• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

Did you install the full beta 3 release before already? Else you need to get the archive from moddb and use the new installer.
I did a clean install today with the archive from mod db and the new installer without any problems.
 
Can't find any,where would they be,in the error report i get
COMPILE ERROR - file: battle_interface\BattleInterface.c; line: 3010
Invalid Expression
COMPILE ERROR - file: battle_interface\BattleInterface.c; line: 3010
missed ')'
Uh? That would be this line right here:
Code:
  InterfaceStates.BI.BGunsVisible = GetCannonArcMaxQty(mchr, 2) > 0;
   makeref(rtmp, INBGuns);
   DeleteAttribute(rtmp, "");
   CopyAttributes(rtmp, &ILog);
   INBGuns.Log.width = RecalculateHIcon(20);
   INBGuns.Log.height = RecalculateVIcon(10);
   INBGuns.Log.left = sti(showWindow.left) + sti(showWindow.width) - RecalculateHIcon(130);
   INBGuns.Log.up = sti(showWindow.top) + RecalculateVIcon(206); // ---------- THIS ONE ----------
   INBGuns.Log.font = "small_bold_numbers";
   INBGuns.Log.color = argb(0,255,255,255);
   INBGuns.Log.offsetString = 14;
   INBGuns.Log.speed = 1.0;
   INBGuns.Log.color_speed = 0.0;
   SendMessage(&INBGuns, "lll", LOG_AND_ACTIONS_INIT, false, sti(InterfaceStates.BI.BGunsVisible));
But there's nothing out of the ordinary there. Could you upload your PROGRAM\BATTLE_INTERFACE\BattleInterface.c file? Zip it up if you have to.
I'd like to check if it is properly identical to my own copy of the file.
 
Regarding the idea that you have to locate a destination before being able to "sail to" in modes other than arcade, I have been thinking about this for a while now and I don't know the feasibility of the idea, but would it be possible to make it so when you have a chart of the island, all beaches and ports of that island become available to sail to without first having to sail there?
 
It's an idea I had also. Its on my wishlist to find out.
 
Regarding the idea that you have to locate a destination before being able to "sail to" in modes other than arcade, I have been thinking about this for a while now and I don't know the feasibility of the idea, but would it be possible to make it so when you have a chart of the island, all beaches and ports of that island become available to sail to without first having to sail there?
Hmm...... Interesting thought! I suppose we'd have to put that in this function in PROGRAM\ISLANDS\islands.c:
Code:
bool Island_isGotoEnableLocal(string sIslandID, string sLocatorID)
{
   aref arIslandReloadLocator = FindIslandReloadLocator(sIslandID, sLocatorID);
   if (!Island_isReloadEnableLocal(sIslandID, sLocatorID))     return false; // PB
   if (iRealismMode == 0 || !DISCOVER_SAIL_TO)           return true;  // PB
   if (!CheckAttribute(arIslandReloadLocator,"goto_enable"))   return true;
   return sti(arIslandReloadLocator.goto_enable);
}
Replace with this:
Code:
bool Island_isGotoEnableLocal(string sIslandID, string sLocatorID)
{
   ref PChar = GetMainCharacter();
   aref arIslandReloadLocator = FindIslandReloadLocator(sIslandID, sLocatorID);
   if (!Island_isReloadEnableLocal(sIslandID, sLocatorID))     return false; // PB
   if (CheckCharacterItem(PChar, "map"+sIslandID))         return true;  // PB
   if (iRealismMode == 0 || !DISCOVER_SAIL_TO)           return true;  // PB
   if (!CheckAttribute(arIslandReloadLocator,"goto_enable"))   return true;
   return sti(arIslandReloadLocator.goto_enable);
}
That seems to do the trick.
 
In the main story I just finished the Animists side quest and that cheap Dutch Governor did not give me my reward. :rumgone

I thought that was fixed a while back.

Oh, what ships are recommended for attacking forts? I have not attacked a fort since the Build 13 days.
 
In the main story I just finished the Animists side quest and that cheap Dutch Governor did not give me my reward. :rumgone

I thought that was fixed a while back.
Do you have a savegame just prior? I'd have to check on him.
I don't remember that being a problem OR it being fixed.

Oh, what ships are recommended for attacking forts? I have not attacked a fort since the Build 13 days.
Not sure; a BIG one? I've been using the Dauntless/Endeavour/Victory for my tests.
 
I don't see any reward in the code and I believe I remember that being a problem in the stock potc already. What is the reward again?
It should be added at "case "ANIMISTS_completed":" in \PROGRAM\Storyline\standard\DIALOGS\Reynard Grueneveldt_dialog.c I believe.
 
Indeed I also see zero reference to a reward. Not in the dialog either.
Apart from this at the beginning of that quest:
Code:
I promise that if the search will be successful, I'll show my gratitude to you.
 
Ok, methinks this is just as I landed at Bonaire.

There is dialog with the Governor. I ask for my reward and he gives it to me, except nothing happens. No noise or anything.

I need to upgrade my ships then and I don't have the bucks for it. Right now I have the NL_Pinnace, a fastmerchantman, and the Postillionen 6th rate. And there is nothing in any of the shipyards either.
 

Attachments

  • -=Player=- Bonaire. Kralendijk port. July 28th, 1754.7z
    632.5 KB · Views: 106
What kind of reward should he be giving, you reckon? I'd say it should be MORE than the "Toff Oremans" one. Perhaps 2000 gold? Or is that still not enough?
Also.... why does completing Animists give LESS XP points from the governor than the Tanneke Oremans one? :shock
 
The reward should be at least big enough to cover the expense of rebuilding a bunch of shot up ships and hiring new crew. The Spanish Admiral gives $10,000 and Silehard gives $3,000 for a failed mission. Check out the condition of my ships in that save and remember that there was a lot of repair work already done while at sea.

Because Toff Oremans is done at the start of the game when you are in desperate need of everything while the Animists take so long that you are all buffed up by the time you complete it.
 
Yup..tried the save and there's not even a money as a reward. -quite impressing save btw :dance
before talking to gov seadogs2_0003.jpg then during and after seadogs2_0000.jpg seadogs2_0001.jpg seadogs2_0004.jpg seadogs2_0005.jpg
oh and i have these log files + my options file(if it would help explain some things on the logs) :D
 

Attachments

  • compile.log
    10.5 KB · Views: 97
  • error.log
    611 bytes · Views: 124
  • system.log
    15.4 KB · Views: 124
  • options.zip
    1.7 KB · Views: 90
Should probably be more than the 10000 from the Spanish Admiral, eh? How does 20000 sound?
Don't want to make it too much. Too little maintains a challenge, but too much makes things boring.

And thanks DavyJack; turns out this is not actually bug though, per se. More like a missing feature.
The code to give out money just never was there, apparently.
 
What should I do or put to have a reward like say, 12000 or 15000? hehehe - a little extra for the labor can be nice :p
 
PROGRAM\Storyline\standard\DIALOGS\Reynard Grueneveldt_dialog.c:
Code:
    case "ANIMISTS_completed":
       Dialog.snd = "voice\REGR\REGR007";
       Preprocessor_Add("addr", GetMyAddressForm(NPChar, PChar, ADDR_TITLE, false, false)); // KK
       dialog.text = DLG_TEXT[20];
       link.l1 = DLG_TEXT[21];
       link.l1.go = "exit";
       npchar.quest.ANIMISTS = "completed";
       if(AUTO_SKILL_SYSTEM)
       {
         AddPartyExpChar(pchar, "Leadership", 2800);
         AddPartyExpChar(pchar, "Sneak", 28);
       }
       else { AddPartyExp(pchar, 2800); }
       PlayStereoSound("INTERFACE\took_item.wav"); // PB: Play sound
       AddMoneyToCharacter(pchar, 15000); // PB: Add reward
     break;
You have to add those last two lines.
 
I'm having a problem..everytime I go to sea, my game crashes. It loads then shows seadogs2_0001.jpg for like 2 seconds then crashes. No error log generated.
 

Attachments

  • compile.log
    4.7 KB · Views: 111
  • system.log
    3.1 KB · Views: 135
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