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    Maelstrom New Horizons


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JRH quest

Thanks again Pieter you were right. I have deleted townsack. Earlier Locations[n].island was enough.
Now remains to find out how to get a black Jolly Roger...
Maybe another townsack than Quebradas Costillas? (tricky one: 2 words!)

I'm on part 11/13 and suddenly it feels more fun again! :onya
After that a last round with the hint/questbook project.
 
Try setting Characters[GetCharacterIndex("FORT COMMANDER")].Flags.Pirate = 5; (or whatever number you want) for whichever fort commander you are using.
 
Ok, I have now after 5 years and 5 months finally finished my storyline WoodeRogers. It's on the ftp.
All my files are merged to patch 7 wip2 status.

A complete Walkthrough will be ready in a few days.

:shoot: :shoot: :shoot: :shoot: :shoot: :shoot:
 
Congratulations indeed, mate! This is absolutely amazing. Downloading now and looking forward to getting this working in my game too! :bow

Do you have any recent screenshots from your storyline? Now that your work is done, we can post them publicly and use them for promotional purposes.
Also, if you can make a write-up of what players can expect from your storyline and your intentions with it, I can work that into an article to post on the ModDB;
that should build some interest for people trying your hard work. :woot

BTW: Did you manage to include the additional questbook entries you were talking about before?
 
Yes I have a lot of screenshots. Do you want me to upload some of them on the ftp?

Okay I'll write something about the quest.

And yes I have added a large hint program mostly via the questbook. Together with the the Walkthrough
I think it will be playable.

There is a small mod included: muskets/musketoons carried on back of characters
I have also switched back to original POTC ground textures.

It feels like I finished school or something...:dance
 
If you can upload your pictures to the FTP, that'd be great! :woot

Thanks in advance for the write-up; you can make it as elaborate as you feel like. :doff

Muskets/musketoons on the back of characters? That I have to see! I know you mentioned it in passing before, but seeing it actually materialize in the game will be awesome! :bow
 
Now that the storyline is finished, I have moved this thread to its own new storyline subforum.
 
I ran into the following code in PROGRAM\Characters\characters_login.c, but it looks a bit weird to me:
Code:
				if(IsMainCharacter(chr))
{
// ccc  Greater Oxbay mod. To enable entry to non-reload-group locators
if(chr.location.locator=="randitem2") chr.location.group = "randitem";

else{if(chr.location.locator=="Goto2") chr.location.group = "goto";} // for Greenford suburb
else{if(chr.location.locator=="Goto4") chr.location.group = "goto";} // for shipyard ladder

else{chr.location.group =  "monsters";}	//default locatorgroup, for all dungeons

chr.location.group = "goto";	//JRH
TeleportCharacterToLocator(chr, chr.location.group, chr.location.locator);
// ccc end

traceif("Main character <" + chr.id + "> error teleportation by location: " + chr.location + "  on locator: " + chr.location.group + "::" + chr.location.locator);
}
It seems to mean the same as this:
Code:
				if(IsMainCharacter(chr))
{
// ccc  Greater Oxbay mod. To enable entry to non-reload-group locators
if(chr.location.locator=="randitem2") chr.location.group = "randitem";
if(chr.location.locator=="Goto2") chr.location.group = "goto"; // for Greenford suburb
if(chr.location.locator=="Goto4") chr.location.group = "goto"; // for shipyard ladder
chr.location.group =  "monsters";	//default locatorgroup, for all dungeons

chr.location.group = "goto";	//JRH
TeleportCharacterToLocator(chr, chr.location.group, chr.location.locator);
// ccc end

traceif("Main character <" + chr.id + "> error teleportation by location: " + chr.location + "  on locator: " + chr.location.group + "::" + chr.location.locator);
}
So then the default group always becomes "goto" instead of "monsters" as before. Is that intentional and does that work properly?
The original code before your added line also looks rather confused to me. :facepalm
 
Ok, I have now after 5 years and 5 months finally finished my storyline WoodeRogers. It's on the ftp.
All my files are merged to patch 7 wip2 status.

A complete Walkthrough will be ready in a few days.

:shoot: :shoot: :shoot: :shoot: :shoot: :shoot:

:bow :bow :bow

Wow - Amazing - Well Done - Congratulations.


:piratesahoy!
 
Talisman, will you be playing this storyline from Jack Rackham's files on the FTP before Beta 2 is released with it? Just for testing?

I have been playing a bit myself at the moment and even did a small improvement, making the Sloop3 at the marooned island sail away while I'm looking at it; seems to work quite nicely. :cheeky

However, I am a bit stuck in the Nevis pirate settlement. I have to get through the meeting of the Brothers of the Coast,
but every time I have to run up the stairs, I get killed because somehow the game doesn't let me actually run up those stairs.
Something is blocking my path. Is that intentional? I could try with godmode on to see if that does work.
 
This is fantastic indeed! Great work Jack Rackham! :woot

Let me know when you finish that writeup mate, and I'll plaster it all over the front page!
 
However, I am a bit stuck in the Nevis pirate settlement. I have to get through the meeting of the Brothers of the Coast,
but every time I have to run up the stairs, I get killed because somehow the game doesn't let me actually run up those stairs.
Something is blocking my path. Is that intentional? I could try with godmode on to see if that does work.
Managed to get through this part again, both with cheatmode on and then with it off again as well. Seems I was just being clumsy or unlucky before.
Now I'm stuck in the shipyard once more, but I got further than last time I tried. Will try to continue later on.
 
I am using Beta 1 + Patch 7Full

The game without the Woodes Rogers Quest loads & works OK.

With the Woodes Rogers Quest the game won't start ( it does not get past the loading screen).

I get an error log of --- >>

COMPILE ERROR - file: seadogs.c; line: 51
can't load file: FCoHS\FCoHS_Main.c



And a system log of -->>>


Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\Core.cpp line 526
fail to create program


:mm

Have I missed something in the installation process ? - I took the 4 zip files and copied their contents into the game

:shrug


Also I have noticed there is no seperate save folder for the Woodes Rogers storyline

:cheers

EDIT :- I think I am missing the file FCoHS_Main.c - not sure if the folder FCoHS is there either

Can someone give me a copy & tell me where to put it ( politely please )
 
Sorry about that; Jack Rackham merged his work with my Beta 2 WIP files, which can be found here: http://www.pyratesahoy.com/build/b14_b2_wip/
Install:
1. pb_code_2011-11-17.exe (shouldn't be necessary, but some people were having troubles without it :wacko: )
2. pb_code_2011-11-20.exe
3. QARGreekFireUpdate.exe
4. Jack Rackham's storyline files
:facepalm

On a more positive note, several months later after first trying and getting stuck there, I have officially been able to get out of that shipwright, so I have now made it further in the story than ever before! :woot
It was quite a challenge to figure out. I do like the general gameplay though. All the puzzles make this storyline seem like what you would get in Indiana Jones and the Fate of Atlantis. :onya
 
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