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That's a bit dated. The most recent version is 28th July. (Or, if you want to try experimental updates, a ZIP update on 23rd September plus a further ZIP update from @Levis on 7th October.) One addition in the 28th July version of "sea.c" is these two lines by @Pieter Boelen:Thanks for the link Pieter. I'd seen that thread and the ones it points to, but good to have a quick reference to find it again. I was wondering if anyone had anything newer.
Ok, the problem with getting teleported somewhere you didn't want to be is in sea.c where SetCorrectWorldMapPosition() should only be called if you've just loaded a saved game. I'm still doing some testing on this, but it should fix the teleport problem. This goes in SEA_AI.
version:
Build 14 Beta 4 WIP: 2 Apr 2016
Savegame Compatibility: 14.932
DeleteAttribute(rPlayer, "Anchoring"); // PB: Just to make sure this is gone
DeleteAttribute(rPlayer, "ForceReload"); // PB: Just to make sure this is gone
Those lines prevent the player from potentially getting stuck when the game code does something weird.Attached is your version of "sea.c" with those lines added. I'm not sure how important they are but this brings your version of "sea.c" into line with the 28th July install.
== Navigator's report:
== Navigator's report: The time is 13:32
== Navigator's report: We are sailing at 7.6 knots
== Navigator's report:
== Navigator's report: The closest islands are:
== Navigator's report: Eleuthera distance: 4612 yards ENE 5 hours
== Navigator's report: Cuba distance: 20744 yards SW 20 hours
== Navigator's report: Turks distance: 21567 yards EbS 21 hours
== Navigator's report:
== Navigator's report: The closest landfalls are:
== Navigator's report: Eleuthera Alice Town Port distance: 3523 yards NEbN 3 hours
== Navigator's report: Cuba Punta de Maisi distance: 18696 yards SW 18 hours
== Navigator's report:
== Navigator's report:
== Navigator's report: The time is 05:15
== Navigator's report: We are sailing at 14.1 knots
== Navigator's report:
== Navigator's report: The closest islands are:
== Navigator's report: Jamaica distance: 1919 yards WNW 20 minutes
== Navigator's report: Cayman distance: 7953 yards WNW 83 minutes
== Navigator's report: Hispaniola distance: 8175 yards NE 86 minutes
== Navigator's report:
== Navigator's report: The closest landfalls are:
== Navigator's report: Jamaica Kingston Fort distance: 875 yards NWbW 9 minutes
== Navigator's report: Hispaniola Ile a Vache distance: 5970 yards NEbE 63 minutes
== Navigator's report:
== Navigator's report: Island transition to Hispaniola 1669 yards 17 minutes
== Navigator's report:
Why not over 60? Just being curious here....Times over 90 minutes will be reported in hours.
Brilliant! Even by now 13 years after the initial release of PotC, it seems it is STILL the most thoroughly good game out there.News: A friend on Steam who plays SD:TEHO bought PotC and played the New Horizons mod last night and loves it. One more convert! I think he found a used copy on Amazon. I talked him through setting up the game in chat to get a good experience.
It is essential that Isla Mona appears in at least three storylines - "Ardent", "Assassin" and "Woodes Rogers".I added code to skip Isla Mona and that's much nicer. It can eventually be set with a conditional so that it will appear when the quest is active, but the island is just too big for where it's located on the normal map.
To clarify, it only affects Isla Mona being skipped while using DirectSail. It is still on the WorldMap.It is essential that Isla Mona appears in at least three storylines - "Ardent", "Assassin" and "Woodes Rogers".
I wonder if perhaps @Grey Roger could assist with that once you've got the underlying code ready?I hate the idea of making a new map graphic with the islands in the same place as they are now, but about 70% their current size, but I'll do it if I have to. The first thing I though of when I saw the map was that the islands needed to be smaller.
No clue what's up with that. Maybe make a new Bug Tracker entry for that?I had an odd situation just now where the Charlestown store on Nevis had gold listed at about 1200, also the price on the merchant screen was 1200, but merchant was only paying 800. A problem with gold being discovered on nearby St Martin?
There's the problem. Someone who prefers to DirectSail has to be able to get to Isla Mona during any of those stories. Especially in "Ardent", where things aren't always as linear as they are in some other storylines, plus you may want to visit your Taino friends at any time regardless of whether there's a quest active. (One quest may be initiated by visiting the Taino chief, which won't work if you can't get to Isla Mona unless there's a quest active!) The same may be true for "Woodes Rogers" and the Swedish colony; @Jack Rackham can say whether he wants his Swedish colony permanently accessible or only available at specific times.To clarify, it only affects Isla Mona being skipped while using DirectSail. It is still on the WorldMap.
Plus it can be temporarily enabled in DirectSail when you have to visit there for specific quest purposes.
I think that's the idea anyway....
No, partly because I really need to get on with "Ardent" and partly because I like the worldmap the way it is.I wonder if perhaps @Grey Roger could assist with that once you've got the underlying code ready?
The "temporary flag to enable DirectSail for the island" could be left enabled for as long as you and @Jack Rackham want, I'm sure.There's the problem. Someone who prefers to DirectSail has to be able to get to Isla Mona during any of those stories. Especially in "Ardent", where things aren't always as linear as they are in some other storylines, plus you may want to visit your Taino friends at any time regardless of whether there's a quest active. (One quest may be initiated by visiting the Taino chief, which won't work if you can't get to Isla Mona unless there's a quest active!) The same may be true for "Woodes Rogers" and the Swedish colony; @Jack Rackham can say whether he wants his Swedish colony permanently accessible or only available at specific times.
It is just to get the display map to match up with the 3D world. Just one texture file.No, partly because I really need to get on with "Ardent" and partly because I like the worldmap the way it is.