidden for most items
> Interface textures made/found by: Petros, Morgan Terror, a simple virtual sailor, Gedscho and Black Bart
> Book descriptions by Short Jack Gold
> Items added to the game and given functionality by Pieter Boelen

- Enabe unique blades
In initItems.c add a line
case "yourblade": Unique = true ; break;
to the switch(id)'s in the InitBlade() and InitStdBlade() functions
> By Pieter Boelen

- Fixes to Treasure Quests
Cursed coins re-enabled
Normal gold back in chests, instead of weird useless "quest gold"
> By Pieter Boelen

- Toughness made less overpowered
> By Pieter Boelen

- Several improvements to (mostly nation-related) sounds
> a simple virtual sailor

- Attempted "bugfix" for the main quest block at Falaise de Fleur tavern (Escort the Oiseau quest)
> By Pieter Boelen

- New character and ship models:
British Royal Navy characters and ships, including Horatio Hornblower
Flying Dutchman reskin. Not readily available ingame. Ingame name: "FlyingDutchman"
> By Thomas the Terror, Cap Varok, JMV and Jack Davidson

- Inventory screen fixed
Equip buttons shows up for proper items
Item counts show up properly
> By Maximus and Pieter Boelen

- New function: CheckCharacterEquipByGroup(ref chref, string groupID)
Checks what item of a group a character has equipped AND if the character HAS that item
Returns "itemname" if an item IS equipped
Returns "" if no item is equipped
> By Pieter Boelen<!--QuoteEnd--></div><!--QuoteEEnd-->
 
is my small adjustment for the artois voysey and nigel blythe skin discriptions added as well?
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Thank you and bon voyage! Enjoy your trip and learn lots.
 
Has anyone tested it yet? I would very much like to know what you think of the new items and AoP locations. I tested Build 14 Alpha 6 reasonably throughly; I think it should work reasonaby fine.

<!--quoteo(post=182438:date=Feb 8 2007, 03:44 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Feb 8 2007, 03:44 PM) [snapback]182438[/snapback]</div><div class='quotemain'><!--quotec-->
is my small adjustment for the artois voysey and nigel blythe skin discriptions added as well?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes I did.
 
Pretty cool work with the Build 14 Alpha 6.
I like the blockdamage Mod but in my opinion I think the block should be more effective not only a -2 HP damage. But that's my opinion.

But I discover a bug with the smugglers on the coast. All the coast smugglers are marked as "the late (Name)" or "the late the late" and where flagged as dead bodys. So I can't talk to them and sell my contrabands. I always get a dialogue text like "Talking to dead bodys? Is your name Hamlet?" or something similar.
Could anybody help with this bug?
 
haven't seen that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> i am encountering all kinds of other minor things, and i'm trying to figure out what causes them so i can post them here.
 
There is a new version of the Blockdamage mod made by HawkerT in which the damage depends on attack's fencing skill. This new version is to be included in Pirate_KK's Alpha 7.

The Hamlet thing is only supposed to happen for REAL dead corpses. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
Yeah, the Hamlet thing should supposed for real corpses, but the smugglers aren't dead. They standing around like normal but when I talk to them I got the Hamlet answer.

Geeez, I hate it, if the dead ones return to life.<img src="http://64.20.36.214/lucasforums.com/images/smilies/lechuck.gif" border="0" class="linked-image" /><img src="http://64.20.36.214/lucasforums.com/images/smilies/lechuck.gif" border="0" class="linked-image" />
 
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