I am running into anomalies in smuggling. It seems some contraband items are not listed as contraband. For instance, at Jamaica ebony is not listed as contraband but it can not be bought or sold in the store but the smugglers will buy it.
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Probably related to this: http://www.piratesahoy.net/threads/problems-with-contraband-not-being-detected-right.24699I am running into anomalies in smuggling. It seems some contraband items are not listed as contraband. For instance, at Jamaica ebony is not listed as contraband but it can not be bought or sold in the store but the smugglers will buy it.
If they do catch you, indeed you're in trouble. Location will be locked until you take care of all enemies and each killed original town guard triggers two more.The way to do town guards is to get at extreme range and then nail them. That keeps any fighting from happening and then they can be robbed. Killing them often starts the fighting with reinforcements coming. And the one time I tried it they just kept coming.
That issue is at least fixed.Oldfhart is stuck on stunned and I can rob him anywhere.
He actually loses the stuff you gave him? That does sound like the crewmember code.That Captain had those items and I took them and re-equiped him with better stuff, but now he loses the good sword and pistol and equips the stuff he started with. The other things I gave him all are ok.
- New Features:
. Realistic Cargo Mod by J Norrington
> Recoded ships with realistic cargo capacity
> Adjusted store prices, increased player starting money to match
- Code Updates:
. Pirates will trade with friendly privateers by Grey Roger
- Bug Fixes:
. Restoring stunned characters fixed by Pieter Boelen
- Storyline Updates:
. Sidequests:
> Various fixes made as mentioned elsewhere
. Hornblower Storyline:
> Relations throughout fixed by Grey Roger
> Quest officers added and removed as appropriate by Grey Roger
. Devlin Opera Storyline:
> Pieter Boelen and Konrad Kulczycki replaced to prevent interference with sidequest by Pieter Boelen
- For Future Development:
. GetCannonWeight function added by Pieter Boelen
Build 14 Beta 3.5:
- New Features:
. Realistic Cargo Mod by J Norrington
> Crew, cannon weight and amount included dynamically in cargo capacity (first WIP version by Pieter Boelen)
- Bug Fixes:
. Day Adding on the Hour skipped if DirectSail is not active by Pieter Boelen
. Characters in Player Party are NEVER considered soldiers by Pieter Boelen
- Storyline Updates:
. Sidequests:
> Completing Turks Help sets you neutral to the pirates by Grey Roger
. Hornblower Storyline:
> Relations throughout fixed by Grey Roger
> Quest officers added and removed as appropriate by Grey Roger
> Stuck during Fight on Guadeloupe fixed by Pieter Boelen
I know. But you totally could have done, so figured I'd credit you instead.I'm being credited for "Help Turks Island" setting you neutral to pirates. While it was my suggestion, I'm not the one who actually did anything about it.
Not quite unexpected. When you load your first save, you would be WAY over on your cargo capacity because you probably were full before and now the cannons and crew are added too.I had just landed at Tortuga when this was installed. So I went to the tavern and spent the night, then went to the store to sell goods. There I found that my food had gone from a little under 400 to -594! Everything else was fine. So I sold cargo and then had to buy over 1000 food to get it first back to 0 and then over 400 where I want it.
Then I bought a load of cargo and sailed across the Caribbean. At the next port (Martinique) all seems normal so far.
Not easily, no. That would require not just getting the system working properly, but getting a second ghost system working on the side.Would it be possible to add cannons to the ship cargo menu right beside ammo and powder?
I'd prefer if you credit me for what I actually have done, e.g. changing the Magicienne to something more appropriate.I know. But you totally could have done, so figured I'd credit you instead.
Going overload would basically mean you put more stuff in your ship than can physically fit in there. That makes no sense and shouldn't be possible.perhaps linking negative weight to penalty in speed then it's up to the player to decide when they overload?
You're welcome to edit the Change Log text to something more accurate.I'd prefer if you credit me for what I actually have done, e.g. changing the Magicienne to something more appropriate.
At the moment you can only overload by being full on cargo and then installing more/larger cannons and/or adding more crew.I like the idea of capsizing when overloaded.
From the Change Log:Has the story of the Blaque family been changed? Orable Caron doesn't seem to be a woman beater anymore and there is new dialog I have never seen before at the end. It seems I can now hire Marc if I want to. Never could do that before.
- Storyline Updates:
. Sidequests:
> Marc Blacque can be hired as officer by Salonikasurf
It is an experiment. See here for details: http://www.piratesahoy.net/threads/realistic-cargo-mod-beta-version-update-1.24906/Just started the most recent WIP. Noticed some significantly larger hold spaces. I presume it is intentional, yes?