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Mod Release Build 14 Beta 3.5 Internal WIP For Testing

Updated the zip in the first post to include a file which was missing and also included the file for better sea performance (hopefully)
 
Opening Post ZIP Updated
Before I go on holiday, I wanted to leave you guys with a game version that is more playable than the last version.

I threw out a lot of code that was changing relations at sea willy nilly and replaced it with one system that should do everything we want.
As far as I can tell, the false flags now actually work the way they're intended to at long last!

For testing purposes, false flag detection chance is still 100%, but this does mean that ships at sea are not supposed to turn hostile to your false flag unless they've got a reason to.
So unless they remember you from before, this should not happen unless you're close by! This will need to be confirm as I want that problem to fixed now at long last.
At the moment there should be on-screen log messages included to indicate when you are being recognized;
that will allow you guys to judge the maximum range at which this can happen now.

So here's to hoping things are beginning to make sense now! :cheers

Stuff to keep an eye on:
- Ships of same nation firing on each other or forts firing on ships that they shouldn't
- Surrendered ships firing on other ships or other ships firing on surrendered ones
- Being unable to board ships that should have surrendered to you
- Relations between ships, including player companions, after reload from a Save At Sea
- Ships being hostile to you that, based on your current flag, shouldn't be

Also, the "No Save Monks" mod has been adapted by @pedrwyth and should hopefully actually behave itself now. :cheeky

Code:
Build 14 Beta 3.5:
- New Features:
  > False Flag detection rewrite [WIP]
  - FOR TESTING PURPOSES: 100% chance of false flag detection
  - RefreshBattleInterface adapted to not update relations every frame
  - RefreshBattleInterface rewritten to correctly set the relations between ALL ships at sea; most other relation-changing code has been deleted
  - Allow changing flags during battle
  - Relation update from being recognized only done once
  - Fort relation to pirates exceptions work both ways and also affect player
  . Rewritten Skill and Ability Assigning on Level-Up by Levis
  > "merchant" officer type renamed to "shop merchant" to prevent Select storyline Interface errors by Pieter Boelen
- Bug Fixes:
  . No Save Monks fixed, including re-enabled third relic, by Pedrwyth
- Storyline Updates:
  . Sidequests:
  > Saving Toff's Daughter sidequest corrected for Early Explorers by Grey Roger

Oh, New Game is apparently required.
I didn't enforce it, hoping it would be OK, but I'm getting an error message now on my savegames so I don't recommend using your saves. :(

I caught some more code interfering with the whole relations and AI tasks stuff from Screwface_functions.c, so I kicked it out too.
Opening post ZIP updated accordingly.

However, this does mean that perhaps Smuggling Coastguard Ships will no longer turn hostile to you if you set sail with a false flag.
So please test this scenario. If necessary, that will need to be adjusted again.
 
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Good job Pieter. I will work on with the skills while you are gone.
 
File updated again; this is the LAST one for today (and the next few days), I promise!

Some changes made:
- Some code that I thought wasn't needed re-enabled, because it prevented false flags from working for worldmap encounters (or caused the victory music when they DID work)
- Stock game function modified so it returns your FLAG relations on the worldmap and your REAL relations anywhere else (to prevent non-hostile follow-ships)
- Ensured that ships that recognized you DO actually turn hostile

File updated again; this is the LAST one for today (and the next few days), I promise!
I lied, sorry.
One last update because I just figured out a simple way to have Smuggling Coast Guard, Governor Ship Hunting, Escort Quest Enemies and Treasure Quest Pirates always hostile to you regardless of flag.
I think that makes sense as those types of ships are specifically intended to be enemies.
Handled simply by giving them the "recognized" attribute so they don't have to detect any potential false flags anymore.
 
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Thx guys u are doing an amazing job :D Keep it up!
I have been with "new games" all over cuz save incompatibility but it will worth when final version comes :D
 
@Levis, could you move some of the above posts to their appropriate threads? It gets a bit cluttered here with talks about relations, rank and skills through each other.
It is a bit annoying to do such moves from my telephone, but I don't want us to lose track of this as it's important stuff. :facepalm
 
@Levis, could you move some of the above posts to their appropriate threads? It gets a bit cluttered here with talks about relations, rank and skills through each other.
It is a bit annoying to do such moves from my telephone, but I don't want us to lose track of this as it's important stuff. :facepalm
Done, was just about to do it already cause I couldn't keep track of it either also.

To everyone: Please try to post things in the relevant topics in the bug tracker. If you dont see one feel free to make one. We can always merge them if its the same problem.
 
I just downloaded and installed the latest version and the zip. got the runtime error when I tried to load the game. Any ideas
 
I just downloaded and installed the latest version and the zip. got the runtime error when I tried to load the game. Any ideas
Use the attached ZIP. There will be another version soon, but I have at least one more issue to solve before I can post it.
 
Ahoy Pieter,

Do you mean the zip on the opening post or one you meant to post above? Also for some reason the sidestep and cheatmodes have quit working. I have enabled them in internal settings but for the first time ever, hitting the a or d keys produce no sidestep and hitting 4 produces no additional points, well you get the idea. Do you have any ideas about why and how to fix.

Thanks for this and all you do.
 
Do you mean the zip on the opening post or one you meant to post above? Also for some reason the sidestep and cheatmodes have quit working. I have enabled them in internal settings but for the first time ever, hitting the a or d keys produce no sidestep and hitting 4 produces no additional points, well you get the idea. Do you have any ideas about why and how to fix.
I meant the zip attached to the opening post of this thread. Haven't made a new one yet because I'm still figuring some stuff out.

Cheatmode and sidestep are working fine on my side. Are you sure you re-enabled them in InternalSettings.h AFTER the latest update and zip?
They probably got overwritten and disabled by a newer version of that file.
 
I meant the zip attached to the opening post of this thread. Haven't made a new one yet because I'm still figuring some stuff out.

Cheatmode and sidestep are working fine on my side. Are you sure you re-enabled them in InternalSettings.h AFTER the latest update and zip?
They probably got overwritten and disabled by a newer version of that file.

Yes I did. I always do that. Maybe I have something funny going on in my install.
 
New ZIP now available from Opening Post

After fixing one more concerning issue, I reckon the "false flag detection" code should now behave itself consistently and sensibly.
Still with 100% detection chance and no additional consequences from firing on ships while under a friendly flag, but otherwise I am hoping it now actually works.

Some other corrections and updates have been included too. See below for details.

Code:
Build 14 Beta 3.5:

- New Features:

  . Improved Select Storyline Interface by Levis and Pieter Boelen
  > Corrected display of starting location for Naval Officers whose nation doesn't have an island

  . Improved Nation Relations by Pieter Boelen
  > False Flag detection rewrite [WIP]
  - Skip several superfluous double calls to SetCharacterRelationBoth related to the Group_SetTaskAttack function
  - Skip AI updates and false flag detection for the first two seconds at sea to prevent errors
  - Reset the memory of specific nation forts when buying amnesty, a LoM or on each promotion
  - Allow trade if you are friendly to the pirates, flying a pirate flag and the town is tolerant of pirates (Tortuga and in The Spanish Main also Port Royale)
  - Corrected CTD on worldmap when flying a Personal Flag
  - Included false flag detection overrides in chance function
  - Call generic functionality for when firing on and hitting friendly ships at sea; skip turning nations hostile when doing this
  - Set all ships and forts neutral when entering 3D sailing mode to prevent errors and inappropriate "Victory Music"
  - Reduced amount of double function calls for relation changes and false flag detection to improve efficiency
  - Ensure newly generated ships do not remember you due to characters being reused
  - Prevent surrendered ships turning hostile again

  . Distinguished between Player Types by Grey Roger, Levis and Pieter Boelen
  > Commissioned Player Type:
  - Promotion ships are always given supplies

  . New musket style guns added by Jack Rackham
  > Errors with resetting guns when equipping fixed
  > Added missing item description

  . More Additional Personal Flags added by pedrwyth and Grey Roger

  . Rewritten Skill and Ability Assigning on Level-Up by Levis
  > Money restored for random characters

- Code Updates:
  . Further updated handling of character ranks and titles in dialogs and interfaces by Pieter Boelen

- Bug Fixes:
  . No Save Monks fixed further, including re-enabled third relic and immediate update of skill modifiers, by Pedrwyth
  . Sail-To disabled when close to a hostile fort by Pieter Boelen
  . Display of label for Hispaniola Treasure Cave fixed by Pedrwyth
  . Removed double text on mutiny screen by Pieter Boelen

- Storyline Updates:

  . Free Play Storyline:
  > Ensure characters without a starting island are friendly with the Pirates by Pieter Boelen
  > Ensure safe port leave for Tortuga starts by Pieter Boelen

  . Bartolomeu Storyline:
  > Give custom personal flag to Roxanne Lalliere by Grey Roger

  . Hornblower Storyline:
  > Served nation restored to England by Pieter Boelen
  > Prevent changing nationality on temporary companion ships at game start by Pieter Boelen
  > Provided Common Long Rifles to Riflemen by Pieter Boelen
  > Corrected NPC ranks and titles throughout the storyline by Pieter Boelen
  > Corrected various potential quest loops and repeated dialogs by Pieter Boelen
  > Moved "C.S. Forester" to less obvious location at game start by Pieter Boelen

  . Woodes Rogers Storyline:
  > Corrected equipping of characters throughout the story by Jack Rackham

- Model and Texture Updates:
  . Wider pier added to Antigua Port by Hylie Pistof and Pieter Boelen
  > Corrected location of Cellar Entrance by Jack Rackham
 
After installing the new update I have this log:
Can't init font INTERFACE_NORMAL
can not init start font: interface_normal
 

Attachments

  • system.log
    722 bytes · Views: 161
After installing the new update I have this log:
Can't init font INTERFACE_NORMAL
can not init start font: interface_normal
I've been having that all the time as well, but that is nothing new.
The game still works fine. o_O
 
Ok, how about this error.log? The game seems to play ok with this new zip installed and continuing the old game.

Also I tried a tailor fetch quest for the perk. He wanted 4505 cotton in 5 weeks. Now here I am paddling along in a 6th rate frigate. Visited 2 islands and bought the biggest ships they had, a light pinnace and a merchant pinnace, and filled all 3 ships and still came up well short. So I dropped the cargo off with the tailor and made another run for the rest. Missed the deadline by 4 days, but the fetch quest stayed in my quest book and the tailor would not acknowledge the 2nd load at all but only had his standard dialog.

So I deleted all saves from that failure and am now on a quest to buy lots of giant ships for the next one. Level 65 btw.
 

Attachments

  • error.log
    15.4 KB · Views: 148
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Ok, how about this error.log?
Looks like that one happens when adding cargo to a ship that didn't have cargo.
Have you got any idea why and when that one got triggered?
I can add a generic attribute check in place, but knowing how it happened might help to make a better fix.

EDIT: I already rewrote the related section of code just now and it seems to work.
So hopefully as per the next update, that log won't happen anymore. I'm still curious about the reason though.

The game seems to play ok with this new zip installed and continuing the old game.
Good news! Sounds like we're on the right track at last. :cheers
 
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Then that sounds like one of the ships I bought just to haul cargo for the fetch quest. I bought them and went to the store and filled them up.
 
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