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Mod Release Build 14 Beta 3.5 Internal WIP For Testing

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.
 
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.
Probably related to this: http://www.piratesahoy.net/threads/problems-with-contraband-not-being-detected-right.24699
If I recall, @Levis said that some code looks at the island and some at the town to determine what is contraband and what is not.
That is obviously asking for trouble and he wanted to rewrite that so it would all use the same reference.
As it is now, everything starts "wandering off" as the game progresses which is probably what you are noticing. :modding
 
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.
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.
This may all not be entirely balanced though, so I'm open for suggestions on how to make it dangerous to steal those good weapons from them without making it completely unreasonable.
And perhaps Aufort should also be included in this so that stealing from him counts as stealing from a regular town guard since they are similarly equipped.

Oldfhart is stuck on stunned and I can rob him anywhere.
That issue is at least fixed.

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.
He actually loses the stuff you gave him? That does sound like the crewmember code. :shock
 
New ZIP update attached to opening post. Updates included:
Code:
- 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
 
Opening post ZIP updated:
Code:
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
This contains a first version of the code that adds cannons and crew to your cargo weight. You WILL notice weird things because of this.
You must manually recalculate the cargo using F12 after every crew/cannon change and also manually avoid going over capacity.
This still has to be automated, but it would be good to know examples of when this needs to be done.
 
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. ;)
 
DLed and installed. An oddity. 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.
 
At Martinique Oldfhart talks so I completed Patric and the Idols, and hired Fred Bob. Also, that wayward officer is behaving normally now so no more Corsair Prides.

I sold and bought cargo and it all seemed to work normally this time.
 
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. ;)
I know. But you totally could have done, so figured I'd credit you instead. :wp

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 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.
You'll probably notice more such weirdness, though I hope that after the initial change it will become a bit more sensible during regular play.
 
All seems normal now. Would it be possible to add cannons to the ship cargo menu right beside ammo and powder?
 
Would it be possible to add cannons to the ship cargo menu right beside ammo and powder?
Not easily, no. That would require not just getting the system working properly, but getting a second ghost system working on the side.
There is still a lot of work to be done to prevent "cargo over-ups" due to hiring crew/installing cannons when you already have a full hold.
Right now there is nothing preventing that.
 
perhaps linking negative weight to penalty in speed then it's up to the player to decide when they overload?
 
perhaps linking negative weight to penalty in speed then it's up to the player to decide when they overload?
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.
If you do try it, you should get Wasa situations with your ship just randomly capsizing/sinking.
It should simply be impossible to do, but that requires coding in the limitations. That particular feature was put in there by me in about 5-10 minutes.
While the concept has been proven, it needs a lot more development because something like that isn't going to be simple.

I'd prefer if you credit me for what I actually have done, e.g. changing the Magicienne to something more appropriate. xD
You're welcome to edit the Change Log text to something more accurate.
Indeed it probably should have a note about your work on changing ship types. Though for the final release, I'll probably change it to "Many changes to Hornblower storyline by Grey Roger" or something like that.
I don't usually keep all individual small changes for the change logs because that is only interesting at the time but "too much" for future reference.
 
I like the idea of capsizing when overloaded. :pirateraft


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.
 
To find what Orable Caron has been doing to Rachel Blacque, you must first talk to Turpin Cabanel and ask about the family. When you then go to Rachel, if you say the right things, the dialog leads to a point where one of the options is "Is that a bruise on your face?". You can then go to 'Orrible. As with many people, he doesn't give the full range of dialog options at once; you need to talk to him, refuse to pay for information, quit and talk to him again, then you can mention Rachel and what you will do to him if he bothers her again.

The option to hire Marc is new to me as well. If you don't hire him, he waits in the store hoping you will hire him later.
 
I like the idea of capsizing when overloaded. :pirateraft
At the moment you can only overload by being full on cargo and then installing more/larger cannons and/or adding more crew.
That is actually possible, but really shouldn't be. Overloading with actual cargo shouldn't be possible even now.

Ideally I wouldn't want overloading that way to be possible. But if you guys say "I don't care, user error!" then perhaps capsizing might be a simpler "solution" than actually preventing it.
Of course it should be more obvious to the player though. Right now I can only see it in the F2>Carho Hold menu.

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.
From the Change Log:
Code:
- Storyline Updates:
  . Sidequests:
  > Marc Blacque can be hired as officer by Salonikasurf
Sounds like that is working then! :cheers
I don't think those changes involve Orable Caron though, so that should still be the same. I think.
 
ZIP file updated. You can now tell Escort Ship Captains of your intention to use a false flag.
This works when you are hired to escort them, but you can do it later by talking to them in their captain's cabin too.
 
Just started the most recent WIP. Noticed some significantly larger hold spaces. I presume it is intentional, yes?
 
Just started the most recent WIP. Noticed some significantly larger hold spaces. I presume it is intentional, yes?
It is an experiment. See here for details: http://www.piratesahoy.net/threads/realistic-cargo-mod-beta-version-update-1.24906/
Also related: http://www.piratesahoy.net/threads/include-cannon-weight-and-number-in-cargo-capacity.24953/
If you have any comments, those would be welcome. :doff

We may return to Beta 3.4 state on this soon if no further initiative is taken.
 
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