• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

p.s. If I have a pistol and a blunderbus, I fire the pistol with Q - but the blunderbus ?
Uh? How'd you manage to get that musketoon/musket showing on your back while having another gun equipped in your hand???

:shrug I bought a 3rd ship last night and now all 3 ships have flags and the national flags work properly. But I use my personal flag and they use their personal flag. They both use the same flag too.
Even stranger. Give me a bit longer and I'll post WIP 17. I'm not sure if that fixes it, but some flag-related code was changed a bit, so you never do know.
 
Just thought I'd mention: I again captured that ship that surrendered to Hylie Pistof and assigned an officer.
She wouldn't listen to my "Sail Away" command, but that might be because there were enemies near.
However, she DID listen properly to the "Defend me" command and started following me straight away. So that seems pretty normal.
 
The model Priatnia is using is a Portagee Marine who always carries a long gun on his back. Hmm. How would he look equipped with a musket?

That does sound normal. The only time they will wander off on their own is if they are heavily damaged and are trying to sail away.

EDIT: I recently discovered a small mistake on the fleuts that leaves a rope hanging out off the side of the ship. I have been waiting to fix it until I get the last one, the light fleut of war 34g, and then fix them all. I guess they will get fixed in the next patch.
 
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The model Priatnia is using is a Portagee Marine who always carries a long gun on his back. Hmm. How would he look equipped with a musket?
AH! That explains a lot. That was probably from the days that muskets weren't shoulder-mounted yet. We should probably change that model.

That does sound normal. The only time they will wander off on their own is if they are heavily damaged and are trying to sail away.
I was referring to the earlier comment from someone that ships don't listen to orders when they're newly captured. :shrug
 
Oh.... and I managed to make the installer download SMALLER than the previous one by decreasing the new interface texture quality from 32 bit to 16 bit.
You can see exactly zero difference and it saves us 24 MB. Not such a bad score, really.
 
AH! That explains a lot. That was probably from the days that muskets weren't shoulder-mounted yet. We should probably change that model.


Is that character model the one that Bartolomeu made for his quest ( character model = Navy_musket ) where the musket is part of the character model and not a weapon that can be used.

:read
 
Opening post updated again
New stuff included:
Code:
Build 14 Beta 3 WIP 17:
- Bug Fixes:
  . Arrow for Sail-To and Command Menu restored by Pieter Boelen
  . Guadeloupe missing loanshark added by Pieter Boelen
  . Missing flags on various ships due to the game considering them "sinking" fixed by Pieter Boelen
  . Merchant flag check code restored to Beta 2.5 state to prevent "missed attribute" errors by Pieter Boelen
  . GiveShip2Character fixed for CURSED_SHIP by Pieter Boelen
  . Flying Dutchman emerge music fixed by Pillat
  . Display of SP_Trinity in interfaces fixed by Pieter Boelen
  . Display of Isla Mona name in questbook fixed by Pieter Boelen
  . Pump Shotgun bullets used text fixed by Pieter Boelen
- Code Updates:
  . Cartagena required locations and character added by Bartolomeu o Portugues
  . Realistic Game Mode "Discover Sail-To" code rewritten so it updates if you switch between modes by Pieter Boelen
  . Early Explorers islands without settlements disabled by Pieter Boelen
  . Governor's Harbor renamed to "Harbour" while occupied by England by Pieter Boelen
  . ENABLE_CHEATMODE functionality added: by Pieter Boelen
  > Select Storyline allows you to choose ANY ship, even high-level ones
- Interface Updates:
  . Select Storyline pop-up windows changed to BROWN by Cassadar
  . Select Storyline interface cleaned up and simplified by Pieter Boelen
  . Explanatory help strings added to Select Storyline and Map Interface by Pieter Boelen
  . Colonies Interface sort order code fixed by Pieter Boelen
- Texture, Model and Sound Updates:
  . Antigua and Saint Martin island models improved with correct port models and lighting effects by Armada
  . Sail-To Menu and Spyglass nation icons redone for Periods mod by Cassadar
  . 64 and 128 portrait files further improved by Cassadar
  . New Worldmap sea texture fixed by Armada
- Ship Model Updates:
  . Rigging improved on Fleut1, Fleut2, PO_Fleut50 and NL_Fleut50 by Hylie Pistof
- Storyline Updates:
  . "A girl won in a card game" sidequest fixed to work in ALL storylines by Pieter Boelen [WIP: To be tested]
  . Various Storylines:
  > Display of soldier models fixed for nationality by Pieter Boelen
  . Standard Storyline:
  > Character dialogs after French occupy Bridgetown fixed by Pieter Boelen
  > Artefact item description restored by Pieter Boelen
- Modder Tools:
  . Visible Locators Bright Colours toggle added by Jack Rackham
Long story short: A bunch more fixes, improvements and stuff completed.
PLUS! Cartagena should be working as fully operational town. Please try it! And see if cargo and escort quests going there work properly too.

What is still bugged that was working in Beta 2.5? And what content is still clearly unfinished/missing?
Need to figure out what more should be done before we can make the Beta 3 release.
 
Speaking of weaponry, I propose all women to be armed with axes, spades and muskets. Looks crazier than with a fine dagger :D:

ENGINE 2009-05-19 20-24-38-86.jpg ENGINE 2013-01-06 14-38-13-48.jpg
 
:rofl
My little brother suggested we add a "pan" weapons for the towngirls to carry. :razz
 
Strange; the filesize IS correct. I'm downloading it now myself to see if it works for me or not.
 
Strange; the filesize IS correct. I'm downloading it now myself to see if it works for me or not.
Just tested this and it works fine. :shrug

What about the colony capture mod? If it's possible at all...
It's on the To-Do list. But that is a biggie and has been broken for a long time, so that might have to wait until after the Beta 3 release.
I'll definitely want to have that playable some time though; it's most unfortunate that it doesn't work.
 
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