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Well, that's fine isn't it?exept of course some quest changing relation on purpose like in nataniel hawk storyline (french and british relation modification during main quest)
Maybe. But that worldmap coding is confusing, so I don't think I'm going to figure that one out any time soon.exept that if you have personal flag, on worldmap, you wont get any fleet chasing you but that was always that way, oh perhaps is there a way to activate that to personal nation ?)
The questbook didn't update.ERROR - quests_reaction.c not loaded, loading now!
ERROR - Unable to load quests_reaction.c!!!
WTF??? That second error message is there just in case; it shouldn't even REMOTELY be possible for it to actually SHOW UP!Erm, I just installed WIP 10, and I have bad news. I started the Sea Hawk storyline, skipped the tutorial as normal, and when I went and bought a new spyglass, I got this:
[...]
I actually saw a few instances of this in my previous WIP 7 testing, but I assumed that since I hadn't started a new game since the Beta 2.5 release, something hadn't 'clicked'.
SEA: SeaLogin begin
OnQuestComplete called for Story_leavingOxbay
ERROR - quests_reaction.c not loaded, loading now!
Quest name Story_leavingOxbay FOUND in QuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 11, theHour = 11
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = SchoonerWar
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = Brig1
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = Brig1
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = France, Type = war, Loop = 0, Ship ID = FR_Sloop
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = SloopBermuda
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Sloop1
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
OnQuestComplete called for Story_leavingOxbay
ERROR - quests_reaction.c not loaded, loading now!
Quest name Story_leavingOxbay FOUND in QuestComplete
That's the regular sailing music like you should always have in your cabin.On a different note, I found the new music that plays during the Sea Hawk tutorial to be a little too... upbeat for the situation.
I DID! You can't even HEAR the Main Title music until about a minute in or so,EDIT: Who turned up the music volume with this release? I can't hear anything else until I reduce the music slider to the same level as the others.
It's working for me in subsequent attempts now, but I'm going to try some quests and see if anything else breaks...Just tried playing the Standard Storyline opening myself and that French fleet problem is definitely NOT a consistent problem; works fine for me.
Not what I heard. It was a new track for sure.That's the regular sailing music like you should always have in your cabin.
I DID! You can't even HEAR the Main Title music until about a minute in or so,
making the main menu sound silent instead of the proper piratey introduction to the game that it is meant to be.
I can hear everything else just fine though, but usually I can hardly hear the music over the sound effects and stuff.
Thought I'd experiment a bit with this and see what would happen.
Must be Sailing03.ogg from Cutthroat Island then.Not what I heard. It was a new track for sure.
Not for me it doesn't! But oh well, I'll put it back to normal for the next version.The result is everything else is drowned out by the music.
Well, that IS a new problem. Or that is to say, it's probably the same problem applying to a different file, namely the SL_Utils.c one.Um, it happened again. No French blockade, and no intro video when leaving the island. Logs1.7z
Fix written. Now we'll have to find out if it actually WORKS.Well, that IS a new problem. Or that is to say, it's probably the same problem applying to a different file, namely the SL_Utils.c one.
That's quite nasty, especially since I'm now using that for the Woodes Rogers storyline fancy quest coding too.
Well, I'll just try throwing the same fix at it!
Yes, I have made changes for the future in many files and have to merge them over and over again.Just too many files to sift through or so?
Try attached; that should put an end to it!Um, it happened again. No French blockade, and no intro video when leaving the island.
Ouch. Yeah, I know what that's like. NO GOOD!Yes, I have made changes for the future in many files and have to merge them over and over again.
So if I can get them included soon there will be only smaller changes later on.
Not for me it doesn't! But oh well, I'll put it back to normal for the next version.
Well, I changed the stuff to my own liking and kept it that way to see what comments I'd get.At least you can easily move the slider to meet your own preferences.
Speaking of preferences... I thought we WEREN'T going to change the default controls again.