• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Mod Release Build 14 Beta 2.5 Internal Release Available!

... now is the time to say so! :cheeky
Oh well, you asked for it :wp

Can we do something to prevent this?



Reason for that is ... NPC ships act as if "land" weren't hazadous when sailing in a ship. They frequently get too close, as close that they loose their entire rigging when hitting rocks. Any way to keep them from? Sort of order like "keep minimum distance of 100 yards to land"?
 
Reason for that is ... NPC ships act as if "land" weren't hazadous when sailing in a ship. They frequently get too close, as close that they loose their entire rigging when hitting rocks. Any way to keep them from? Sort of order like "keep minimum distance of 100 yards to land"?
I've gotten the impression that while the NPC ships DO see the original game islands properly as land, the newly added ones don't work quite as well.
Does anyone think there is any truth to that?

Anyway, as far as I'm aware, we can't really give any such orders to the NPC ships. The best we have done to directly influence them is with the "tacking" mod.
That one detects if those ships are trying to sail too much into the wind and then pushes them further away until they're not.
In fact, that is what could be causing this behaviour too, because it overrides the NPC's intended course.
 
I've gotten the impression that while the NPC ships DO see the original game islands properly as land, the newly added ones don't work quite as well.
Does anyone think there is any truth to that?

Not sure if it's related, but I have noticed at least one island (I think it was Antigua) that wasn't properly 'solid'.
That is, I can pass the third person camera through the cliffs, instead of the cliffs pushing the camera away.
I assume it still collides with ships as expected, but perhaps the AI doesn't recognise this... :shrug
 
New Version!

Contents:
Code:
Build 14 Beta 2.5:
- Bug Fixes:
  . Pistol reload progress updates properly again by Pieter Boelen
  . Cartagena excluded from Trade and Escort Missions by Pieter Boelen
  . Nation Relation name code fixed for relation > 0 without a Letter of Marque by Pieter Boelen (re-fixed, this time PROPERLY!)
- Code Updates:
  . Treasure Quests fixed and improved, including X Marks the Spot and digging, by Pieter Boelen (payment fixed)
  . All firearms rebalanced by Pieter Boelen
    > Misfire chance restored to Blunderbuss
    > Multi-damage added to the musketoon
  . Town guards and soldiers made much stronger from game start by Pieter Boelen
  . Clint Eastwood at the strange house in the Nevis jungle now works as intended by Pieter Boelen
    > He is the ONLY way to get the "Pump Shotgun". Try to take it from him!
  . Skill level and critical hits taken into account for fencing skill increase by Baste
  . Range of fort cannons reduced by 50% by Armada
  . Maximum sea height in deck and port location models set by Pieter Boelen
- Storyline Updates:
  . ENABLE_CHEATMODE functionality added: Bartolomeu storyline opening allows you to visit Cartagena by Pieter Boelen
- Ship Model Updates:
  . Rigging improved on Barques by Hylie Pistof
- Texture and Model Updates:
  . Loading Screens replaced with uncompressed versions by Pieter Boelen
  . Spanish soldier portrait files updated by Pieter Boelen
  . DirectSail: small boat with crew replaced with more detailed model by Pieter Boelen
  . Cartagena town location lighting files updated by Pieter Boelen
  . Cartagena town square texture updated and English flag replaced by Pieter Boelen
Opening post updated accordingly.
 
I've gotten the impression that while the NPC ships DO see the original game islands properly as land, the newly added ones don't work quite as well.
Does anyone think there is any truth to that?
Now you're telling it, I will look for it. The screenshot I posted was from Guadeloupe, and I am 100% sure I saw a lot of these dismasted vessels close to shore at the big islands like Hispaniola and Cuba. I will look if I find oine near an original island.

@Armada:
If I switch on the external camera, it always moves through islands. I can't remember it beeing otherweise, at least not since 2.3.
 
Now you're telling it, I will look for it. The screenshot I posted was from Guadeloupe, and I am 100% sure I saw a lot of these dismasted vessels close to shore at the big islands like Hispaniola and Cuba. I will look if I find oine near an original island.
When you run into them again, could you compare their course to the wind direction so we can find out if they might be being forced one way or another due to the tacking mod?

@Armada:
If I switch on the external camera, it always moves through islands. I can't remember it beeing otherweise, at least not since 2.3.
"External camera" as in "free camera"? Or just "exterior ship camera"?
I'm pretty sure the REAL free camera mode has no collision detection, but the regular outside camera should.
 
"External camera" as in "free camera"? Or just "exterior ship camera"?
I'm pretty sure the REAL free camera mode has no collision detection, but the regular outside camera should.

I'm talking about the third person view of the player's ship, not the free camera.
 
ONO! Too late..... All fluyts except the new light fluyt and all heavy east indiaman are too big for the 3rd slip at Bonaire.

When the tacking mod was introduced it was noticed that the AI ships behaved better than before. They are still not good, but less bad. It seems to me that they just do not "see" the islands well.
 
"External camera" as in "free camera"? Or just "exterior ship camera"?
I'm pretty sure the REAL free camera mode has no collision detection, but the regular outside camera should.

That's it!
I meant the free camera, which has no collisoion detection. The external (ship 3rd person) camera has.
 
Whodathunkit? :rolleyes: Installed this new patch, adjusted controls and preferences, then went into options and set everything again. Then started a new game and found I could not sell the starting ship at Havana, so maybe that was the cause of thectd last time.
Also, the Open Sea mod worked right from the start with no messing around for the very first time with these patches. :wp
 
ONO! Too late..... All fluyts except the new light fluyt and all heavy east indiaman are too big for the 3rd slip at Bonaire.
So that is all stock game Fleuts and the WarGalleons now set to Jetty = false .

You're saying the Light Fleut, aka. the Derfflinger, does fit? But she's already set to Jetty = false, so how come you saw her there at all? :shock
I think I did that because it was somewhere else she didn't fit. Puerto Rico, is I recall.... :facepalm

When the tacking mod was introduced it was noticed that the AI ships behaved better than before. They are still not good, but less bad. It seems to me that they just do not "see" the islands well.
Better behaviour in regards to the wind. But not in regards to the islands. As fa as I understand it anyway.

Whodathunkit? :rolleyes: Installed this new patch, adjusted controls and preferences, then went into options and set everything again. Then started a new game and found I could not sell the starting ship at Havana, so maybe that was the cause of thectd last time.
Tales of a Chevalier again? I see no reason why you shouldn't be able to sell your ship, really. What happened when you tried?

Also, the Open Sea mod worked right from the start with no messing around for the very first time with these patches. :wp[/quote]But... but... but... I didn't even touch that code recently. Why would it start working properly now???
Does that include proper time progression or is that still too fast? I'm confused. o_O
 
Ok, explanations are in order.

I did not see the Derfflinger, I assumed that since she is smaller she might fit. I should have said "All of the old fluyts."

Yes, the do behave better with the wind which does help get them out away from the islands....sometimes. When the AI gets it into their "minds" to go to point X it doesn't matter if there is an island in the way. But if the wind shifts in a certain direction they will tack away from the island and sail away properly.

When I tried to sell the gaff schooner it worked and I got the Hoy. But when I tried to repaint it this time it showed the gaff schooner instead of nothing at all. Then when I went to the port, there was the gaff schooner! So I went to another port and sold it there.
It seems the starting ship is "needed" for some reason at the start. :shrug

The time speed is still too fast when at sea. I can't tell on land. But 30X works better than before. Before, normal, 3X, and 10X worked well but at 30X the clock would run SLOWER. Now it runs faster like it should but it runs a bit faster all the time now.
Does that make sense? Anyway I will be testing your latest fix soon.
 
Have found a Bug.. When anchoring, sometimes the game doesnt load further, so I just see the ship drifting around an nothing happens anymore. Was the 3th time that this happened to me. In all cases, enemy ships were there.. I think it happens when enemy ships are not in range when you drop anchor but get in range in time between dropping and loading. The bad thing is, that the game is just frozen, so I cant even go back to menu and/or reload
 
When I tried to sell the gaff schooner it worked and I got the Hoy. But when I tried to repaint it this time it showed the gaff schooner instead of nothing at all. Then when I went to the port, there was the gaff schooner! So I went to another port and sold it there.
Perhaps the actual ship-swapping doesn't occur until AFTER you close the interface?
Have you tried swapping your schooner for a Hoy, then closing the menu, then reopen it again to repaint? Maybe that'll work better.

The time speed is still too fast when at sea. I can't tell on land. But 30X works better than before. Before, normal, 3X, and 10X worked well but at 30X the clock would run SLOWER. Now it runs faster like it should but it runs a bit faster all the time now.
Does that make sense?
Uhm... not to me it doesn't. :shock

Have found a Bug.. When anchoring, sometimes the game doesnt load further, so I just see the ship drifting around an nothing happens anymore. Was the 3th time that this happened to me. In all cases, enemy ships were there.. I think it happens when enemy ships are not in range when you drop anchor but get in range in time between dropping and loading. The bad thing is, that the game is just frozen, so I cant even go back to menu and/or reload
That doesn't sound too great, no. What happens if you use the [Enter] menu and go straight into port/to shore instead?

I've never seen your problem myself, but your theory sounds plausible. I never tried it with enemies quite that close.
 
I wanted to get straight to port. I think it will happen with both actions. I will try to force it to be sure.

EDIT: My clock runs still slower at x30 .. I believe that my Laptop doesnt make it 100%.. I sometimes even have CTDs when the game loads sth and I (accidentially) have time-shift (especially x30) activated.
Maybe an option to disable the x30 time-shift on not-so-fast-PC's? or prevent the game to load another location when time-shift is activated?
 
have done the download and set up the game master and commander, but which ever port you go to you cannot go into the store or shipyard,
you get message get out or i will call the guards, thats the2-5 update couldent get the 2-4
 
have done the download and set up the game master and commander, but which ever port you go to you cannot go into the store or shipyard,
you get message get out or i will call the guards, thats the2-5 update couldent get the 2-4
That is not a bug. You are in an enemy port and enemies don't want to do business with you. Unless you've got Commerce higher than 5 or are a Hero.
But that is not the case at the beginning of the game.
 
It seems there is a large storm surge now. I have not seen this before.
high water-1.jpghigh water-2.jpg

For some reason I can no longer access the emoticons thread at the bottom of the forum at all anymore. All other threads are ok. :nerbz
 
The "character type" selector is still visible, although empty, in the select storyline interface when I choose that I will distribute skill points manually.

Besides the missing options, that have been fixed, there is no longer a "thumbnail" of the current location when saving or loading anymore. The save file is created and can be used, but there is no image in the list.
This problem went away for some reason. There is now a thumbnail when saving and loading. I didn't change anything, and this is still on WIP 4.

When looking at the "Ship's Log" screen in the player menu, it seems to be for the brown interface even if I have selected the blue interface. There might not be a Ship's Log screen for the blue interface.
 

Attachments

  • Character type selector.jpg
    Character type selector.jpg
    719.1 KB · Views: 192
It seems there is a large storm surge now. I have not seen this before.
Which ship deck and port are that and how did you get there? Must be related to me increasing those MaxSeaHeights. :facepalm

For some reason I can no longer access the emoticons thread at the bottom of the forum at all anymore. All other threads are ok. :nerbz
Not access at all or just not be able to reply? Armada is unable to reply in one forum thread; really weird.... o_O
 
Back
Top