• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 2.5 Internal Release Available!

Artois voysie "or something" quest is broken for me. I speak to the tavern owner and then go upstairs, where i find a dying guy, till then ok ( although the first time i got into the room and nothing happened ) . After he's dead portuguese guards come in and i accept to be taken in as i'm innocent. I get teleported to the townhall and then nothing happens:nerbz.. I can't talk to anyone and i can't leave the room :/ .. Oh, and i think the way it works here is that i should upload a save file ,no? So here is the link to (the most easy upload site ever lol:cheers, i htink just clikc on the name of the file and it will download) it! http://speedy.sh/jTK3E/Player-La-Grenade.-S-o-Jorge-Port-08-02-1751
 
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Wha? At the same time???

If that REALLY is what it says, then you aren't being pick-pocketed. If so, it would say "lightened" instead. :rofl

Which storyline are you playing?
Four characters just standing? Do they approach you when you come closer and threaten you?
Ordinary highwaymen would do that. But you would have seen PLENTY of those already; they're not uncommon.

Oh, that is really clever. So you have to read carefully. Nice!
 
Pieter: I'm playing Chevalier and they do not move. When I walk up to them they are friendly, but they do not move.

anchoret: What time of day did this happen? If it is after 22:00 the townhall is closed and that breaks the storyline. Go back to an earlier save and do it during the day.
 
Well the truth is I actually took 3 Treasure quests and I found out that you cannot have more than one. Greed will get you every time in the end. :duel:
 
Well the truth is I actually took 3 Treasure quests and I found out that you cannot have more than one. Greed will get you every time in the end. :duel:
Quite disturbing that is possible at all. There IS code in place to PREVENT it! :shock
Will have to double-check on that, I suppose. :facepalm

Pieter: I'm playing Chevalier and they do not move. When I walk up to them they are friendly, but they do not move.
Strange. Can you talk to them yourself? If so, what do they say?
 
Yes I can talk to them and they are typical random town folk. Some want to trade and some will give advice.

Something that has always bothered me about the open sea mod is that whatever weather you leave port with would stay that way for the whole journey. Not anymore!
I started a trip at Bonaire in near storm conditions and as I sailed south away from the storm the weather got progressively better until it was nice sailing weather. :thumbs1
 
Something that has always bothered me about the open sea mod is that whatever weather you leave port with would stay that way for the whole journey. Not anymore!
I started a trip at Bonaire in near storm conditions and as I sailed south away from the storm the weather got progressively better until it was nice sailing weather. :thumbs1
As far as I can tell from the code, that should indeed be quite possible.
The "weather ballast" values define whether a current tend continues or whether it will change the other way.
 
One more thing I thought needed mentioning: I seriously think the forts' range of attack should be reduced.
Right now it's just plain ridiculous, seeing forts like the one at Cayman firing on enemies it can't even see on the other side of the island.
I know I don't usually say this, but I don't care about the realism in this case. Whether forts really had a huge range of attack in reality or not, my view is that it needs to be reduced for gameplay purposes, at least to compensate for the fort AI's inability to recognise obstacles such as cliffs.
 
I think that would be done in PROGRAM\CANNONS\Cannons_init.c:
Code:
        // Big, scary fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_LONG_LBS42]);
        rCannon.type = CANNON_NAME_LONG;
        rCannon.caliber = 42;
        rCannon.ReloadTime = 150;        // LDH was 240
        rCannon.Cost = 5000;
        rCannon.Weight = 67;
        rCannon.sound = ("cannon_fire_LG42");//JRH
         rCannon.gunpowder = 9;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 5.5;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR);
        n++;
 
[...]
 
        // More big, scary fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS42]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 42;
        rCannon.ReloadTime = 100;        // LDH was 180
        rCannon.Weight = 44;
        rCannon.Cost = 4000;
        rCannon.sound = ("cannon_fire_CR42");//JRH
         rCannon.gunpowder = 10;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 3.5;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1170.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;

        // Even bigger, even scarier fort guns
        makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS68]);
        rCannon.type = CANNON_NAME_CARRONADE;
        rCannon.caliber = 68;
        rCannon.ReloadTime = 125;        // LDH was 240
        rCannon.Weight = 72;
        rCannon.Cost = 5000;
        rCannon.sound = ("cannon_fire_CR68");//JRH
         rCannon.gunpowder = 6;// added by MAXIMUS [gunpowder mod]
        rCannon.FireAngMax = 1.0;
        rCannon.FireAngMin = 1.0;
        rCannon.DamageMultiply = 6.0;
        rCannon.TradeOff = true;
        InitBaseCannons_CalcSpeedV0(&rCannon,1280.0*CANNON_RANGE_SCALAR);
        rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
        rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
        n++;
I think it is the values next to those CANNON_RANGE_SCALAR calls.
We could replace those with FORT_RANGE_SCALAR and put in a separate InternalSettings.h value.
How much less than they are should they be?
 
I suspect a range similar to the stock game's forts is probably needed, but I don't know an exact value we could use.
 
Three items.
1) Cartagena is now a merchant trade mission destination.
Cartagena.jpg

2) The 3rd slip at Bonaire is too short. This ship does not fit there either.
doesn't fit.jpg

3) Time has changed. It seems that hours are much shorter than before and this makes tacking into the wind a waste of time as it takes most of an hour to complete a tack, and then the wind changes forcing another tack.
 
And another thing: more cases of blue interface items in the brown interface when a) switching between maps to examine, and b) being told I'm not a high enough level to command a fleet yet, via the ransack screen. I'll see if I can sort this out.
 
1) Cartagena is now a merchant trade mission destination.
Ah, thanks for catching that! Indeed you're right. I have now added the skiptrade attribute to Cartagena, which should put an end to that.
Also recoded the the code for Escort Quests to look at that skiptrade attribute instead.
Looks like that was originally meant to exclude Antigua, but it isn't actually used for that. Do we need to exclude Antigua? Or any other ports?

2) The 3rd slip at Bonaire is too short. This ship does not fit there either.
NL_Batavia goes to Jetty = false; . Thanks for that one too. :doff

3) Time has changed. It seems that hours are much shorter than before and this makes tacking into the wind a waste of time as it takes most of an hour to complete a tack, and then the wind changes forcing another tack.
Since when does that apply? It could be that this code from PROGRAM\NK.c is responsible:
Code:
    if(iRealismMode>1 || OPEN_SEA_MOD)
    {
[...]
        TIMESCALAR_SEA =                                    15;        // INT - how many seconds of gametime one second of realtime is at sea
[...]
    }
    else
    {
[...]
        TIMESCALAR_SEA =                                    5;        // INT - how many seconds of gametime one second of realtime is at sea
[...]
    }
So that makes time run three times faster if the Open Sea Mod is ON. That does seem to be intentional on the part of the original Open Sea Mod code.
But the wind can only change "3" on a scale from 0-20 in one hour versus "5" without the Open Sea Mod. :confused:

I suspect a range similar to the stock game's forts is probably needed, but I don't know an exact value we could use.
This is the code from the stock game for what I think must be the forts:
Code:
    makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS32]);
    rCannon.type = CANNON_NAME_SPECIAL_CANNON;
    rCannon.caliber = 32;
    rCannon.ReloadTime = 40;
    rCannon.Cost = 3500;
    rCannon.Weight = 72;
    rCannon.FireAngMax = 0.60;
    rCannon.FireAngMin = -0.35;
    rCannon.DamageMultiply = 3.0;
    rCannon.TradeOff = true;
    InitBaseCannons_CalcSpeedV0(&rCannon,600.0);
Only a 600 "yards" range vs. 1170-1940 with the Real Cannons mod? That's 2-3 times as far!
Would we really want to divide our fort ranges by 2 or 3? Anyway, I put a separate #define in InternalSettings.h now, so it'll be easy to change this.

And another thing: more cases of blue interface items in the brown interface when a) switching between maps to examine, and b) being told I'm not a high enough level to command a fleet yet, via the ransack screen. I'll see if I can sort this out.
Drat! They KEEP hiding around, don't they? Even worse: Once we get to Beta 3, we'll have to update the Brown Interface all over again. :facepalm
Anyway, the "examine various maps" interface is map.ini . Not sure which of the three ransack files would be involved.
Probably there is a line groupName = ICONS_NEW missing.

You probably know all of that already, but just in case...? :wp
 
With regard to multiple treasure quests I accepted three, there was never more than one in the quest books.

With regard to guns, I confess I did not follow all the discussion in the other thread but seems to me that the better pistols should actually kill people not just wound them I have never seen anyone go down from a single pistol or musket shot and I play at level 30 and carry the best pistols in the game.

Also, grenades don't kill anyone either at this level. It seems to me they should take down several people in a melee.
 
With regard to multiple treasure quests I accepted three, there was never more than one in the quest books.
That shouldn't be possible. For the next version, I changed the code for that, so hopefully now it will again NOT be happening. :facepalm

With regard to guns, I confess I did not follow all the discussion in the other thread but seems to me that the better pistols should actually kill people not just wound them I have never seen anyone go down from a single pistol or musket shot and I play at level 30 and carry the best pistols in the game.
Level 30, eh? Then you would have 330 HP. Even the now-much-stronger muskets only do max 250 damage. And that already sound really quite strong to me!
The problem is that if guns consistently make for one-shot kills, that also works AGAINST you when enemies fire on YOU.
So are you sure we want that? :confused:

Also, grenades don't kill anyone either at this level. It seems to me they should take down several people in a melee.
Grenades can do between 40 and 150 damage and are available from the early game. So that is pretty strong at the start.
But once you get to a certain point, characters become so strong that they wouldn't die so easily anymore.
 
Only a 600 "yards" range vs. 1170-1940 with the Real Cannons mod? That's 2-3 times as far!
Would we really want to divide our fort ranges by 2 or 3? Anyway, I put a separate #define in InternalSettings.h now, so it'll be easy to change this.
Halving the current ranges sounds about right, to me. We could always try it and see how it goes.
Anyone else have any thoughts on this?

Drat! They KEEP hiding around, don't they? Even worse: Once we get to Beta 3, we'll have to update the Brown Interface all over again. :facepalm
Anyway, the "examine various maps" interface is map.ini . Not sure which of the three ransack files would be involved.
Probably there is a line groupName = ICONS_NEW missing.

You probably know all of that already, but just in case...? :wp

I think I've fixed both issues with the attached files. :cheeky
Couldn't test switching between maps because I only have one, but there were no blue elements in the Examine interface.
Tested the fleet level warning and that works properly.
 

Attachments

  • map.ini
    6 KB · Views: 141
  • Transfer_main.ini
    8.1 KB · Views: 126
Halving the current ranges sounds about right, to me. We could always try it and see how it goes.
Anyone else have any thoughts on this?
For now I've got it at 1.0 for ships and 0.5 for forts then. :doff

I think I've fixed both issues with the attached files. :cheeky
Couldn't test switching between maps because I only have one, but there were no blue elements in the Examine interface.
Tested the fleet level warning and that works properly.
Cheers! :woot
 
Here is new one too me at least. I saved Artois at Nevis, one of overzealous officers shot the guy who was trying to kill him and then also shot Artois and killed him. The character has regenerated with Artois' stats is part of my officer roster. His name however Abelard Clari. I am off to Le Grenede to see if the quest still works.

Also I have noticed that now that I have taken several pirates and have a British LOM the pirate merchants and ship yard want to charge more and pay less for my services. As I recall that was once in here but hasn't worked for a long while. Is that right or is it new.
 
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