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    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

Just tested Emergency Repairs and it does show up. But ONLY if your HP or SP is less than 10%. That is what it is coded as.
And Light Repairs also works fine. As long as you've got planks and sailcloth in your cargo hold, are free to reload to the worldmap and have HP or SP less than 90%.

So I can find nothing wrong there. Except perhaps the ability descriptions and what they actually do don't actually match up properly.
What do people reckon both abilities should do? Then I can change it so it does just that and change the descriptions accordingly.

As for ransoming, do you mean you have trouble putting the captains in the hold at all or is the problem once they are IN the hold to ransom them then?
I remember putting them in the hold was impossible for Coast Raiders before, but I fixed that weeks ago.
And I managed to successfully ransom a captain from the cargo hold I think last week, but didn't look into it very far.
I think some of that doesn't work entirely right and sometimes you should get the ransom option, but you don't.
Anyway, what I did was to tell the captain in the hold to "stand up" first. You also have to be moored in port for it to work.

You mentioned the unlootable captains before and I'm pretty sure some odd stuff is going on with looting in the first place.
But I'll run into those when I finally get around to some play-testing of my own. That'll have to wait until after the Beta 3 release though.


Thanks for clarifying on the repairs I guess it has been so long since I had a vessel that shot up I forgot that you had to be in such bad shape to trigger it.

On ransom, I always get them into the hold. It is the dialogue and the randomness of ransom that I object to. I like having to have to get them to the right island and I would much prefer to have this work the way it used to. Where you went to talk with them, got 4 or five dialogue choices one of which was ransom followed by negotiations over price. If people want an initial dialogue before you get to ransom you could keep what we have but key the ransom of the "stand up when I am talking with you". My larger point ransoming from the hold is a good addition. The way it is working now, it virtually impossible to use and is therefore pointless.

:cheers
 
As far as I'm aware, that dialog wasn't substantially changed since the feature was added.
But looking through it, so far I have been unable to find any way to get the full ransom money in the first place.
You always get the excuse "ah, nobody cares about me" and you might convince him to give you *some* money, but not EVER the full ransom.

Plus the release island was only set when using the worldmap and there's all sorts of other confusing stuff going on.
It isn't actually random at all. It's just WRONG.
 
I am still getting "0 Cwt of (whatever item)" when I pick stuff up from random encounter "There's something floating in the water..." I think I noticed this start when compass directions were added instead of the "off the port bow". Is anyone else experiencing this? If I pick up anything from a sunken ship, it works normally.
 
Just on the DirectSail stuff, eh? That log message code was recently changed; perhaps that messed it up? I'd have to play a bit myself to check.
Does the stuff still get added to your cargo hold, or are you also not getting anything?
 
As far as I'm aware, that dialog wasn't substantially changed since the feature was added.
But looking through it, so far I have been unable to find any way to get the full ransom money in the first place.
You always get the excuse "ah, nobody cares about me" and you might convince him to give you *some* money, but not EVER the full ransom.

Plus the release island was only set when using the worldmap and there's all sorts of other confusing stuff going on.
It isn't actually random at all. It's just WRONG.


I have very rarely gotten the full ransom but it has been literally years, and not game years. As to the dialogue I don't remember what year, but once the dialogue was much simpler. I don't think the stand up and shut up were not in the original dialogue and there was clear ransom choice in the first box.

Thanks for looking into this.
 
Just tested Emergency Repairs and it does show up. But ONLY if your HP or SP is less than 10%. That is what it is coded as.
And Light Repairs also works fine. As long as you've got planks and sailcloth in your cargo hold, are free to reload to the worldmap and have HP or SP less than 90%.

So I can find nothing wrong there. Except perhaps the ability descriptions and what they actually do don't actually match up properly.
What do people reckon both abilities should do? Then I can change it so it does just that and change the descriptions accordingly.
They should do exactly what you described there, I'd say. I guess the descriptions just need clarifying a bit.
 
They should do exactly what you described there, I'd say. I guess the descriptions just need clarifying a bit.
How's this?
Code:
LightRepair   {Emergency Repairs}
perkLightRepair
{
This ability allows the character's crew to slowly repair the ship up to 10% of max HP when the ship is near sinking. This does not require any resources.
}

InstantRepair   {Quick Repairs}
perkInstantRepair
{
When not locked in a battle, the character's crew can instantly repair the ship up to a maximum of 90% of max HP. This requires planks and sailcloth and does not repair fallen masts or crew.
}
 
When I pick up stuff floating in the water it depends on how full my holds are as to whether anything is actually picked up. The random stuff at sea does not give a "holds full" message, it just does not pick it up.
 
I am still getting "0 Cwt of (whatever item)" when I pick stuff up from random encounter "There's something floating in the water..." I think I noticed this start when compass directions were added instead of the "off the port bow". Is anyone else experiencing this? If I pick up anything from a sunken ship, it works normally.
I just triggered a Direct_AddGood manually myself, but I got some cargo just fine.
What type of ship do you have? I found some code that gives out more goodies to larger ships.
This was coded as "8 - ship tier" though, so if you sail a Tier 8 ship, you would indeed get nothing.
I'm just changing it to "9 - ship tier" for the next update and hope that will sort it out. :doff
 
I thought this bug was fixed, but here it is again.
curtains.jpg
 
I have very rarely gotten the full ransom but it has been literally years, and not game years.
I believe you, mate! That code was weird. Seemed the only way to get the full ransom was if the captain had the money on himself.
That sort-of defeats the purpose of ransoming in a town at all. And it didn't even care about being in the town; that was only necessary for RELEASING.
And then it looked at the island smuggling nation instead of the actual town nation. So... Uhm... Yeah, no wonder that didn't work very well. o_O

Anyway, I do believe I've got it, so.... :rolleyes:

Opening Post Updated: New Fix Pack Posted

And another update pack again. NOTE: If you were using the 4 Sep 2013 release or more recent, a new game is NOT enforced.
Recommended for yesterday's encounter and town/island-related changes to take effect though.

Apart from some small other fixes, the main new thing is that the Prisoned Captain Dialog is fixed.
It was thoroughly confusing and I ended up rewriting about half the file. Important to know:
- You MUST be in port to be able to ransom or release; at sea you can only threaten the captains out of a small amount of money
- You only get the FULL ransom fee in a port of their own nationality; might be dangerous to go in there though, so be careful!
- Nation friendly to them gives you 75% and neutral gives 50%. Pirates take all prisoners for 25%.

It seemed to work in the quick tests I did, but please let me know how it works for you.
Any comments would be much appreciated; it ended up taking a good lot more effort than I had hoped. :facepalm
 
I thought this bug was fixed, but here it is again.
The windows, you mean? When did that occur? What ship is it on?
I just checked the "cabin01" model with the GM Viewer, but the windows are properly transparent there. Bit weird. :shock
 
I just looked at the full changelog and I was simply amazed at all this next update will have to offer! :ship

I'll wait for the full release, lots of work went into this for sure, still waiting for a CC mod full bugfix, but all this will bide me by in the meantime. :cheers
 
It is the fastgalleon1 with cabin2.
Indeed you're right; GM Viewer shows it just fine, but the GAME does NOT! :shock

Capture Colony.............
Ah, of course! :facepalm
Yep, I'd very much want that one too. But it'll be a biggie to make it happen, so I won't start on fixing it until Beta 3 is properly released.
If things work out the way I want, Beta 3.1 will be THE Capture Colonies update.
 
Just on the DirectSail stuff, eh? That log message code was recently changed; perhaps that messed it up? I'd have to play a bit myself to check.
Does the stuff still get added to your cargo hold, or are you also not getting anything?

No it doesn't get added to my cargo either.

On another note, I noticed that my ship gets repaired rather quickly even when I have no Planks or Sails.
 
I just triggered a Direct_AddGood manually myself, but I got some cargo just fine.
What type of ship do you have? I found some code that gives out more goodies to larger ships.
This was coded as "8 - ship tier" though, so if you sail a Tier 8 ship, you would indeed get nothing.
I'm just changing it to "9 - ship tier" for the next update and hope that will sort it out. :doff


Sailing the Heavy Lugger in the default storyline, no cheats.
 
Sailing the Heavy Lugger in the default storyline, no cheats.
Ah, that is indeed a Tier 8 ships and confirms that was the problem. Today's update should fix it then. No new game required.
 
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