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    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

I'm curious..is this supposed to be happening? View attachment 12236 there are other ships duplicating infamous names. This one (jeanlaffite) I got from gov of eleuthera: ship hunting quest. at first it got me excited but looking at the gov's description about the ship its not the QAR (well clearly on my pic there.hehe):facepalm
Um, why is your French frigate using the Fast Merchantman interface icon (bottom left)? Did you change something, or can anyone else confirm this?
 
Um, why is your French frigate using the Fast Merchantman interface icon (bottom left)? Did you change something, or can anyone else confirm this?
No, I didn't change anything..

I played another couple of hours. No crashes, well i can say it went smooth for me..
 

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  • compile.log
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  • error.log
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Good to hear! One thing I did gather from your log:
Code:
Fantom_GenerateEncounter: type = Merchant 2: a single merchant with heavy escort, # Mer = 1, Mer MAX = 3, Mer MIN = 4, # War = 2, War MAX = 2, War MIN = 4
ERROR - Force_GetShipType: unable to find ship, returning a default ship instead
ERROR - Force_GetShipType: Maxclass = 3, Minclass = 4, Per = Napoleonic, Nat = Spain, Type = Trade
Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Napoleonic, Nat = Spain, Type = War, Loop = 2, Ship ID = SP_Essex
Force_GetShipType: Maxclass = 2, Minclass = 4, Per = Napoleonic, Nat = Spain, Type = War, Loop = 0, Ship ID = RN_Superbe
Indeed Spain doesn't have any merchants with those parameters, so I'll loosen up the criteria to allow Tier 5 as well for the Merchant 2 encounter type.
 
Opening Post Updated: New Fix Pack Posted

Various fixes made, including restoring Capture Colonies to its Beta 2.5 "working" state.

Full List:
Code:
Build 14 Beta 3 Test Version Updates:
- Bug Fixes:
  . Curacao fort cannons fire properly by Armada
  . Disabled locations hidden from Sail-To Menu by Pieter Boelen
  . Guadeloupe Treasure Quest disabled in Early Explorers by Pieter Boelen
  . Capture Colonies interface restored to Beta 2.5 working order by Pieter Boelen
  . Flags disappearing from the game fix added by Pieter Boelen
  . Skills and ship classes of random quest ships fixed by Pieter Boelen
  . Display of Portuguese ship names in dialogs fixed by Pieter Boelen
- Code Updates:
  . Cannot "Land Troops" at fort-less towns unless you have the "Land Troops" ability by Pieter Boelen
  . Colombia "island" name changed for Period accuracy by Bartolomeu o Portugues
  . Slight change to merchant encounters by Pieter Boelen
  . Nevis Pirate Settlement "governor" set properly by Pieter Boelen
- Interface Updates:
  . Blue dialog interface redone to match the Brown one by Cassadar
  . Remaining pop-up screens in Brown Interface updated by Pieter Boelen
- Ship Model Updates:
  . Missing cannons added to Fast Galleons by GhostOfDeath91
  . Missing ship textures fixed by Pieter Boelen
 
Availability of sidequests isn't period-dependent, just storyline-dependent. That one is only in the Standard storyline and part of the Bartolomeu storyline.

And I can't wait to hear what you think. :cheeky

Well I tried to ransom a French captain on Martinique and got the same dialogue as before. Went to the port went to cargo hold had the old dialogue choices and no obvious way to get to ransom. Did I miss something? And captives are now blanked out in the passengers list.
 
Are you sure you have the latest update installed properly? Check PROGRAM\DIALOGS\Prisoned_dialog.c and see if this is near the top:
Code:
  // PB: Check Port for Ransoming -->
   int locationNation = UNKNOWN_NATION;
   if(CheckAttribute(pchar, "location.from_sea"))   locationNation = GetLocationNationFromID(pchar.location.from_sea); // PB
   if(sti(NPChar.money) > 0.25 * prisonRansomCost) NPChar.money = makeint(0.1 * prisonRansomCost + rand(makeint(0.15 * prisonRansomCost)));
   // PB: Check Port for Ransoming <--
If it is not, then you don't have the latest version.

The dialog may be somewhat similar, but I changed the wording of just about all sentences and a lot of the internal coding to work properly.
I tested it and was unable to find anything not working anymore. The ransom option is there when you tell them to "stand up".
 
:facepalm I'm just too late.

I recently got a merchant mission to "pirate settlement". Never had that before and declined. Especially considering the pirates are hostile and already kicked me out of their shipyard and store.
 
:facepalm I'm just too late.
Just too late with what? New game isn't required this time, though some changes won't update unless you do.

I recently got a merchant mission to "pirate settlement". Never had that before and declined. Especially considering the pirates are hostile and already kicked me out of their shipyard and store.
That happens if the game can't figure out another target for the merchant mission. I fixed the ones to the pirates weeks ago and it does work.
And since you DO have an active trade quest, you WILL be able to complete it even if you are usually thrown out of the stores.
 
New game? Hah! Level 18 and I just started boarding ships successfully after some failures. Got a little money stashed away in a chest and am finally starting to have some fun. :cheers

The eye candy is kinda nice too.
Devlin escorts.jpg
 
New game? Hah! Level 18 and I just started boarding ships successfully after some failures. Got a little money stashed away in a chest and am finally starting to have some fun. :cheers
Now THAT is what we want! :dance
I think it'll be a good idea to keep not requiring a new game to be started for some time now.
That'll allow us to get some proper feedback on how Beta 3 plays before the public release. :cheeky
 
That happens if the game can't figure out another target for the merchant mission. I fixed the ones to the pirates weeks ago and it does work.
And since you DO have an active trade quest, you WILL be able to complete it even if you are usually thrown out of the stores.

Au contaire mon Capitaine. :diomed

I just got another merchant mission to pirate settlement and it did not end well.
kicked out again.jpg
 
Really? Care to post that savegame? I'd like to sort it out so you CAN complete it.
I'm pretty sure you're supposed to be able to. :shock
 
:popcorn::bow
I just used the fixed ransom and I can't tell you how impressed I am. You found it you fixed it and a part of the game that hasn't worked in 4-5 years is now back! Grreeeeaaat job.

Did you also fix the boarded captains.... That seems to be working much better also?
 
Earlier just about the only trade quest I would get was to Antigua. I fixed that by getting the English hostile.

Now all I get is that pirate settlement. Here are two saves, one from the dock and the other in the shop 2 minutes later.
 

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  • -=Player=- Nuestra Señora de las Nieves. Pirate Settlement port. 17-02-1553.7z
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:popcorn::bow
I just used the fixed ransom and I can't tell you how impressed I am. You found it you fixed it and a part of the game that hasn't worked in 4-5 years is now back! Grreeeeaaat job.
So it DOES work! Good to hear! :woot

I fixed a whole bunch of other things that either haven't worked properly in years or literally never did.
The morale code springs to mind; that one gave far too much morale in the early game, making Divide the Plunder mode quite superfluous. :facepalm

Did you also fix the boarded captains.... That seems to be working much better also?
Haven't touched it. Apart from a small fix to "enable reload" on surrendered ships.
Perhaps that makes more of a difference than I thought? :shrug
 
HA! It just occurred to me that I can use a player attribute to store the profile name for saving.
So I have just made the required code adjustments that will hopefully ensure if the game DOES lose the profile, it still has it stored somewhere to be used.
Added it to the QuickSave and QuickLoad functionality too. So with the next update, I'd encourage people to DO use custom profile names!
See how that goes.... :wp
 
Great job so far! Could you also take a look at the graphical anomalies when breaking a mast? I think their already reduced from older patches, but still...
 
So it DOES work! Good to hear! :woot

I fixed a whole bunch of other things that either haven't worked properly in years or literally never did.
The morale code springs to mind; that one gave far too much morale in the early game, making Divide the Plunder mode quite superfluous. :facepalm

Haven't touched it. Apart from a small fix to "enable reload" on surrendered ships.
Perhaps that makes more of a difference than I thought? :shrug
The only other thing you might look at if you have time is the tailor on Jamica. He is the only one who still often has missing lines of dialogue when he lists his wares.
 
@ Jason: The dialog lines without any entry are not tailor-related. They are often soldier-models or sth like that, which don't have descriptions.

@ DavyJack: They aren't present. And I can't imagine how we could set this up, but I might be wrong.
 
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