• New Horizons on Maelstrom
    Maelstrom New Horizons


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Fixed Marie Celeste

The log files should be at the top level of the game installation, in the same folder as "ENGINE.exe".

If you're running Windows 10, and especially if you put the game into "Program Files" or "Program Files (x86)", have a look at this:
New Horizons FAQ | PiratesAhoy!
The log files won't be in the "SAVE" folder, but Windows 10 might have redirected them to the virtual store in a similar way.
 
Simply put I board a ship and land on the ship's deck, but the captain is no where to be found. I know @Grey Roger has already fixed this bug but I can't seem to locate the thread, could someone please provide me the fix for this bug? (Game version is Build 14 19 March 2021 if it helps)
 
@Foop my Car: I moved your post to this thread. The fix is earlier in this thread and should already be in any version of the game from 2021, as the fix was made in 2019.

Which version are you playing, Maelstrom or PoTC?
 
Odd. Though your savegame is from a relatively recent version of the game, the problem is still the same as when you reported it in February 2021. Prisoners are not being properly cleared, so the game runs out of space to create new captains. The fix is also the same. Download "console.c" from post #23. Load your savegame, press F12, and you should see a list of ex-prisoners being cleared. You should then be able to board the ship and meet the captain.

Also download "cabincaptain_fix.zip" from the same post. That should prevent the problem from reoccurring.
 
@Grey Roger
After passing level 40, the "captain missing" bug (approaching a ship without a captain that can only be removed by reloading the game) appeared again.
I'm level 49, but I've been noticing this for a few levels now.
 
Download the "console.c" from here:
Fixed - Marie Celeste

That should clear out the part of the character array reserved for prisoners so that the next captain can appear.

Now I need to figure out why this is still happening. Exactly what have you been doing with your prisoners - hiring them, releasing them for ransom, releasing them without ransom for reputation, executing them? Something is still failing to clear the character properly when he is no longer a prisoner, so the prisoner part of the array has been filling up.
 
Download the "console.c" from here:
Fixed - Marie Celeste

That should clear out the part of the character array reserved for prisoners so that the next captain can appear.

Now I need to figure out why this is still happening. Exactly what have you been doing with your prisoners - hiring them, releasing them for ransom, releasing them without ransom for reputation, executing them? Something is still failing to clear the character properly when he is no longer a prisoner, so the prisoner part of the array has been filling up.
I usually play with 2 ships. I capture 2 and plunder the rest. For all captains, I send them to the hold and release them later.

I release the prisoners without ransom.
I don't hire anyone, only if I click improperly.
Most of the time, when I send someone to the hold, they rebel and I have to kill them. I've had 7 prisoners at the same time, but I don't remember if the bug occurred. (I think it's worth noting this point, it could be an overflow)

I'm trying to raise the status of all officers to hero, at the moment I have 2 who are not heroes, I didn't notice what their status was when the bug occurred, but it's been happening with:
my status: hero, level 49, 2143 HP, skill points and expertise left
officer 1: comrade, level 52, 546 HP, skill points and expertise left
officer 2: fearless, level 58, 975 HP, skill points and expertise left

Is the Dialog_func.c file useful for BNH?

Well, now that I know what to look for, it will be easier to report details.

When it happens that I can't loot a sword from a corpse, what should I look for?

Maybe it's a good idea to move this post to the appropriate topic.
 
Maybe it's a good idea to move this post to the appropriate topic.
Done, though the posts may need to move again. Because...

Most of the time, when I send someone to the hold, they rebel and I have to kill them.
... how does that happen? In Build 14, at least, they can't rebel. They're prisoners. They stay in the hold until you talk to them, then it's your choice whether to release them, hire them, kill them, or leave them where they are.

Beyond that...
I usually play with 2 ships. I capture 2 and plunder the rest. For all captains, I send them to the hold and release them later.
Same here, at least after I've completed either "Tales of a Sea Hawk" or "Ardent". In both of them, I keep something fast and manoeuvrable for general raiding, and something heavy and powerful for attacking forts. Usually I release captains for reputation unless they're offering a really high ransom, in which case I take it. And I've never seen the bug. (Occasionally I have trouble finding the captain but that's because he's in a dark outfit, it's either night or late evening, and I can't see him easily when he's standing next to some dark wood.)

I'm trying to raise the status of all officers to hero
So do I.

Is the Dialog_func.c file useful for BNH?
Very probably, unless BNH has completely rewritten the code for handling prisoners. In B14, the functions to take a captain prisoner and to hire a prisoner as an officer are both in there. So is most of the code for governors' nieces and daughters.
 
Done, though the posts may need to move again. Because...


... how does that happen? In Build 14, at least, they can't rebel. They're prisoners. They stay in the hold until you talk to them, then it's your choice whether to release them, hire them, kill them, or leave them where they are.

Beyond that...

Same here, at least after I've completed either "Tales of a Sea Hawk" or "Ardent". In both of them, I keep something fast and manoeuvrable for general raiding, and something heavy and powerful for attacking forts. Usually I release captains for reputation unless they're offering a really high ransom, in which case I take it. And I've never seen the bug. (Occasionally I have trouble finding the captain but that's because he's in a dark outfit, it's either night or late evening, and I can't see him easily when he's standing next to some dark wood.)


So do I.


Very probably, unless BNH has completely rewritten the code for handling prisoners. In B14, the functions to take a captain prisoner and to hire a prisoner as an officer are both in there. So is most of the code for governors' nieces and daughters.
Immediately after sending the prisoner to the hold, he draws his sword. It may be that a variable that limits the number of prisoners has a limit value. I have no prisoners and the bug still occurred.

I replaced the files without restarting the game and without running the script.

First attack, I move away to be able to save, I use direct approach, ship without captain, game ends abruptly when I reload the savegame

The 2 suggested files were not accepted. Probably the sound file format.

I imagine that in the console file, what matters is only the loop lines 19-31 and the variable n. I have no prisoners but I included a line to show the value before exiting the log. I varied it up to 1738.

I made some customizations, but I don't think they interfere with generating a bug:
keys 3 and 4 equip shovel and pickaxe, waiting dialog on deck includes a 3-hour option.

I'm still playing with the Spanish language replacement.

It is worth noting that when you run your script twice, the names were eliminated but the loop was still run 1738 times, I believe the variable should be redefined without instances since there are no prisoners.
 
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