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    Maelstrom New Horizons


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How to enter Turk?

Sirthegoat

Landlubber
Hi all, h

i have an escord quest from Le Grande to Turk. Problem is i cant enter the city, if i try to get in from jungle i cant move my charakter anymore. If i try to enter the port from sea i get shot by the fort even with pirate flag.
Someone else done this quest and maybe can help me?

Installed is New Horizons Build 14 Beta 4.0.
 
Which time period are you playing? Turks Island is British in "Revolutions" and "Napoleonic", so you'd certainly be attacked for flying a pirate flag near it if you're in either of those periods.

Or the fort might have spotted you under a non-pirate flag. Forts have very good spotting range and can see you from the other side of an island (maybe they have spies on the shore). If the fort has once seen you under a non-pirate flag, it remembers, so it's not fooled if you then try to raise a pirate flag. If that's the problem then one option is to go to La Tortue, which is just to the north of Hispaniola, and talk to the governor. Officially he's French and so is La Tortue. Unofficially he's pirate and so is La Tortue, alias Tortuga, and he can make the pirates friendly to you, for a price. Then, provided you hoist a pirate flag well out at sea before you get anywhere near Turks Island, you should be safe.

But I'm interested in why you're getting stuck if you try to enter Grand Turk from the landward side. Load up a savegame from before you get to Turks Island, then sail to the beach, walk to town, and when you get stuck, quit the game. Then post "compile.log", and "error.log" if it exists.
 
I can just guess but maybe my charakter try to talk to the quest npc but he isnt there.

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  • compile.log
    4.2 KB · Views: 94
  • error.log
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OK, I think I see what's happening. "compile.log" shows that you've entered town and the code to complete the quest has run. This makes you stand and wait for the merchant to come to you and talk.

The merchant is probably there. If he weren't, there would probably be a line in "compile.log" about him, and there isn't.

In most towns, the port is a separate location, so even if you go there from the land side, the merchant doesn't have far to go and you can often see him running towards you.

But Grand Turk is one huge location. You're at one end of it, at the gate. The merchant is at the other end of it, at the port. He's going to take a long time to get to you, even running. Try pressing the "R" key a few times to speed things up.
 
Ok i waited with x20 speed for 15 minutes, i just think he is stuck somewhere and i have to enter the port from the sea. I used pirate flag from far, far away and still get shot from the fort. Could talk to the captain of the escord ship that i have to use an other flag cause of "dangerous water" but it dont look like he than use it maybe thats the problem?

Edit: Ok if i sail really far away from Turk, talk to the escord ship captain to tell him i use another flag the game crash than or when i try to enter sea again. Also i traveld to La Tortue but i can only join Spain for gold...

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Attachments

  • error.log
    595 bytes · Views: 104
Last edited:
There's definitely something odd going on. The first two lines in that "error.log", and the only lines in the previous one, are:
Code:
RUNTIME ERROR - file: interface\interface.c; line: 1586
no memory
Which operating system does your PC use, and how much RAM does it have? In any case, if that were a problem, I'd have expected the game to crash earlier than that because it's the character levelling system which, after being overhauled some time ago, broke the game for low spec PC's.

Another part of that later "error.log":
Code:
RUNTIME ERROR - file: nations\nations.c; line: 84
invalid index 1555 [size:64]
That shouldn't be possible because that part of "nations.c" includes some checks to prevent it. You're using a version of the game dating back to April 2016 but that part of the code is unchanged in even the latest version. Even so, you might want to install the current version from here:
Mod Release - Build 14 Beta [Last Update: 12 October 2018]
You'd have to start a whole new game, though, because that version won't recognise savegames from the April 2016 version.

Talking to the ship captain and telling him you intend to use a false flag, when it doesn't crash "nations.c", has no immediate visible effect. But if you haven't warned him that you intend to use a false flag, either by talking in his cabin or when you first accept the mission in the tavern, then he'll attack you when you raise a pirate flag - he thinks you're about to attack him.

La Tortue shouldn't offer anything to do with Spain. You might be able to make peace with Pirates there for gold. That should allow you to sail to Turks Island under a pirate flag.
 
Another part of that later "error.log":
Code:
RUNTIME ERROR - file: nations\nations.c; line: 84
invalid index 1555 [size:64]
That shouldn't be possible because that part of "nations.c" includes some checks to prevent it.
That error makes me think of an implicit (wrong) string to int conversion.
 
The whole function is:
Code:
int GetNationRelation(int iNation1, int iNation2)
{
   if (iNation1 < PERSONAL_NATION || iNation1 >= NATIONS_QUANTITY) return RELATION_NEUTRAL;
   if (iNation2 < PERSONAL_NATION || iNation2 >= NATIONS_QUANTITY) return RELATION_NEUTRAL;

   if (iNation1 == PERSONAL_NATION) return GetNationRelation2MainCharacter(iNation2); // PB
   if (iNation2 == PERSONAL_NATION) return GetNationRelation2MainCharacter(iNation1); // PB

   return NationsRelations[iNation1 * NATIONS_QUANTITY + iNation2];
}
Shouldn't the first couple of lines filter out any odd values caused by "iNation1" or "iNation2" being strings instead of integers?

Hmm... perhaps not. Looking at the version of "nations.c" which would have been in the April 2016 version, specifically function "HoistFlag":
Code:
           if(GetNationRelation(iNation, sti(rCharacter.nation)) == RELATION_ENEMY)
           {
               SetMutineer(rCharacter, true);
               bCompanionMutiny = true;
           }
And the current version:
Code:
           iNation1 = iNation;
           if(GetNationRelation(iNation1, sti(rCharacter.nation)) == RELATION_ENEMY)
           {
               SetMutineer(rCharacter, true);
               bCompanionMutiny = true;
           }
That intermediate variable "iNation1" is probably to guard against exactly that error - in fact, I've a vague memory of putting in such an intermediate variable, possibly that one or possibly somewhere else, for similar reason.

Just one more reason for using the more up to date version of the game. :D
 
That intermediate variable "iNation1" is probably to guard against exactly that error - in fact, I've a vague memory of putting in such an intermediate variable, possibly that one or possibly somewhere else, for similar reason.
I was indeed thinking along the same lines and yes, that was indeed you who did that. I still remember. ;)
 
I have a ryzen 1700 with r9 290x and 16 gb ram should be enough. Is there a huge difference in the new beta version, havent got much time to play and starting a new campain doesnt sound that great.
 
16GB should certainly be enough, so I've no idea why "error.log" is showing the messages about "no memory".

A lot of bugs have been fixed in Beta 4.1, including the one about the game crashing due to problems with nation relations such as changing flags.

Download this file and put it in the "PROGRAM" folder. Enter Grand Turk by the land gate, and when the game gets stuck, press F12. Then quit and post "compile.log". This ought to tell me where the merchant is.

You can also try going in by the land gate, then press F12, which should also release you from being stuck. You can then search the town in general and the port area in particular to see if you can find the merchant.
 

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  • console.c
    35.4 KB · Views: 92
I too have a Ryzen 1700 and 16gb of ram, win10. Ryzen is VERY sensitive to the memory used, so I hope it is running around 3000mhz.

POTC frags a hard drive. I have it on a mechanical drive and have to defrag it every other day or POTC becomes unstable and starts giving errors and crashes.
 
Download this file and put it in the "PROGRAM" folder. Enter Grand Turk by the land gate, and when the game gets stuck, press F12. Then quit and post "compile.log". This ought to tell me where the merchant is.

Done.

I too have a Ryzen 1700 and 16gb of ram, win10. Ryzen is VERY sensitive to the memory used, so I hope it is running around 3000mhz.

POTC frags a hard drive. I have it on a mechanical drive and have to defrag it every other day or POTC becomes unstable and starts giving errors and crashes.

Ram is running at 3066 Mhz CL 16-18-18-32-46 1T very stable never got a crash and the game is saved on a ssd so this shouldnt be a problem.

How do i update the mod, can i just install it in the current folder or i do i have to deinstall and make a clean install?
 

Attachments

  • compile.log
    14.2 KB · Views: 111
According to "compile.log", the trader's name is Francisco Coelho and he is in "Turks_port", which is the game's name for the whole town. So he should be somewhere around. Presumably he's stuck somewhere. After you press F12, you should be able to move, and if you can find him then he might be able to get out of wherever he's stuck.

In theory you can install the new version on top of the existing one, though it will mean your savegame won't work, and in fact will probably be wiped. Or you can make a clean install but don't uninstall the existing version. Install the game from CD to a different folder, then run the newest installer on that folder. You will then have two installations of the game - the old one in case we manage to solve the merchant's problem and you want to continue that campaign, and the new one with all the current fixes and additional good stuff. (Including fixes for some bugs in the "Tales of a Sea Hawk" storyline.)
 
Sounds good, did a new installation yesterday seems to run well. What do you guys play, any suggestion for one of the campains only played the unmodded yet, or do you all play free mode?
How does it work if i take a later period of time are there more islands for the new nations or do they just share the existing ones?
 
any suggestion for one of the campains only played the unmodded yet, or do you all play free mode?
What are your personal preferences?
There is all sorts of stuff available.

How does it work if i take a later period of time are there more islands for the new nations or do they just share the existing ones?
They share the existing ones.
Only in the first time period, there are a few less islands because some hadn't been settled yet.
 
Sounds good, did a new installation yesterday seems to run well. What do you guys play, any suggestion for one of the campains only played the unmodded yet, or do you all play free mode?
I know you've played the modded game because Turks Island doesn't exist in the unmodded game. ;) "Tales of a Sea Hawk" is the original storyline but it's been adapted slightly to fit in with the mod, and numerous bugs have been fixed. (It also allows you to choose your character. If you really have the latest version, see what happens if you play as Danielle Greene. ;))

Beyond that, it's your choice. If you're a big fan of the "Pirates of the Caribbean" films then you'll want to play "Hoist the Colours". If you want to try life in the Navy then try "Chronicles of Horatio Hornblower". Otherwise, pick one, see where it takes you, and when you've completed it, try another.

How does it work if i take a later period of time are there more islands for the new nations or do they just share the existing ones?
The same islands are there in all periods, but some of them change names and several change nationality depending on period. Turks Island, for example, becomes British in the last two periods. Eleuthera is part Spanish and part British in one period, completely British in others, and completely American in the last two.
 
Ok but does the map also change over the time, for example when i play before the last two period and play long enough do american spawn as a nation?
 
Ok but does the map also change over the time, for example when i play before the last two period and play long enough do american spawn as a nation?
No, once you start a game in a certain period, you'll stay in that period.
Easier that way.
 
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