• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

Alright,
I am playing and so far it's an overall enjoyable experience. However, many of the bugs, I encountered in the past, are still an issue.

1) Friendly Fire
It still happens that my own ships fire away at each other/at me. One thing you need to look into is the flag set when loading a game. Because methinks that the game always or at least tends to set the flag to "personal", when loading. This was troublesome for me, when I was under false (enemy) flag. I loaded and my ship would show it's true colors ... other than my companion ship, which still was under false flag and attacked me. There might be more contributing factors regarding the issue of friendly fire. But this was one, I noticed.
Until this is solved: A general workaround for players is to simply avoid saving at sea, when with companion ships. The only expectation to this rule might be if the own armada is showing the real colors (personal) anyway. Then loading the game shouldn't be a problem.


2) Ships thumbnails
Still I see the ships thumbnails change very often. Often my companion ships will get the "unknown ship" thumbnail, despite the fact that they are not THAT far away and I can still command them.


3) Background music on sea
Not sure about this. Did you guys change the music on sea to be a much more pompous tune or is one of the fight themes on the whole time?


4) Travel speed
I still feel that traveling over sea goes way too fast in terms of ingame time. As soon as one has a vessel with good upwind performance and not too feeble wind blowing, going from one island to the next rarely takes more than roundabout 5 to 8 hours ingame. Isn't that too fast? Or is my Xebec that much of a tremendous vessel? Because I rarely have wind that bad for me, since the Xebex is very versatile. Therefore I am rarely under 7 knots.


5) Soldiers, Soldiers, Soldiers
Why is it that every ship has military aboard? Even traders, who are labeled as such and didn't even have the good sense to at least pack a cannonball or two (so they are essentially helpless in a sea fight), still are stacked with soldiers. Why is that? Is it just not doable to have some ships with soldiers and some with plain armed seamen? It feels awkward if even the tiniest Lugger, that has nothing but Bricks in it's cargo, is full with soldiers. Also it presents an easy exploit since these muskets earn quite a coin. Basically it now is worth the hassle to even chase the most tiny coastal traders, since the muskets alone guarantee roundabout 18k+ per ship at the very least.


6) Broke traders
Again - sometimes when I want to sell personal stuff to a trader, he has no budget and I can't sell him anything.


7) "There is a Rock! .... Let's sail right through it."
I remember that the documentation about new implemented features said something about allies not taking damage by being idiots and rocking their boat constantly. Well .... doesn't seem to be the case for me. My moron companions still shine at grinding their vessels to death by sailing upland rather than upwind.


So these are the things that I noticed so far. The game is absolutely playable, for one can workaround many of these things. Only the soldiers being on every ship and the enlarged world map don't feeling that enlarged are fundamental problems. Other than that the old advice "SAVE OFTEN" is still tried and true. Just the appendix "IN THE RIGHT LOCATIONS AND AT THE RIGHT TIME" might be added.
 
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1. There's definitely something wrong with the ship relations during Save At Sea. I was unable to fix it though.
Indeed avoid using that feature as much as you can.

2. You are on Realistic Game Mode? I didn't think that "unknown ship" icon was supposed to apply to your own fleet? :facepalm
Does this happen also after loading from a Save At Sea or can this happen in general too?

3. I don't know why, but sometimes the music at sea doesn't update properly. :modding

4. If you are on Realistic Game Mode, to compensate for the "short" voyage lengths, one day is added for each hour at sea. So that 5-hour voyage would actually be 5 days and 5 hours.
Enable the Open Sea Mod at the top of PROGRAM\InternalSettings.h for realistic voyage lengths. But... be prepared for LONG ones!

5. It has been like that since the original game, though of course the Soldier Weapons are new.
It is on the To-Do list to mix things up a bit, but we haven't gotten round to it yet.

6. Item traders never have much money. However, the store owners now work with the TOWN gold, which should give them plenty to buy your stuff.
However, even they can run out of money if you have a LOT.

7. We didn't change the AI; we only removed the code applying damage in those cases.
But that is only with the latest WIP versions; not the ModDB version yet.
 
Installer updated with new stuff:
http://piratesahoy.net/build/b14_beta3_installer.exe
http://piratesahoy.bowengames.com/b14_beta3_installer.exe

NEW GAME REQUIRED!

Code:
Build 14 Beta 3.1:
- PiratesAhoy! Logo opening video updated by Diperscitus and Thomas the Terror
- Engine updated so it can handle >2gb address space by Lord_Kosmos
- Bug Fixes:
  . Corpsemode 3 fixed by Levis
  . Missing dialog files added by Levis
  . Random prison commander dialog file added by Pieter Boelen
  . Nevis Pirate Settlement Leader dialog check fixed by Pieter Boelen
  . Period governor model code fixed by Pieter Boelen
  . Massive morale drop upon hiring crew fixed by Pieter Boelen
- Gameplay Updates:
  . Abilities cost more than 1 point by Levis
  . Fetch Quests added by Levis
  Works in Alice Town, Grand Cayman, Speightstown, Philipsburg and Tortuga by talking to Tavern Owner
  . Extra Atmosphere added to taverns by Levis
  . Improvements to Time Scale code by Pieter Boelen
  > Log messages quickly scrolling off the screen prevented if using time compression
  > Game slows down to normal speed automatically if:
   - Enemy draws blade
   - Ship is caught in irons after a weather change
   - Upon boarding
   - Upon reload to sea and worldmap
   - Drunken brawl due to double rum rations
  . Blackjack Updated: Ace now counts as 1 and 11. Also allows double up by Levis
  . Only player ship gets collision damage by Pieter Boelen
  . Realistic Game Mode: All Sail-To locations open up when you have a map of the island by Pieter Boelen
- Code Updates:
  . Realistic Abilities option during Iron Man Mode expanded on and improved by Levis
  . Checks if character can sail ship after officer transfer and if you can command a fleet by Levis
  . Updates to Officer System by Aconcagua
  . All statements of "Defense" replaced with "Defence" to prevent confusion by Pieter Boelen
  . Questbook entry added to notify player of morale decrease due to too much money by Pieter Boelen
  . Unnecessary log messages during DirectSail removed by jsv
- Storyline Updates:
  . Standard storyline Hitman sidequest timers fixed by Talisman
  . Standard storyline Nigel Blythe sidequest not dependable on mainquest anymore by Levis
  . Bartolomeu storyline dialog errors fixed by Levis
  . Hornblower storyline model code fixed by Pieter Boelen
  . Jack Sparrow storyline appearance of Annamaria fixed by Pieter Boelen
  . Woodes Rogers storyline Loading Screen Tips disabled by Pieter Boelen
- Model Updates:
  . Blaze armor models added and updated by SuperDurnius
  . Rigging improved on Waller Pinnace by Hylie Pistof
  . Rigging improved on XebecAS by Hylie Pistof
  . Rigging improved on Cutters by Hylie Pistof
  . Darker sailor textures at sea by Nethaeru
- Modder Tools:
  . Build version written to compile.log as per an idea by Levis
  . Support added for Random Loading Screens by Pieter Boelen
Opening post updated accordingly.

I will only be around for a few more days. If no major new issues are uncovered, I will submit this to the ModDB as Beta 3.1 before the weekend.
 
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I will probally have some more stuff before the end of the week so I hope that can be included. working hard on it now.
 
2. You are on Realistic Game Mode? I didn't think that "unknown ship" icon was supposed to apply to your own fleet? :facepalm
Does this happen also after loading from a Save At Sea or can this happen in general too?

Nah, like I said - Iron man Mode all the way. It happens here and there. One instance was for example when I reached a point, where I could land. As soon as the anchor symbol showed up the thumbnails of my two companion ships changed. But overall it seems pretty random. It definitely tends to happen if you create quite some distance between you and a companion ship. But even then not always it seems.


4. If you are on Realistic Game Mode, to compensate for the "short" voyage lengths, one day is added for each hour at sea. So that 5-hour voyage would actually be 5 days and 5 hours.
Enable the Open Sea Mod at the top of PROGRAM\InternalSettings.h for realistic voyage lengths. But... be prepared for LONG ones!

Can this also be combined with the Iron Man Mode?


5. It has been like that since the original game, though of course the Soldier Weapons are new.
It is on the To-Do list to mix things up a bit, but we haven't gotten round to it yet.

That would definitely improve the feel of the game. Yes, indeed that was like this in the stock game as well. I completely forgot about this. Shows how little I can imagine POTC being played as the bland stock game.


6. Item traders never have much money. However, the store owners now work with the TOWN gold, which should give them plenty to buy your stuff.
However, even they can run out of money if you have a LOT.

Oh, it's not a matter of them having not enough money. It's a matter of them having next to nothing (or sometimes even plain zero). In my game so far that has been true for Eugene Martin, the store owner in the Buccaneer's camp on Hispanola (but only when I want to buy personal items).
 
I will probally have some more stuff before the end of the week so I hope that can be included. working hard on it now.
I'll include whatever you've got, of course. :cheers

I'm not sure yet when I'll depart, but I expect to be flying on Saturday. So that would make the deadline for new stuff.... Thursday?

Can this also be combined with the Iron Man Mode?
It is already on in Iron Man Mode. So the voyage lengths should be quite OK, really.
A voyage from islands that are nearby could realistically take only a few hours. But Cuba to Cartagena will definitely take you quite a while!

Oh, it's not a matter of them having not enough money. It's a matter of them having next to nothing (or sometimes even plain zero). In my game so far that has been true for Eugene Martin, the store owner in the Buccaneer's camp on Hispanola (but only when I want to buy personal items).
Is that right at the beginning? Possibly the town has been hit with some economic disasters. Those do occur. Ask the tavern owners about them.
Also, I think the Buccaneer's Camp is probably a small town with only little gold to begin with.
 
I say some enemies are really tough specially difficulty level "swashbuckler" like I always choose. Some random crazy townfolks have even a 300+ HP at the beginning of the game trying to attack you which is really hard to deal with considering his/her backups. :facepalm But its fun! :guns::duel:
I noticed civilians turn against you more often when you have a bad reputation or carrying something uncommon/rare like a special sword or something.
 
With the latest update, I did try swashbuckler instead of adventurer, just to ramp up the difficulty and the truth, hardly any difference.
 
Nice!:onya I guess another hard player like Sir Hylie. Always finding ways to make the game harder to play.:cool:
 
Wew! Seems there are a lot. I haven't played the game properly for a long time now.
 
Ahoy

Just one question: Is there any other source for downloading the mod? Mod db only allows me to dl with speed around 25 kb/s, often less.
 
I think the latest updated installer is not yet submitted to ModDB. Look in the opening post.
What MOD version are you trying to download? Try the Download box above or click here.
 
aww sorry, doesnt read the posts above. I thought the links on first page were the newest ones. Thank you for your reply. And pls excuse my sometimes horrible english
 
Just one question: Is there any other source for downloading the mod? Mod db only allows me to dl with speed around 25 kb/s, often less.
Press "read more +" on the ModDB descriptions for additional mirrors.

The files in the opening post ARE the newest. But they're WIP versions that haven't been submitted to the ModDB yet.
 
Nevis, Charlestown: Although I anchor in port the ship after I went on board not in port


Another problem: Every ship pulls me extremely backbord and the control-left arrow key assignment instead of "A" does not work.
 
Is that the new Nevis that Armada made? It looks ok in those screenies to me.

If your controls are messed up you can change them in POTC-->program-->controls-->defaultcontrols.c, but you may have to delete you "options" file and redo it to make your controls work properly. This is a rare bug.
 
Nevis, Charlestown: Although I anchor in port the ship after I went on board not in port
You mean in 3D sailing mode the ship is further out than she appears to be while on shore?
I think Armada did that on purpose because bigger ships would have a tough time getting out of that inlet.

Another problem: Every ship pulls me extremely backbord and the control-left arrow key assignment instead of "A" does not work.
Control+Left? :shock
Try resetting controls to default.
 
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