• New Horizons on Maelstrom
    Maelstrom New Horizons


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My experiences with playing the newest Modpack

Today I had to uninstall the game because I couldn´t proceed further in the main storyline because of the fatal bug in the game. It is pitty to play anew and anew and don´t be able to play it out to the end. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I'll be brief coz my computer crashed last time I was trying to detail some good and bad. In general though I love all the new stuff, animations and music and gameplay... breathed new life into the game yet again:

+ New character models, in-game name change, ship surrender, new locations, and especially CCC's fort - I love the random special characters. I think the looting the dead is my favorite thing though, especially how you get all of a trader's stuff... fastest way to get rich.

- Name change resets upon death; lot of bad doors in the new locations - they reload into a black screen and kill the game; officer whose clothes I've changed resets to original when I item-exchange with him or her (if I hired as male and give some nice lady clothes, it resets with the changed gender, so it looks wonky); traders just have too much stuff, and too much good stuff. All the best weapons and items are thus available really early in the game if I stumble across a lvl 10 trader... plus with the sheer volume of stuff they got I kind of wish the inventory was tiered: one row for swords, one for guns, and so on. Also: Haven't found anyone yet who trades in SWAK weapons...
 
ok now on to the unincorporated mods at Pieter's page:

Ammo is a great idea and it's well done. I like that you can't always just use the biggest and best gun because you have to have the right ammo for it; and this sends you searching around for practical items in chests and off dead guys instead of just amassing treasure. Also I think it's good that guns aren't rated by quality anymore, that just got to be too many guns scattered around and most were worthless. A couple things about it tho: The powder and ammo items are so common, I just end up with like 50 of them and can't get much money by selling them. And it was either this mod or the islands, after installing it a lot of words started disappearing - 'your crew has high' but 'moral' is cut; 'sailing to such-and-such takes so-and-so,' but 'minutes, hours' and so on are also cut. And offices in taverns don't tell you what they are.

All in all though, this is probably one of my favorite mods. Will it be in the modpack/build as a standard feature eventually?

The new islands are great too, I spent hours prowling around Hispanola before my game crashed for no apparent reason. I loved those caves full of skeleton bodies littering the ground, it creeped me out.
 
The ammo mod will be in the modpack eventually, but the mod's unfinished. I would really like to put it in; it's excellent. If I have time, I'll try to have a look at the code to improve some of the issues that are still left. Unless Jack Rackham releases a new version himself.

The disappeared words in the new islands mod is my fault. The common.ini file in the new islands mod is an older version. If you take the common.ini from the latets modpack release and put it on top of the new islands mod, it'll work fine.

BTW: You're quite right about your observations in your previous post. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
There is no SWAK item trader yet. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-alan_smithee+Oct 16 2005, 05:45 PM--><div class='quotetop'>QUOTE(alan_smithee @ Oct 16 2005, 05:45 PM)</div><div class='quotemain'><!--QuoteEBegin-->lot of bad doors in the new locations - they reload into a black screen and kill the game; <div align="right">[snapback]132933[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Will take care of that in November, I think.
 
Hi, Pieter, Charles, Alan and others moddders. First of all, I would like to ask you Pieter whether you checked my save already. You needn´t do it for me but please, do it for the game and for all the future playing of all. As I told already I had to abandon this game with Modpack and started to play the game with Build 12.1 only. But I must to say the game with Modpack is really better because there are some new things which I like in the game. But anything will be for nothing if the game will be crashing constantly in the course of playing of the main storyline. I would like to repeat the place for you when my game crashed this time. It was at place when I have to accompany English soldiers into the cave at Oxbay secluded beach. After my conversation with agent Wilfred and after the skirmish between French and English soldiers and my further talking with agent Wilfred he don´t say anythink and this main storyline is broken by it. Today I played it with the Build 12.1 only and the game works in this place normally. For that reason it is almost sure the bug is somewhere in the Modpack. So please, give your head together and try to remove this fatal bug. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Hmmm, thats strange Rad. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I spent some time trying to reproduce that bug and couldn't seem to get it. He wouldn't say anything to you? The only thing close I ever got was if there was alot of people between him and I, he couldn't walk the whole way to me, so I just always make sure that I'm not around other people when the last French guy dies. That way he way he walks up and starts talking easily. I'll keep looking though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
Hi, Doober. I tried it several times but it didn´t work for me. But as I said already in game with Buil 12.1 only this place works perfectly. But so as I would be objective in game without Modpack to the contrary there is another bug in the main storyline which isn´t in Modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I haven't checked your save yet. I've been terribly busy with schoolwork, but should be having more time after Thursday. I don't know why you're having trouble. I don't recall anything being changed that influenced that. But you also report a bug in the main quest when playing just Build 12.1, didn't you? I can confirm that I played the game until the end in Build 12.1, so I'm completely at sea as to why it refuses to work for you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Hi Pieter. I somehow overcame this critical place in game with Build 12.1 only and I am proceeding. But how did you resolve this concrete situation when you must to sink the bark Oisseau with ammunition and you can´t to moor at Falaise de Fleur port because everybody are shooting at you? I played twice the game and twice happened to me lately. I talked about it with Nathan some time ago. Modpack version works properly in this place. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> There are two ways to get around that. One is raise the neutral flag and sail into the harbor. I raise the neutral before I get to the island, that way when I sail it, I know its raised. The other option is to dock at oyster bay and hike in which I've done a few times as well. Good luck! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I did it by more stupid way. I sailed to Quebradas Castillas and bought frienship with French for this moment. I thought about this flag later but it was too late for me because I deleted older saves already. But never mind. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
CCC: Awesome, can't wait.
Also: I might like to make special hidden places to encounter these traders, like trapdoors and backdoors of regular shops.

Pieter: Oh good. Ammo mod's not done yet though, you say? What else has to be added? I notice my braces of pistols aren't included in the mod; they should be, since I use them more often than the standard guns and don't want to be cheating by doing so.
(Also, I took a quick peek at the code for it and other equippable items but still can't figure out how to set an item to be equippable.. I'd like to make skill-increasing items equippable [and my tattoos equippable by default, and only removable through a painful abbrassion process] to put a limit on how many you can use at once - in effect, 'wearing' the rings and things.)
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Where can i find the blue & gold royal navy skins like admiral,captain and midshipman skins! i cant find them now!


Also is there any way to turn the main story off so i dont have to trample through many missons instead of being pushed into the same gap many times <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
I am thinking very long time about two thing in the game. So as the ship cabin was more utilizable, I mean for example so as Nathaniel could sleep here if he sometimes wouldn´t want to stay at tavern. And if anybody could add some tillers at the ships and some sailor standing behind it. At last in the case of the large ships. What do you think about it, especially you Allan. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--QuoteBegin-alan_smithee+Oct 18 2005, 01:57 PM--><div class='quotetop'>QUOTE(alan_smithee @ Oct 18 2005, 01:57 PM)</div><div class='quotemain'><!--QuoteEBegin-->... and my tattoos equippable by default, and only removable through a painful abbrassion process ...
<div align="right">[snapback]133172[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Awe, and I had just changed the code to make the increase skill points permanent for tattoos. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Petros: That's a good idea, I hadn't thought of that. I guess the tattoos can't be treated as items in the same way as the baubles and weapons.... so since it's also the easiest way to handle the tattoos, let's stick with your change.

I don't know why a player would want to remove the tattoos anyway, except for fashion reasons*. (Eventually, if I keep playing around with this, I may work in 'escalating' tattoos, where you'd get, say, a shark, and then later add a ship and anchor and so on to the same tattoo... you'd just have to earn them, like through new pirate quests, instead of only buying.

*unless you could get branded as a pirate upon being captured by a formal nation... you'd want to get that off since it would have to affect the way people treated you.

Rad: I'm still planning on trying to connect all the ship interiors, including a few new ones that I think are from the Russian mod. But I dunno about the code for staying there overnight... I mean probably easy to do, just rip it off the tavern overnight code... but how best to implement it - through a dialog with your cabin attendant? (An excuse to insert a Killick-esque character? Actually now I really like that idea.)

Dunno about the tiller, that sounds like a modelling tweak and I've zero skills there.
 
Alan, the best thing would be to approach the bed and then push action button - spacebar. It works in many RPG games this way as for example in Gothic. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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