• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Pre Build 13 Modpack

<!--QuoteBegin-CatalinaThePirate+Aug 5 2005, 11:48 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Aug 5 2005, 11:48 AM)</div><div class='quotemain'><!--QuoteEBegin-->... I have encountered the rapists - this was when on Douwesen, heading for the Pirate Fort.  ..., but on the way back I saw four men running towards me, and I thought, "Hmmm, that's odd, the highwaymen never ran towards me before!"  I stood there and waited, and realized that three of the men were chasing the fourth - just like the rapers chase the girl.
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Ohh man, do we really need "Equal Opportunity" Rapists.? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
Perhaps if they were female ... hmmm <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--QuoteBegin-Petros+Aug 5 2005, 09:55 AM--><div class='quotetop'>QUOTE(Petros @ Aug 5 2005, 09:55 AM)</div><div class='quotemain'><!--QuoteEBegin-->Perhaps if they were female ... hmmm <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> How bawdy! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Maybe we need a little action like of that nature in the brothel where they can chase YOU around - or the "marry my daughter/niece" scenario - where they start arguing about who was first, and get into a catfight! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> Now THAT's entertainment! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />
 
Okay, I have another good one, and this is REALLY FUNNY!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

I think it happens because of a mod CCC was working on, to have the Maltese order in the back room of the Redmond church...

When you go to the Isla Muelle church in the process of running the Animists quest, you enter to the tune of the "danger" music, and your icon is flashing red.

THEN you get this - [attachment=142:attachment]

Everyone runs at you from various points of the room and stands there looking at you like they are waiting for your orders!

You can lead them all around the church... [attachment=143:attachment]

Long line at the confessional, today. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

AND if you go out and come back into the church, the crowd changes! [attachment=144:attachment]

Never knew there was such a diverse group of people interested in Catholicism! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

ALSO discovered the Spanish governor walking around town - or at least his character model and skin. It wasn't his name tho. But it was funny to see him walking around! (especially in that lovely lavender outfit!) (LOL!!!)

Anyhoo, interesting days on IM, hm??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<!--QuoteBegin-CatalinaThePirate+Aug 7 2005, 02:58 AM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Aug 7 2005, 02:58 AM)</div><div class='quotemain'><!--QuoteEBegin-->... or the "marry my daughter/niece" scenario - where they start arguing about who was first, and get into a catfight!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />  ...<div align="right">[snapback]127476[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That almost happens in the "Girl in a dice game" quest, only not to the player but a third party. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I'm not currently at home, so I can't change anything to the modpack yet. Will do soon though. But before I left, me and my nephew found some bloody weird bugs:
- Rapers chasing OldWoman. Why would they want to do that??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- In the cave behind the Douwesen waterfalls, instead of skeletons or smugglers, there were civilians attacking!
- Sometimes, during boarding, if you press space to go to the next level, you might end up doing that <i>and</i> initiating a conversation with an officer. Then you are transferred to the next deck and you'll have a dialog interface opened while playing. I have a screenshot at home of this. It's real annoying and can only be solved by saving and loading a game. I reckon the space button should be turned off as dialog-start button during boarding, so only the "O" button will start dialog. I can show a picture of this bug when I return home.
- When you're smuggling and the coastguard marines come running up the beach, they all have the Blaze skin. Also: I was smuggling rum at Douwesen, but when we entered sailing mode, there seemed to be an English coastguard ship there trying to sink us. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

I know we did encounter more bugs than just these, but I can't remember anymore right now. Will post them when I remember/encounter them again. <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" /> Pieter and nephew!

Enjoy your time away. I too have encountered the dialog bug you mentioned and it is improtant to note that it only occurs when you press space, Everything works fine when you press "o".

New bug! Virgile Boon is only carrying 5000 in gold. Not his usual 1000000.

In the new mod pack I have still seen no rappers. Conceico, Redmond and Oxbay so far. <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 have a fix for the Animist quest so that if you do not go talk to Padre Domingues (in a cell in the cave) before you kill off the Dark Leader, you will still be lead to rescue him before you go defeat the Mefisto. I'll email it to you, Pieter, so you can add it to the next update at your convenience. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

You will not need to start a new game for this fix, so I have also added it to the FTP too: <a href="ftp://files@piratesahoy.net@ftp.piratesahoy.net/" target="_blank">ftp://files@piratesahoy.net@ftp.piratesahoy.net/</a>

It is called "Animist fix 2.rar"

(password for the FTP is <span style='color:red'>piratesahoy</span>)

It adds just a few lines in Blaze_dialog.c and Blaze_dialog.h, as well as in quests_reaction.c - after you kill the Dark Leader, Nathaniel has a small dialog with himself: "Now to free Padre Domingues! ... The cells are off to the right. Let's go."

Sorry for not getting it into my fix for the Animist quest. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> I guess I automatically assumed that one would investigate the cave upon killing the Dark Leader - but I forgot that there are people who would not expect Padre Domingues - or anybody else - to be in those cells. <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#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--QuoteBegin-Jason+Aug 8 2005, 01:21 AM--><div class='quotetop'>QUOTE(Jason @ Aug 8 2005, 01:21 AM)</div><div class='quotemain'><!--QuoteEBegin-->New bug!  Virgile Boon is only carrying 5000 in gold.  Not his usual 1000000.
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That's not a bug. That was a bug-fix. Virgile Boon having 1000000 was <i>waaay</i> too much (you've got to agree with me on that one, right?), so Nathan set it to 5000, which is a much more realistic amount of money for him to have.

BTW: I'm back now and will have a new modpack update including Cat's latest animist quest fixes and Maximus' new interface up later today, I hope. I'll also be trying to do some coding myself. I've got some ideas that shouldn't be too hard, but might be nice to implement.

Also: Here are a few bugs I failed to mention earlier:
- Excellent blades are not shown in the trader interface, so you cannot sell them.
- When monkeys die, their corpse looks just like an alive monkey; only they don't attack anymore. They also carry nothing at all. With the original loot-the-dead mod, you would get some leather for killing a monkey. Any chance of that being put back. I also suspect that dead monkeys/mummies are called "The Late Monkey"/"The Late Mummy". That is slightly odd.

Now I know I am <i>still</i> forgetting to mention some bugs. I will post them later when I've remembered them. (What the bloody hell is wrong with my mind? I used to remember everything just fine. And I'm not old at all yet; only 18. <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-CatalinaThePirate+Aug 6 2005, 10:05 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Aug 6 2005, 10:05 PM)</div><div class='quotemain'><!--QuoteEBegin-->When you go to the Isla Muelle church in the process of running the Animists quest, you enter to the tune of the "danger" music, and your icon is flashing red.

Everyone runs at you from various points of the room and stands there looking at you like they are waiting for your orders!

You can lead them all around the church...
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Looks like the parish wants your spiritual guidance. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
<!--QuoteBegin-CatalinaThePirate+Aug 6 2005, 10:05 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Aug 6 2005, 10:05 PM)</div><div class='quotemain'><!--QuoteEBegin-->I think it happens because of a mod CCC was working on, to have the Maltese order in the back room of the Redmond church...
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Arrgh, you caught me redhanded! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" /> The bug is this line in Loc_ai\LAi_monsters.c:

if(location.image == "loading\Isla_Muelle_Church.tga") LAi_monsters_group = "goto";

Adding a second condition will purge IM cathedral from all heathen and infidels:

if(location.image == "loading\Isla_Muelle_Church.tga" && location.id.label == "Abbey of the Maltese order") LAi_monsters_group = "goto";

(Looks a bit complicated, but exactly that syntax is necessary for future haunted abbeys)



I am not sure about the Coastguards looking like Blaze, but originally the coastguards were created like this in quests\both_raction.c:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->  case "Rand_ContrabandInterruption":

     //trace("ÏÎßÂËÅÍÈÅ ÁÅÐÅÃÎÂÎÉ ÑÒÐÀÆÈ: " + sld.id);

     //LAi_CreateFantomCharacter(0, "soldier_eng", "", "");
     
     

     /*NK*/ sld = LAi_CreateFantomCharacter(false, 0, true, true, 0.75, SelectSoldierModelbyLocationNation(Pchar.location, "Soldier"), "", "");<!--c2--></div><!--ec2-->Has SelectSoldierModelbyLocationNation been replaced recently, maybe by Model Selection?
 
<!--QuoteBegin-Pieter Boelen+Aug 10 2005, 11:10 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 10 2005, 11:10 AM)</div><div class='quotemain'><!--QuoteEBegin-->(What the bloody hell is wrong with my mind? I used to remember everything just fine. And I'm not old at all yet; only 18. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> )
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You do too much modding, Pietro...err... Pablo? DAMN, what was your name? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

But one thing I remember: For looting monkeys and mummys LAi_fightparams.c once contained these sections in the LAi_CalcDeadExp function
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //ccc10.2 ->
   if(enemy.lastname == VC_MUMMY_LNAME) //ccc Amazone artefact
   {
       GiveItem2Character(GetMainCharacter(), "indian" + (1 + rand(15)));
       log = true;
       if(b == "" && g == "") {m = " an Indian artifact";}
       else {m = " and an Indian artifact";}
       //Log_SetStringToLog("You found an Indian artifact with the late Amazone");
   }
   if(enemy.lastname == VC_MONKEY_LNAME) //ccc monkeyhide
   {
       AddCharacterGoods(GetMainCharacter(), GOOD_LEATHER, 1);
       log = true;
       if(b == "" && g == "") {m = " the beast`s hide";}
       else {m = " and the beast`s hide";}
       //Log_SetStringToLog("The beast`s hide is yours!");
   }
   //ccc10.2 <-
   if(log) comp = "You got" + b + g + m + ". ";<!--c2--></div><!--ec2-->
Maybe you can put this back into the latest version of that file. And maybe we should disable corpsegeneration for monkeys?
 
<!--QuoteBegin-CouchcaptainCharles+Aug 10 2005, 01:29 PM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Aug 10 2005, 01:29 PM)</div><div class='quotemain'><!--QuoteEBegin-->if(location.image == "loading\Isla_Muelle_Church.tga" && location.id.label == "Abbey  of the Maltese order") LAi_monsters_group = "goto";
<div align="right">[snapback]127819[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->Does the part "location.image == "loading\Isla_Muelle_Church.tga"" still need to be in there? I thought that if location.id.label == "Abbey of the Maltese order", location.image == "loading\Isla_Muelle_Church.tga" will be automaically true as well. Or am I totally off here? I'll put the fix in the new modpak anyway. Thanks.

<!--QuoteBegin-CouchcaptainCharles+Aug 10 2005, 01:29 PM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Aug 10 2005, 01:29 PM)</div><div class='quotemain'><!--QuoteEBegin-->Has SelectSoldierModelbyLocationNation been replaced recently, maybe by Model Selection?
<div align="right">[snapback]127819[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->I believe the model selection has changed the soldier selection code. I just don't know how it works now. If Nathan could have a look at it, he'd be able to fix it in no-time, I'm sure.

Turning off the corpse mod for monkeys might be a very good idea. Maybe, for monkeys, if you kill them you should receive a bit of monkey leather (I always thought that was funny) and the corpse might be left there. If you are in a location with monkeys, there won't be any new characters generated there anyway, so it shouldn't matter if the corpse remains. But just a corpse made by removing the "Character log out of location" thingey, so it is visible, but you can't interact with it. Would that work?

And thanks for the help! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I have been busy working on a modpack update today and have made something that seems to work quite well. I am currently packaging it and will then be working on uploading. I hope it'll be available later today.

New features/bugfixes:
- Maximus' improved blue interface has been merged in
(I just remembered: He did add in several new officer types <span style='font-size:8pt;line-height:100%'>(doctor, carpenter, etc)</span>, but there are no models assigned to the new categories. Will need to do that next time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<span style='color:red'>Edit:</span> Done!)
- A new bugfix to the Animist quest by CatalinaThePirate
- Bugfix to the crowded Isla Muelle church by CouchCaptain Charles
And, for the first time in a long time, I actually did some minor mods myself as well:
- Diego Uargo, the Portugese blacksmith, will now not repair blades anymore, but guns instead. Until a proper gunsmith mod has been made, you will now be able to repair your guns at Conceição. Hope you like this change. If not, I will change it back.
- The Quick-Equip button has been slightly changed as well. The button will now tell you the quality of the item(s) you have just equiped. And, more importantly, the button will never equip a worse sword than the one you currently have equiped anymore, because now it will only equip a new sword if the new sword/gun has the same quality or a better quality than the old item. So it will now not equip a badly worn Rapier instead of an excellent Saber anymore. I hope this is an improvement. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
BTW: The button will not choose a worn Solingen Rapier over an excellent Saber either, so the button might not always equip the best item you have available, but it will, at least, not equip a worse one like it used to. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

To Catalina: I set the Fred Bob skins to nation BROKEN instead of PIRATE, so that that skin won't be buyable anymore, because you wanted it unique.

The update will be uploaded later today. Working on that right now.
<span style='color:red'>Edit:</span> Done! More info in the post below.
 
The new update is now available from <a href="http://pieter.piratesahoy.net" target="_blank">Pieter's Pirates Page</a>. It is a rather large download (14,5 MB), but it's sure worth it. After asking for it for many weeks, the improved blue interface has now been merged in by Maximus (thank you EVER so much!!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> ) and it seems to be working quite well. I hope it'll work well for you as well.
BTW: Maximus' new interface includes the option in Malcolm Hatcher's dialog to play as Danielle Green. I have fixed this option for a bit, because the dialog and id were set to "Danielle Green" as well, which would've messed up the main quest. Also: For some reason, always run would be turned off after the tutorial when playing as Danielle, but I seem to have been able to fix that as well. I just don't know how... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
For more features that were added, read the post above this one.

I do have a small warning though: I made a stupid mistake in the new update, but I couldn't fix the update anymore, because I was already halfway the uploading process and didn't have time to start again today. This stupid mistake will cause PotC to crash. Luckily, I've been able to find and fix the bug, so please also download the small bugfix file (13 KB) from the download page and extract that on top. That should fix the bug and get your game to properly run. Tomorrow, I will update the modpack with the bugfix, so you won't need to download and extract so many files anymore.
<span style='color:red'>Edit:</span> Never mind. I managed to update the update with the bugfix, so you won't need to download the small bugfix anymore, because it'll work straight away. I hope. In case you were downloading at the moment I replaced the update with the bugfixed one, you might end up with a corrupted file. If the file is corrupted, please redownload. I will not change the file again today, so it shouldn't be corrupted again.

I also hope that tomorrow, some people have come up with more bugfixes or features for me to merge in. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Anyway: I reckon that'll be all for today. I hope I did a proper job of making the new modpack update (apart from my stupid mistake, of course <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> ) and that I didn't leave any bugfixes or features out that were in the previous update. I wish you fun with the new update! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Today, I have made yet another update. This is probably one of the few updates that only include new modifications by me and no new modifications by anyone else.
<span style='color:red'>Please note</span>: You need to install yesterday's update first for it to work! (You can imagine I didn't feel like uploading 15 MB when the size of the changed files totals to 50 KB <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )
You probably need to reset the controls to default before playing.

BTW: It seems like a lot of mods-in-progress are more-or-less dependent on the new islands being put in the game. I am really wanting to add those new islands into the game and, if I can manage it, add the missing landlocations myself... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<i><b>List of changes:</b></i>
- Name change button ("N") disabled; you can change your name by typing in the character menu instead. If it should be re-enabled again, please say so.
- Fixed stupid typo in Enc_Walker.h ("God advice, thank you.")
- Larger Oxbay can now be toggled on/of in BuildSettings.h; this does not work on a saved game, though, so you'll need to start a new one to disable to Oxbay and Greenford suburbs. (Please note: Only the new suburbs are disabled, not any other new locations.)
- Quick-Equip button was improved again.
- You can steal an itemtrader's stuff by killing or looting him. That is a great way of making much money on no-time. CCC made a small change, so that an ambush of Merchant Guild soldiers was generated if you tried to do so. However, this worked only if the Merchant's last name was "Merchant" and it did not occur when you killed a merchant and looted his body. I rewrote it so that if the merchant already has the "itemtrade" attribute (which is given to him when you first talk to him and if he doesn't have this attribute, he doesn't have any items yet), the ambush will happen. I also wrote it so that the ambush also happens if you kill an itemtrader (whether using a gun or a blade). That should be an improvement, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
- Change to CCC's equip buttons: Instead of having buttons "1" - "4" equip the items defined in BS.h, I rewrote it to use buttons "0" - "9":
1] Equip Regular Blade
2] Equip Regular Gun
3] Equip Cobblestone
4] Equip Sandbag
5] Equip Etherbottle
6] Equip Thief's Knife
7] Equip Poisoned Throwingknife
8] Equip Stinkpot
9] Equip Grenade
0] Equip Your Trusty Fists
I hope you will find this in improvement as well. Have fun with the new update! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Wow, you sure have been busy <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Thanks a lot for all that work and for maintaining this modcompilation. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /> I only wish I could keep up with your pace <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Does the part "location.image == "loading\Isla_Muelle_Church.tga"" still need to be in there? I thought that if location.id.label == "Abbey of the Maltese order", location.image == "loading\Isla_Muelle_Church.tga" will be automaically true as well.<!--QuoteEnd--></div><!--QuoteEEnd-->

You were right if that check would apply to this one location only. But this shall apply to several locations of several abbeys as well, but not for all, so this somewhat complicated check for common attributes IS necessary. (Unless I create a new location attribute just for this check, but that wouldn't make things simpler either)
 
Ah. Thanks for your reply. I'll keep the check as-is then. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

BTW: I have been making some changes to your mods as you can see in above posts, so I hope you don't mind that. If you don't find my changes an improvement or you would want to improve on my changes to your mods, please feel free to say/do so. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.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" /> All,

I've been bnug testing the new post 12 pack with the new interface, which is most excelent by the way.

I have found the following bugs not fixed.

1) When using smugglers and the guards show up they all look like Nat Hawk.
2) when asking the Governor for a hunting mission when you press the indeed selction the game freezes.( All governors)
3) same thing sometimes happens with a cargo mission from a store. It has only happened to me at Dowessen so far.
4) any in game officers ( Rhys bloom etc) come up as theier name and error on the passeger maenu and can't be assigned as captains.

That's about all for now. The ship capture, and ransome issues are sorted and the ship transfer issues seem to be sorted.

FYI I used a virgin install of POTC, put the 12.1 build on, run the bat file, ran the latest full post mod patch then the latset update wit the new menus.

The new skins look way cool and the overall game presentation is awesome now. Thanks for all the Work Guys & Gals. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I'll post any more issues that i find. By the way I'm with Pieter, can't wait for the new islands to come out.

Catch you all later & Stay safe out there, it's a cruel world.

BB <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" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I have found the following bugs not fixed.   

1) When using smugglers and the guards show up they all look like Nat Hawk. 

2) when asking the Governor for a hunting mission when you press the indeed selction the game freezes.( All governors) 

3) same thing sometimes happens with a cargo mission from a store. It has only happened to me at Dowessen so far. 

4) any in game officers ( Rhys bloom etc) come up as theier name and error on the passeger maenu and can't be assigned as captains.<!--QuoteEnd--></div><!--QuoteEEnd-->

Also...

when capture a pirate ship and you kill the captain this instead disappearing from the passenger members menu,but remains and you can' t toggle it never.

Bye Bye <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.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" />

I have been away in Maine with a dead laptop and just got back. I have starteed to go through all of the new features. I note the problem with the coastguard looking like Nathaniel. Also, no matter where you are the ships are british and the soldiers on them are too.

Also, when I try to ransack a ship I get stuck in the interface. ie, add crew and the esc key doesn't takle you back to the ransack interface. Preessing esc is not taking me any where? Have I missed something? Or is this not working?

The new intreface looks fabulous.
 
<!--QuoteBegin-Jason+Aug 14 2005, 03:56 AM--><div class='quotetop'>QUOTE(Jason @ Aug 14 2005, 03:56 AM)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I have been away in Maine with a dead laptop and just got back. I have starteed to go through all of the new features.  I note the problem with the coastguard looking like Nathaniel.  Also, no matter where you are the ships are british and the soldiers on them are too. 

Also, when I try to ransack a ship I get stuck in the interface.  ie, add crew and the esc key doesn't takle you back to the ransack interface.  Preessing esc is not taking me any where?  Have I missed something?  Or is this not working? 

The new intreface looks fabulous.
<div align="right">[snapback]128152[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

Hi
To make for coastguard soldiers a temporary fix, goto Pirates of the Caribbean\PROGRAM\Dialog_func.c file

string SelectSoldierModelbyLocationNation(string LocationID, string SoldierOrOfficer)
{
// NK rewrite to use modeltypes 05-07-16

ref PChar = GetMainCharacter();
if(LocationID == "") LocationID = PChar.location;
return SelectSoldierModelByNation(GetLocationNationFromID(LocationID), SoldierOrOfficer); // bugfix 05-07-19 GetLocationNation takes aref, not string.
// NK <--

/*string model, islandID;
int jopa;

fix to

string SelectSoldierModelbyLocationNation(string LocationID, string SoldierOrOfficer)
{
// NK rewrite to use modeltypes 05-07-16

ref PChar = GetMainCharacter();
// if(LocationID == "") LocationID = PChar.location;
// return SelectSoldierModelByNation(GetLocationNationFromID (LocationID), SoldierOrOfficer); // bugfix 05-07-19 GetLocationNation takes aref, not string.
// NK <--

string model, islandID;
int jopa;

That is we take a step back to older programming.
Coastquard ship problem is older than this one.
Finger points to \Pirates of the Caribbean\PROGRAM\Ships\ files.
Hope this helps. Bye
 
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