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You can indeed find them by talking to the tavern owners. However, the random ones have remained by request of @Grey Roger.Did we change the officer encounter things again?
I encounter officers in the tavern sitting at the table.
These should be found by the barmen right?
if (HasSubStr(lcn.filespath.models,"Town_Greenford\port")) // PB
if (HasSubStr(lcn.filespath.models,"Town_Greenford\port") || HasSubStr(lcn.filespath.models,"Town_Charlestown")) // PB
Those messages were even in the original unmodded game. I have never been able to notice any problems resulting from them. ;noI attached Error file since I just saw it pop on my folder.. not sure what those codes indicate..
if (HasSubStr(lcn.filespath.models,"Town_Greenford\port") || HasSubStr(lcn.filespath.models,"Town_Charlestown")) // PB
Different thing; with the log message, it means there is something quest-worthy in the location.Now got a couple issues.. first one is similar to charlestown fast walk. But in Guadalupe.. in Point a Pitre.. wherever I direct my character to go, he only direct walks outside the building I'm in.. and if I am outside the building and direct walk it says on the top left dialog: "Something's about to happen"
Will this be the same case where we apply the code you said previously;
That screenshot looks to be taken inside a tavern. There are no merchant there.Second issue.. I've noticed this since the start of my gameplay.. most outside kiosk merchants are double standing.. like Siamese twins.. it's as if there's 2 merchant characters standing on same spot but I speak with only one. Here is a shot of what I see.. it also happens always with my masters @ arms and crewmembers who follow me:
I have noticed the Shipyard Interface takes a long time to load as well.Third issue it's not really a bug/glitch but it could be related to lag maybe.. when I mentioned previous that @ shipyard on repair screen it takes time for the screen to load when you speak to the shipyard man.. I just experienced it when I have 2 heavy ships in my command.
Then I went to market and sold my goods.. the lag existed but was much lighter than previously. I believe it is affected by "value of goods" .. I had 3 ships with a total of 12,000+ weight in gold goods.. even twice my officer's Fluyt caused major lag.. and I had to shut down my PC because the game wouldn't repsond.. but after I got rid of the gold.. I was able to access the options for the officer's fluyt.
Shipyard issue seems to be dependent upon how much cargo you have in your ships - Store interface is slow also when calculating final value - so I suspect this would be the issue when the game is calculating the value of the ship in the shipyard interface.Ok so shipyard is common issue not only me
I'm pretty sure that is the case. I just made a mention of it here:Shipyard issue seems to be dependent upon how much cargo you have in your ships - Store interface is slow also when calculating final value - so I suspect this would be the issue when the game is calculating the value of the ship in the shipyard interface.
We did make one fix to boarding quite recently. Maybe it will help? Though I cannot give an guarantees on that one....Continued issues with CTD on looting when boarding (seems only to be when there a lot of ships about) less often than before I think.
Does he go into your Passengers Interface? Did you have a free slot in your shore party?Fred Bob does not go to passenger list after hiring on Martinique - he is hired - has the right dialogue, but does not become part of the officers - previous bug I think.
I thought @Armada made all the cabins and ship deck locations match up as good as possible at some point in the past.The brigantine ship has a small deck, small captains cabin and small boarding deck - this ship is bigger than the Barques and should have at least the same size / types of decks for consistency.
Responded here: http://www.piratesahoy.net/threads/custom-quest-musket.24428/I like the Rifle and Telescopic sight for a bit of fun on land battles - I prefer the pistols at sea. Could we have them so you can put them in the Ship Chest? There was an issue that I received the Telescopic sight from the priest before I picked up the rifle. This resulted in it being selected as my best gun when using the keypad number 2 and I had to manually select the pistol every time after. Would also be nice to have this weapon be able to kill the immortal skeletons that are spawned when digging for treasure in the crypt as well - gives the rifle a definite purpose.
Was there an island name mentioned in that header at all? I've seen a screenshot from someone else where it was missing, which would also be a bug of course.On my first smuggling adventure, the "Smuggling On" quest header remained after the actual quest was completed. This was the quest header that came up after talking to the soldier in the tavern about when the best time to have a picnic was. The quest worked well otherwise.
I fixed that last weekend; will be different on the next update.The Iceni Queen is still the quest ship at Martinique - should really be a Pirate Corvette.
I like it! Please make a Feature Request for that one. I'll see if I can figure out a good way to do that as soon as I can.Would be nice to be able to fast travel to store/shipyard/smith etc after getting directions from a local (dialogue ). This would then be consistent with the charts giving fast travel to ports etc
@Jack Rackham rewrote that code to prevent worse bugs.The shore party members do not take their weapons from the ship weapons locker - This is a nice thing to have them automatically get weapons but it would still be good to be able to give them armour and better weapons and potions when you want to as per their dialogue. They seem to get better weapons than you have in your locker early in the game but not later? This may not be possible with the new code.
@Grey Roger had a Bug Tracker entry for exactly that: http://www.piratesahoy.net/threads/remove-quest-items.25237/It would be nice to be able to put quest items into your ships chest after completing the relevant quests - just to keep your inventory tidy.
I thought @Levis already did that?It would be nice to have the officers for companion ships be useful again for Beta 3.5- I think this worked in Build 13 but we have not had it for a long time. This would then enable each companion ship to have a compliment of officers whose skills are used in the ships performance. Currently we only have the Captain we set and additional offices do not seem to make a difference. This may require the total number of officers we are able to have to be increased though.
How is the First Mate set up in PROGRAM\Officers.c?The luck skill of our First Mate does not have an effect on the player ship's overall luck statistics. This did work a few years back - Build 13 I think - or it may have been the stock game.
I definitely agree to reduced micro-management. I've always liked the idea of having to do things yourself in the early game, until you hire an officer to do the job for you.In the long perspective I think we should move away from micromanaging. Really want to
do the mod some time where inventory is very limited and officers are more selfgoing.
Personally I do quite like the weaponslocker. It is much easier to stick some good stuff in there and have the crew take the good stuff out of it than to give stuff individually to them all.Maybe that should include boarding crew as well. Meaning no fixing with weapons locker.
I still sometimes get crashes when boarding even after installing the new "ENGINE.exe". Maybe not as often as before, but it certainly still happens.We did make one fix to boarding quite recently. Maybe it will help? Though I cannot give an guarantees on that one....
Originally Fred Bob jumped straight into a specific slot, booting out anyone who was already there. This was liable to foul up "Hornblower", in which you're not allowed to re-assign companions, and if he booted out someone who needed to be active for quest purposes then the quest would break. So I arranged for him to jump into any free slot, which probably won't work if there is no free slot. (Artois Voysey is similar; if you have all companion slots full when he's unconscious in the jungle and you rescue him, you won't get him back.) Certainly if I have a free slot for Fred Bob, I have no problem hiring him and he does go into the "Passengers" list as well as the slot. (This is not generally a problem for me because I tend to go to Martinique very early in the game, when I don't have enough officers to fill all the companion slots anyway.)Does he go into your Passengers Interface? Did you have a free slot in your shore party?
@Grey Roger recently made a change so that Fred Bob wouldn't automatically overwrite your #1 shore party slot.
As long as he's in the Passengers Interface, you can do that manually afterwards.
My suggestion was that quest items which are no longer needed should be removed entirely by the quest which gave them to you. Keys which disappear once they've opened the relevant locks, documents which you're supposed to give to someone, etc. The occasional item which may be useful in the long term isn't a problem, it's the continual accumulation of junk which can't be dumped or sold which is the problem. Having said that, it would be nice to be able to drop or sell the rifle.@Grey Roger had a Bug Tracker entry for exactly that: http://www.piratesahoy.net/threads/remove-quest-items.25237/
Which quest items are you referring to in this case? They would need to be adjusted on a case-by-case basis.
How would someone else's "Luck" (alias "Sneak") affect yours? If he's lucky then he's the one who will win at cards, not you. If he's sneaky then he's the one who will get past the guard and you're still the one who will stand on a twig and alert the guard. For that matter, some perks would probably be more sensible if they only work when the officer who has them is present. "Trustworthy", for example should only work if you have the officer with you. He's "trustworthy", you're not, so the storekeeper shouldn't accept contraband from you unless the guy he trusts is there to vouch for you in person.How is the First Mate set up in PROGRAM\Officers.c?
There are two things to consider there:My suggestion was that quest items which are no longer needed should be removed entirely by the quest which gave them to you. Keys which disappear once they've opened the relevant locks, documents which you're supposed to give to someone, etc. The occasional item which may be useful in the long term isn't a problem, it's the continual accumulation of junk which can't be dumped or sold which is the problem. Having said that, it would be nice to be able to drop or sell the rifle.
For the perks, for simplicity's sake I can imagine that the Trustworthy perk would get the officer who has it write a letter of recommendation to the store owner or something. That is something we can leave up to the imagination I reckon.How would someone else's "Luck" (alias "Sneak") affect yours? If he's lucky then he's the one who will win at cards, not you. If he's sneaky then he's the one who will get past the guard and you're still the one who will stand on a twig and alert the guard. For that matter, some perks would probably be more sensible if they only work when the officer who has them is present. "Trustworthy", for example should only work if you have the officer with you. He's "trustworthy", you're not, so the storekeeper shouldn't accept contraband from you unless the guy he trusts is there to vouch for you in person.