• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=161773:date=Sep 16 2006, 05:04 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 16 2006, 05:04 AM) [snapback]161773[/snapback]</div><div class='quotemain'><!--quotec-->
You know Pieter, I think you could add the new items, bandages, cauterization kit, lock picks to Build 13. They seemed to work fine.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The new health items do work entirely properly, because I made no changes that could possibly cause trouble. The only things I would wonder about are the rarity and prices of the items. Generally: Are they more-or-less well-balanced?

The lockpicks work fine as well? I rewrote the box opening procedure code, so it would be great if it still worked. What about the functionality of the lockpicks? Do they indeed make opening boxes easier like they should? What about the rarity of the lockpicks? The lockpicks should also break every now and then, making the locks completely unopenable. Does that work? Also: Did you check out the item description of the lockpicks? I had some fun with that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

We agreed to add no new features to Build 13 even if they DO work properly, so I'll wait with these till the Post Build 13 pack. Eventually we'll release Build 13.1, which would be the REAL final Build 13 version. Build 13.0 will be released soon and should be properly playable. Build 13.1 will include more mods, more fixes and should be even more fun and more playable.

<!--quoteo(post=161773:date=Sep 16 2006, 05:04 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 16 2006, 05:04 AM) [snapback]161773[/snapback]</div><div class='quotemain'><!--quotec-->
Also is it me or is the Bermuda sloop in game graphic, on the water too large, bigger than the regular sloop?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I never noticed that. Can somebody confirm? I wouldn't know what to do about this anyway, really... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=161796:date=Sep 16 2006, 07:54 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 16 2006, 07:54 PM) [snapback]161796[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=161773:date=Sep 16 2006, 05:04 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 16 2006, 05:04 AM) [snapback]161773[/snapback]</div><div class='quotemain'><!--quotec-->
You know Pieter, I think you could add the new items, bandages, cauterization kit, lock picks to Build 13. They seemed to work fine.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The new health items do work entirely properly, because I made no changes that could possibly cause trouble. The only things I would wonder about are the rarity and prices of the items. Generally: Are they more-or-less well-balanced?

The lockpicks work fine as well? I rewrote the box opening procedure code, so it would be great if it still worked. What about the functionality of the lockpicks? Do they indeed make opening boxes easier like they should? What about the rarity of the lockpicks? The lockpicks should also break every now and then, making the locks completely unopenable. Does that work? Also: Did you check out the item description of the lockpicks? I had some fun with that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

We agreed to add no new features to Build 13 even if they DO work properly, so I'll wait with these till the Post Build 13 pack. Eventually we'll release Build 13.1, which would be the REAL final Build 13 version. Build 13.0 will be released soon and should be properly playable. Build 13.1 will include more mods, more fixes and should be even more fun and more playable.

<!--quoteo(post=161773:date=Sep 16 2006, 05:04 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 16 2006, 05:04 AM) [snapback]161773[/snapback]</div><div class='quotemain'><!--quotec-->
Also is it me or is the Bermuda sloop in game graphic, on the water too large, bigger than the regular sloop?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I never noticed that. Can somebody confirm? I wouldn't know what to do about this anyway, really... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> Could be! Mine had 32 pounders, what firepower!!!! It' very fast too!!
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Could be! Mine had 32 pounders, what firepower!!!! It' very fast too!!<!--QuoteEnd--></div><!--QuoteEEnd-->

They should have 9# guns and Hook has made a fix.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The lockpicks work fine as well? <!--QuoteEnd--></div><!--QuoteEEnd--> Sorry, I didn't actually get to test those.
 
To Jason: In that case I will definitly not add the lockpicks in. Just to be sure. I think it works. It should. But I can't add it unless I'm absolutely certain.

<!--quoteo(post=161816:date=Sep 16 2006, 03:24 PM:name=Cyberops)--><div class='quotetop'>QUOTE(Cyberops @ Sep 16 2006, 03:24 PM) [snapback]161816[/snapback]</div><div class='quotemain'><!--quotec-->
is it possible in the build13 to also make it so you can save whereever you are and not just while on land ?
<!--QuoteEnd--></div><!--QuoteEEnd-->
You can save on land and on the worldmap. It was like that in the stock game and we can not change it. Sorry.
 
Pieter, Hat would know the date of his version. As I believe, that was before Maximus mod of a mod of a ... <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
thanks pieter, i gues i was spoiled after playing age of pirates lol since u can save everywhere in there. Some of the mods in this pack would come even better to there rights in the aopct game.
 
Actually my 'version' wasnt much of a version. All I did was add that silly "ABLECAPTAIN" toggle to skip the checks when you return to ship. I'm not sure whats been added on top of that since then.

I added that shortly after you had reduced your ammo mod to the 'simpler' ammo mod version. Which... I have no idea when, as my memory is serious shot full of holes.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Build 13 Beta 2 Released!</b><!--sizec--></span><!--/sizec-->
I have been working on the next beta for a while and this is what I have come up with. It contains several fixes and improvements and should work better than the previous version. Notable new things include: New islands finished and characters added and the About Build button FINALLY does something when you click it! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

<b>About the installation:</b>
You need to have the previous installed before you install this version. The final Build 13 will be a complete and easy install, but this saves me the trouble of uploading a big file right now, because I don't have time for that.

Rather than making this a .zip file like usual, I have added a proper installation program. I need comments on the latest beta, but ALSO on the installation program. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

<b>About the final Build 13:</b>
Please test this version thoroughly, most notably the characters and locations on the new islands. Also make sure that the bugs I promised to have fixed actually ARE fixed. The raising of flags being disabled on Stormy Starts should have been fixed now. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I will continue work on the next update during the weekend. The next update will be the actual Build 13, unless any major troubles are discovered with Beta 2 and/or I have any major delays during the weekend. I'm not sure what to do about the cleaning up of BuildSettings.h. I have added the current cleaned up version of the file into this update, but I'm obviously not done yet. I hope to be able to finish that work during the weekend as well. If I don't manage it, the cleaned up version will be part of Build 13.1 instead. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

You are awesome Pieter!

I have noticed some issues that have come up on playtesting however.

1. Cayman Kai does not appear to have an actual location attached to it. It freezes if you attempt to go there.
2. I smuggled some goods and got caught by the coast guard, I killed them all, but when I put to see, the coast guard ship followed me around as a neutral ship. I beleive they should be hostile.
3. The fast travel buttons seem to have some error where they are combined with other locations. For instance, when I go to fast travel the button for tavern has the brothel button squished in with it.

I have posted these issues on the bug tracker board as well.

Attached is a screensho of the fast travel buttons
 
Great Job, can't wait to get Build 13. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I stopped playing PoTC after some update with 12.1 forced me to reinstall the game everytime I started. Maybe I missed some update inbetween. It worked on a new installed game + build but everytime i stopped playing and restarted the game I got a "engine.exe" error. I wont buy AoP until Starforce is removed so I hope Build 13 is out soon.

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> from the Coast of Florida
 
<!--quoteo(post=164347:date=Sep 28 2006, 04:02 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Sep 28 2006, 04:02 PM) [snapback]164347[/snapback]</div><div class='quotemain'><!--quotec-->
..3. The fast travel buttons seem to have some error where they are combined with other locations. For instance, when I go to fast travel the button for tavern has the brothel button squished in with it.
...
Attached is a screensho of the fast travel buttons
<!--QuoteEnd--></div><!--QuoteEEnd-->
Looking at the screen shot, my impression is that it might be that way by design, to keep all fast travel options in view. I imagine that in some locations and also on board ship, the number of location icons would scroll off the screen if they were all lined single file.

Just my thoughts.
 
Those Fast Travel icons are not meant to look like that, but I have a general idea why that happens. There's probably a little number somewhere in a file that needs changing to fix that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

About the bugs with land locations: I hope Pirate_KK will check those out. He worked on finishing the locations.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>To all testers</b><!--sizec--></span><!--/sizec-->
If you were using Beta 2, please put attached PROGRAM folder on top of your own version and see if this fixes any of the bugs that have recently been encountered with Beta 2.
 
Hi Pieter,
Just with a brief test, I noticed that the buttons no longer look funny, but the blacksmith fast travel button is labeled prison, the tailors is labeled incorrectly and takes you to the store, and the church is labled brothel (if I remember correctly.) I can go back in and double check all those. Don't know if it matters, but I was in Falese de Fleur.
The boarding of surrendered ships issue remains to be a problem, I was unable to move upon boarding an enemy ship.
I was able to sail to Cayman Kai and moor without any problems.
Those were the only three issues I was able to test out so far. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=164347:date=Sep 28 2006, 10:02 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Sep 28 2006, 10:02 PM) [snapback]164347[/snapback]</div><div class='quotemain'><!--quotec-->
3. The fast travel buttons seem to have some error where they are combined with other locations. For instance, when I go to fast travel the button for tavern has the brothel button squished in with it.
<!--QuoteEnd--></div><!--QuoteEEnd-->

To fix it, please open PROGRAM\BATTLE_INTERFACE\BattleInterface.c and make sure that lines 1482-1484 look like following:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    BattleInterface.CommandTextures.list.t13.name = "battle_interface\LandTarget4.tga";
    BattleInterface.CommandTextures.list.t13.xsize = 8;
    BattleInterface.CommandTextures.list.t13.ysize = 2;
<!--c2--></div><!--ec2-->

pirate_kk
 
Pirate_kk,
This is what those lines say in the code the Pieter just released.

BattleInterface.UserIcons.ui3.enable = true;
BattleInterface.UserIcons.ui3.pic = 2;
BattleInterface.UserIcons.ui3.tex = 5;
BattleInterface.UserIcons.ui3.name = "sail_fast";

With this code that Pieter just gave, the icons no longer look squished, but as I said above, some of them send you to incorrect locations and are labeled incorrectly.
 
<!--quoteo(post=164905:date=Oct 1 2006, 12:17 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 1 2006, 12:17 PM) [snapback]164905[/snapback]</div><div class='quotemain'><!--quotec-->
Hi Pieter,
Just with a brief test, I noticed that the buttons no longer look funny, but ... the church is labled brothel ...<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> Oooo that be a nasty switch fer sur. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
<!--quoteo(post=164935:date=Oct 1 2006, 05:00 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 1 2006, 05:00 PM) [snapback]164935[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=164905:date=Oct 1 2006, 12:17 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 1 2006, 12:17 PM) [snapback]164905[/snapback]</div><div class='quotemain'><!--quotec-->
Hi Pieter,
Just with a brief test, I noticed that the buttons no longer look funny, but ... the church is labled brothel ...<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> Oooo that be a nasty switch fer sur. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

LOL! I was going to make a joke about it, but didn't want to offend anyone. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
That's one way to increase attendence. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
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