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    Maelstrom New Horizons


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Pre Build 13 Modpack

<!--quoteo(post=166357:date=Oct 8 2006, 09:56 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 8 2006, 09:56 PM) [snapback]166357[/snapback]</div><div class='quotemain'><!--quotec-->
I found a minor bug when capturing a fort. I went into a fort and forced the surrender of the garrison at Maginot on St. Martin from French to Dutch. When I went back to the city, the soldier now wore Dutch outfits, but were still called French soldiers and when you would speak to them, would talk about how they needed to defend against the Dutch. They would then sound an alarm and fight against oncoming Dutch troops.
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LOL. I can imagine that would happen. That is probably simply because nobody coded in the required changes. Everything stays the same, except for the nation of the town. Even the characters' names and dialogs remain the same.
BTW: How DARE you attack a DUTCH town and give it to the FRENCH??? <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

<!--quoteo(post=166440:date=Oct 9 2006, 05:25 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 9 2006, 05:25 AM) [snapback]166440[/snapback]</div><div class='quotemain'><!--quotec-->
playing beta 2+pieter's latest+pirat_kk fix I can't board any ship.
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Not? I boarded at least a couple. Does anyone else have the same problem? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>About the release of the final Build 13:</b><!--sizec--></span><!--/sizec-->
I have come to a decision on this. I will add NO new features into Build 13 at all. It appears that the Beta 3 temporary version works reasonably well, so I am going to compile the real beta 3 today and release it in a couple of hours, I hope. Then this version can be tested and in the weekend I am going to release Build 13 no matter what. Unless some real bad stuff happens.

At the moment, it seems that the issues in the Build 13 Beta versions can be devided into 2 categories:
1) Trivial issues that need not delay Build 13 any further
2) Issues we don't know how to fix at all and could thus delay Build 13 indefinitly

I think we all agree that releasing Build 13 on short notice is pretty important. I fear that if we try to keep perfecting it, we'll still be adding fixes in December and progress would otherwise be pretty much halted. That would be a shame.

Build 13 is going to be released this weekend and it will consist of Beta 3 plus any other fixes that are made before then. Once Build 13 is done, we can get to working on the Post Build 13 modpack and once we get that to a stable version, we'll be able to call it Build 13.1. But we need to finish this soon, otherwise we'll never get done. Rather an imperfect Build 13 than no Build 13 at all, I should think. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Build 13 Beta 3 is uploaded <a href="http://www.s31clan.com/pietersmods/b13_beta3.zip" target="_blank">here</a>. It can be installed on top of Pre Build 13 Base and more recent.
 
<!--quoteo(post=166482:date=Oct 9 2006, 05:36 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 9 2006, 05:36 AM) [snapback]166482[/snapback]</div><div class='quotemain'><!--quotec-->
Build 13 Beta 3 is uploaded <a href="http://www.s31clan.com/pietersmods/b13_beta3.zip" target="_blank">here</a>. It can be installed on top of Pre Build 13 Base and more recent.
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Does it need the Beta and Beta 2 or can it just be added directly to Pre Build 13 Base?
 
<!--quoteo(post=166554:date=Oct 9 2006, 06:27 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Oct 9 2006, 06:27 PM) [snapback]166554[/snapback]</div><div class='quotemain'><!--quotec-->
Does it need the Beta and Beta 2 or can it just be added directly to Pre Build 13 Base?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It can be installed directly on top of the Pre Build 13 Base. It doesn't matter if you had previous updates installed though; it'll overwrite all required files. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=166460:date=Oct 9 2006, 03:28 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 9 2006, 03:28 AM) [snapback]166460[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166357:date=Oct 8 2006, 09:56 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 8 2006, 09:56 PM) [snapback]166357[/snapback]</div><div class='quotemain'><!--quotec-->
I found a minor bug when capturing a fort. I went into a fort and forced the surrender of the garrison at Maginot on St. Martin from French to Dutch. When I went back to the city, the soldier now wore Dutch outfits, but were still called French soldiers and when you would speak to them, would talk about how they needed to defend against the Dutch. They would then sound an alarm and fight against oncoming Dutch troops.
<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL. I can imagine that would happen. That is probably simply because nobody coded in the required changes. Everything stays the same, except for the nation of the town. Even the characters' names and dialogs remain the same.
BTW: How DARE you attack a DUTCH town and give it to the FRENCH??? <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

No, no, no, Pieter! I attacked the FRENCH town on St. Martin and gave it to the DUTCH! I was expanding the Dutch Empire, they now own the entire island! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

About releasing the build, I am in favor of releasing it as soon as possible as well, but I would like to see the surrender bug (if the lead ships surrenders, all ships go neutral) that I reported in bugtracker get fixed before everything is settled. That can be a very frusterating thing to happen in the midst of a high-pitched sea battle, which I daresay is the main reason most of us enjoy this game so much! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Other than that, I am all for Build 13 to be unveiled!
 
<!--quoteo(post=166460:date=Oct 9 2006, 09:28 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 9 2006, 09:28 AM) [snapback]166460[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166357:date=Oct 8 2006, 09:56 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Oct 8 2006, 09:56 PM) [snapback]166357[/snapback]</div><div class='quotemain'><!--quotec-->
I found a minor bug when capturing a fort. I went into a fort and forced the surrender of the garrison at Maginot on St. Martin from French to Dutch. When I went back to the city, the soldier now wore Dutch outfits, but were still called French soldiers and when you would speak to them, would talk about how they needed to defend against the Dutch. They would then sound an alarm and fight against oncoming Dutch troops.
<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL. I can imagine that would happen. That is probably simply because nobody coded in the required changes. <!--QuoteEnd--></div><!--QuoteEEnd-->

Ummm, that "nobody" is of course me <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Thought that nobody would use the "capture town from landside" feature anyway <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Of course that needs to be taken into account, and it would also affect the battles outside of Marigot and Philipsburg.

How about ending all fighting once one of the towns is being captured? Makes sense to me, and would create something like a quest: Bring peace to poor wartorn St Martin by finishing the neverending war with one decisive victory.
 
Now THERE's a nice idea, CCC! That'd be a nice feature for Build 13.1, I think. Perhaps we can really make it into a quest by adding a character who'd ask you to do just that and add a Questbook entry and stuff like that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

To Doober: Woops. Sorry for being confused. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
I would like to have that surrender issue solved, but I don't know how. Do you know since which modpack version you are encountering that issue?
 
If you mean with "surrender issue" the St. Martin fort surrender, that has been in since I created the locations in the first place. I can fix it with an addition to my ChangeTownNation. (Check if Marigot or Pburg change nation, and if they do remove all the warring soldiers) Will try to do that by tomorrow.
 
I meant the bug with surrendering ships that Doober is experiencing: "if the lead ships surrenders, all ships go neutral".
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Latest Build 13 News</b><!--sizec--></span><!--/sizec-->
Build 13 Beta 3 is now available from my site. In addition to that, I added a pack of small fixes made by Hook that can be extracted on top of Beta 3. I don't think it requires a new game. Doober's latest ReadMe version is included in the pack of small fixes as well.

Edit: I updated the small fixpack. You might find broken blades, but enemies will never use them. Excellent blades are never used by enemies and you won't find them either.

I will be unavailable until Saturday, because I'll be away sailing on a boat for two days and I need to go away to do some applications for my 6-month journey coming February as well. When I get back, I will compile the final Build 13 which is to be released this weekend. I hope that some thorough testing can be done before I release Build 13, so that we can find and deal with the most important problems in time.

To Doober: The only thing I know that has been changed for the surrender of ships is that line 776 in AIShip.c was uncommented:
<i>if(HPr > 20 && fdist <= enemydistance) return; // if friend closer than enemy, no surrender.</i>

Try to comment that line again and see if that solves your issue:
<i>//if(HPr > 20 && fdist <= enemydistance) return; // if friend closer than enemy, no surrender.</i>
 
Excellent!

Downloading now to test drive... ermm, test sail. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=166739:date=Oct 10 2006, 05:45 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 10 2006, 05:45 AM) [snapback]166739[/snapback]</div><div class='quotemain'><!--quotec-->
Now THERE's a nice idea, CCC! That'd be a nice feature for Build 13.1, I think. Perhaps we can really make it into a quest by adding a character who'd ask you to do just that and add a Questbook entry and stuff like that. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

To Doober: Woops. Sorry for being confused. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
I would like to have that surrender issue solved, but I don't know how. Do you know since which modpack version you are encountering that issue?
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I am not sure, I noticed it with Beta3, but thats because I was playtesting surrendering ships alot. I do remember it happening as I played games in the past, but how far in the past, I don't remember. Sorry I can't be more help! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

If it's something that simply can't be fixed by the release, by all means don't hold up releasing the Build for it, but IMHO, it is something that should be addressed eventually as it can diminish play value quite a bit when you run in to it.

Anyhow, Congrats on the boat trip, sounds like a ton of fun!!!
 
<!--quoteo(post=166744:date=Oct 10 2006, 11:26 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 10 2006, 11:26 AM) [snapback]166744[/snapback]</div><div class='quotemain'><!--quotec-->
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Latest Build 13 News</b><!--sizec--></span><!--/sizec-->
edit

To Doober: The only thing I know that has been changed for the surrender of ships is that line 776 in AIShip.c was uncommented:
<i>if(HPr > 20 && fdist <= enemydistance) return; // if friend closer than enemy, no surrender.</i>

Try to comment that line again and see if that solves your issue:
<i>//if(HPr > 20 && fdist <= enemydistance) return; // if friend closer than enemy, no surrender.</i>
<!--QuoteEnd--></div><!--QuoteEEnd-->

Confirmed: putting the // back in resolves the issue of all ship going neutral once one has surrenderd - good spot <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Hm, the only problem with that is that the only thing after that code is really just the surrender test. Nothing is changed and saved anywhere. I'd call it coincidence.

Hook
 
Ok, still without those // you will find every ship in every convoy will surrender(go neutral) once one has.

I did only do the one test so far with them back in, but it worked liked it used to(in that each ship stays red until they are destroyed/surender or sail away) - no mass neutrality.

Still i've been finding a raft of pretty serious bugs today - i'll put all the details in my "build13+beta1+beta2+beta3" thread, which i will be closing down as i've gone through a complete re-install of the game and jumped beta1+beta2 this time. I'm hoping it will fix the big probs i had been having!?
 
While I believe this bug exists, I've never seen it. I'm hoping it's all part of the problems I'm experiencing being unable to board certain enemy ships. With luck, if I find the cause of one bug, it will be the cause of all of them.

Hook
 
<!--quoteo(post=166976:date=Oct 11 2006, 06:57 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Oct 11 2006, 06:57 PM) [snapback]166976[/snapback]</div><div class='quotemain'><!--quotec-->
edit.....
With luck, if I find the cause of one bug, it will be the cause of all of them.

Hook
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Amen brother! - what we need is some positive thinking...........and probably more time than the 'this weekend' deadline.

I restarted 6 games in as many days recently <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

heh - just glad i'm not one of the unfortunate coders....like your poor self......i can see it getting goofy!

<img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
So does commenting out the "if(HPr > 20 && fdist <= enemydistance) return;" line work or not?

This line is supposed to prevent enemy ships from surrendering if there is a ship friendly to them closer than a ship enemy to them. However, I wonder if this can cause an unwanted side-effect. Imagine there are 3 ships:
A: Player's ship
B: Enemy ship 1 from Nation 1
C: Enemy ship 2 from Nation 1

Ships B and C are closer to each other than they are to ship A. Now imagine this: Ship B would surrender, but doesn't because ship C is closer than ship A. Ship C would also surrender, but doesn't because ship B is closer than ship A. Now ship A comes closer to ship B and eventually is closer to ship B than ship C is. Result: Ship B surrenders. Now ship C also surrenders, because there is no friendly ship close anymore.

Could the above actually be occuring?
 
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