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Pre Build 13 Modpack

Here are a couple of more bugs/observations --

Wandering guards WILL interfere with some quest events if they are not at the right place when you need them. The sentries need to be at their posts for a lot of quests... If we have wandering guards, there should be an extra one or two wandering around, not all the sentries too. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Got a couple of freeze/crashes after boarding ship and attempting to head out of a harbor full of ships - there was a battle going on, and then I couldn't move... This happened to me several times on Redmond.

I found when trying to sell a ship that there were negative values in the shipyard. Also discovered them in the merchant's when doing a "sell all" of items that were in a ship I wanted to sell... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

The new cannon values (range&tc) seem very over extended - larger than the entire Redmond bay. While I like the way the ships fire their cannons now, the ranges still seem to be wrong... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Pieter, I can't get the PotCMods_update.zip file
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That doesn't matter. I recently removed it after I moved the updates into the main PotCMods.zip file. The update isn't needed anymore.

Came across an odd one. I captured a Xebec CT in the Redmond harbour, and when I checked the inventory it had 3870 knippel shot. There's no option to discard the knippel, and no option (in stores) to sell it. Using autobuy to try and rid myself of it resulted in in me losing 16,268 gold, and going into debt for -2516.
Also, my cargo capacity is showing as -46/1945, allowing me a 'free' capacity of 1990 or so, despite having other types of shot etc on board.
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WOW! That IS weird! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Have you started a new game with the most recent PotCMods.zip file or had you used an older savegame? I reckon strange things like that might happen if you use an older savegame, but I'm not quite sure. Don't know much about these things really. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

From tutorial deck to Oxbay, regular opening. I went into the Merchant's to do my regular trade off of chocolate and leather for some sandalwood, and while I was in there I decided to sell off some of the extraneous stuff I'd picked up at the various "random" spots around town. So I went into the personal item menu, and found out that the merchant has darned near EVERY weapon in every grade for sale - in MULTIPLES!!!!!!!!!!!!!
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If you first talk to a merchant/itemtrader, he is set to a random quality from 1 to 10. You can see the quality below in the trading screen. Apparently, he was randomly set to quality 10, so he has virtually everything available. That one bug that needs to be fixed: The traders must be manually set to a quality, then they level up throughout the game. If you could set the quality in the character init files, I would have already, but you need to set it in the dialog files (apparently).

Gregor Samsa has nothing to offer. So that rat of a merchant must have stole the old daft fellow blind... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
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That's one of the bugs I noticed at first too, but have been yet unable to fix. He should be a quality 10 trader, but because the quality is set in the dialog and he has a lot of non-trader dialog, that's causing trouble. I think.

If I am not using bombs, does that mean my enemy is not using bombs? Does that also mean my ship won't catch on fire?
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The enemy isn't using bombs; only forts are. Your ship still can catch on fire, but I suppose it doesn't happen as frequently. Not sure though: When I play-tested the game myself yesterday, I found that catching on fire and losing guns are things happening quite frequently.

Awfully long loading time.... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sleep.gif" style="vertical-align:middle" emoid="-_-" border="0" alt="sleep.gif" />
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The reinit sequence was moved to during the loading, so the loading takes longer, but it doesn't reinit anymore after you're done loading.

Oxbay dungeon is locked from the town entrance, and called a "sewer"... If you swim to the other entrance it is open, but still called a sewer.
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That's one of CCC's changes: Calling the dungeon a sewer. It's supposed to be open though, but I encountered it being closed yesterday as well. Don't know how I should fix that; thought I alread fixed that months ago. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

A LOT of the enemy in the sewer were unarmed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
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Don't know why that is, but I also encountered several unarmed enemies there yesterday. Should be fixed, but I don't know how. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

Guards roam around now, which is nice, but they completely leave their post unguarded. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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CCC changed that, because it was nescessary for future mods. Personally, I'd have preferred some guards to be left at their post. When reaching Redmond for the first time, the giards were all walking around and none was there to stop me from entering the governour's mansion.

Wandering guards WILL interfere with some quest events if they are not at the right place when you need them. The sentries need to be at their posts for a lot of quests... If we have wandering guards, there should be an extra one or two wandering around, not all the sentries too. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
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Good idea. That'd be much better. I also noted that when you talk to the guards, they only tell you to clear the streets, instead of having their funny dialog of old. And why should you clear the streets in daytime anyway? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Got a couple of freeze/crashes after boarding ship and attempting to head out of a harbor full of ships - there was a battle going on, and then I couldn't move... This happened to me several times on Redmond.
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I also crashed to the desktop doing some fighting in a storm. Can't remember what I was doing at the moment though. But you couldn't move? That realy is weird. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

I found when trying to sell a ship that there were negative values in the shipyard. Also discovered them in the merchant's when doing a "sell all" of items that were in a ship I wanted to sell... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
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Hmm. That's rather odd. I suppose that's one of the bugs left in the itemtrading that Nathan will have to fix when he gets back. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

The new cannon values (range&tc) seem very over extended - larger than the entire Redmond bay. While I like the way the ships fire their cannons now, the ranges still seem to be wrong... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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It's supposed to be realistic. If I remember correctly, someone said that in reality, cannons could fire very far, but do only very limited damage on longer ranges. So I suppose it's fine the ranges are longer, but it's hardly any use, because you can only hit the enemy at closer range and the range is also used in the damage calculation, so at long ranges, the cannons will hardly do any damage.

Because I can hardly do some fixing of the bugs myself, I suppose I'll just go and note all bugs that are found, so that when CCC or Nathan or somebody else who can code and bugfix returns, they'll know what needs their attention. I'll do some testing myself as well.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Anyone knows where CCC and Nathan are these days? We NEED them HERE!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

BTW: The quotes don't seem to work. What the HECK? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
I started a new game as soon as I installed this version for testing. So it's not because of old save games. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Pieter, I don't know why those quotes aren't working. They SHOULD be working... Very odd...

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> Hey this site is getting as weird as PotC! <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 got the slightest idea why it isn't working. Sometimes it does, sometimes it doesn't. Ah... Well... The <i>meaning</i> comes accross. At least I hope it does... <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-CatalinaThePirate+Jun 15 2005, 04:25 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jun 15 2005, 04:25 PM)</div><div class='quotemain'><!--QuoteEBegin--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> Hey this site is getting as weird as PotC! <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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It isn't <i>that</i> bad yet, is it? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
(And the quoting works again. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" /> WHAT - THE - HECK??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> )
 
Do you still need further testing, Pieter, or will it "be on hold" or some such until these bugs are stamped out? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
I'd say: Test as much as you want and can and when some people capable of actually fixing the bugs, they'll have a list of bugs waiting for them, so they'll know what to do. But if you feel you're done bugsearching, then thanks for the bugsearching you did anyway. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Me, done? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

I'm the meanest, salties bughuntress there ever was! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> Why, I remember, once, some years and a half ago, there was this jolly whoppingly large bug infestation over at the old, abandoned sea side hotel, so I took me olde crew over there to...... (rant, rant, rant)

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<snicker!> When you've a mind for a change in the climate Lass, head on over to Washington DC, USA, I've got a job for you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <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" />

Pieter, I've been wondering about the CCC locations you added in this last modpack... I'm going to venture a guess that they MIGHT be interfering with the tailor shops in some way... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I mean, these new locations are cool, but I don't think CCC was finished with them yet... I have so little experience with adding new locations, but I can't see anything else that might be causing these problems... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Hmm, not sure I'm ready to be president and s(m)ack <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /> the congress yet, I still got a few other colonies to conquer first... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

I might take you up on that offer later though! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />


Hmm, yes, my thoughts goes somewhere along those lines too - the generating of tailor shops is where something goes wrong, but what and how, well, I have not a clue. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Heh, it was kinda a shock, playing just recently, when I stepped out the back gate at Greenford and was suddenly in Redmond! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> Very weird... But pretty cool... And the one for Oxbay is cool - I found the way to the fort... This is going to be fun... I sure hope it gets ironed out...

CCC, where are you??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> Real life sux... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />
 
This is the current buglist I'm having:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->- Itemtrading bugs:
    - Gregor Samsa doesn't show any items for trade. I think it's got to do with you having already spoken to him (in most cases), so te last_speak_date is already set to today and so he won't be given any items.
    - Traders can be randomly set to very high levels, so they should be set set to a proper level manually.
    - Trader type and level need to be set in the dialog files; would be better if they could be set in the character init files, because most traders don't have a seperate dialog file.
    The Real Rod Hull:
  Came across an odd one. I captured a Xebec CT in the Redmond harbour, and when I checked the inventory it had 3870 knippel shot. There's no option to discard the knippel, and no option (in stores) to sell it. Using autobuy to try and rid myself of it resulted in in me losing 16,268 gold, and going into debt for -2516.
  Also, my cargo capacity is showing as -46/1945, allowing me a 'free' capacity of 1990 or so, despite having other types of shot etc on board.
  An affected save game is available here:
  http://homepage.ntlworld.com/russell.bellis/buggedrod.zip
    - Negative values in the shipyard. Also discovered them in the merchant's when doing a "sell all" of items that were in a ship I wanted to sell...

- Tailor's shop bugs:
    - All tailor's have disappeared
    - The shops are exits wherever you go (the little door icons never vanished)...
    - No sidestepping in tailor's shops
    - Error message when entering a tailor's shop:
  RUNTIME ERROR - file: characters\characters_events.c; line: 232
  invalid index -1 [size:500]
  RUNTIME ERROR - file: characters\characters_events.c; line: 232
  process event stack error

- CCC Greater Oxbay:
    - Small side door into the new Greenford abbey doesn't work and leads to a black screen
    - Oxbay dungeon is locked from the town entrance, and called a "sewer"... If you swim to the other entrance it is open, but still called a sewer.
    - A LOT of the enemy in the sewer were unarmed.
    - Guards roam around now, which is nice, but they completely leave their post unguarded.
  - Wandering guards WILL interfere with some quest events if they are not at the right place when you need them. The sentries need to be at their posts for a lot of quests... If we have wandering guards, there should be an extra one or two wandering around, not all the sentries too.
  - Guards tell you to clear the streets whenever you talk to them instead of having their funny dialog of old. And why should you clear the streets in daytime anyway?
  - When reaching Redmond for the first time, the guards were all walking around and none was there to stop me from entering the governor's mansion.

- Realistic cannons mod:
    - The new cannon values (range&tc) seem very over extended - larger than the entire Redmond bay. While I like the way the ships fire their cannons now, the ranges still seem to be wrong...

Other bugs/issues:
- If you equiped your armor and your model changed, your sword and gun will have become invisible, until you reload to another location. If you fire your (invisible) gun before going to another location, the game will crash, so don't do that. Your sword will work fine being invisible. After reloading to another location, everything will work fine as well.
- Cheatmode refuses to work for some reason and I haven't got the slightest idea why.
- Awfully long loading time for new games...
- Got a couple of freeze/crashes after boarding ship and attempting to head out of a harbor full of ships - there was a battle going on, and then I couldn't move... This happened to me several times on Redmond.
- catching on fire and losing guns are things happening quite frequently.<!--c2--></div><!--ec2-->
If you find anything that should be changed on this list, please say so.

BTW 1: Does anyone know any mods that are best left out of my modpack? Maybe I should make a version without the enlarged Oxbay, for example... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW 2: I tested the full latest Pre Build 13 and there the tailor's shop was also causing trouble, so it's not something I did. I'm trying to find out now when this bug came to be.
 
That includes all things that I have noticed so far.

And about cannon range... being shot at, uh, well, they shot in my general direction, more like it, by ships some 2,400 yards away, heh, well... It looked like it was raining <i>very</i> heavily! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Pieter, once again cheers for an awesome job, and to all the brave testers and contributors!

<i>- Gregor Samsa doesn't show any items for trade. I think it's got to do with you having already spoken to him (in most cases), so te last_speak_date is already set to today and so he won't be given any items.</i>
I'll check this--I know I had this bug at one point, but I thought I fixed it. Maybe I just never uploaded.

<i>- Trader type and level need to be set in the dialog files; would be better if they could be set in the character init files, because most traders don't have a seperate dialog file.</i>
What's the problem you're getting setting them in the inits? That should work--at least, it was that way exactly that I'd planned us using.
Does it crash, or does it just not 'stick' or something?

Re: -2516 cargo. Rod Hull, were you playing with realistic cannon on or off?

<i>Negative values in the shipyard. Also discovered them in the merchant's when doing a "sell all" of items that were in a ship I wanted to sell...</i>
What negative values? For a ship stat or good quantity, or for price, or for merchant's money?
(Or something else?)

Hmm, dunno what we'll do about wandering guards screwing up quests--as IIRC CCC needed them that way for thief functionality.

Maybe with a robust guard-distracting module where you can make them temporarily leave their post, that would be enough?

"Clear streets" thing is I think because anyone set to Patrol type gets patrol dialog.

The ranges are pulled from figures of period guns Rad dug up; range is ~2000yds for a culverin (19lb), 1800 for a demi-cannon (36lb), and so forth.
Well, you can always tweak cannon range by changing CANNON_RANGE_SCALAR in BS.h

<i>- If you equiped your armor and your model changed, your sword and gun will have become invisible, until you reload to another location. If you fire your (invisible) gun before going to another location, the game will crash, so don't do that. Your sword will work fine being invisible. After reloading to another location, everything will work fine as well.</i>
That's _really_ odd, it worked for me fine IIRC.
Again, maybe I fixed it but never uploaded, I'll check.

<i>Awfully long loading time for new games...</i>
This is in the main due to making the characters array half again as large so there's room to grow. However, I did a good bit of streamlinig somewhere during fleet backend creation, I'll check to see if that's the code that's in POTCMods.

<i>catching on fire and losing guns are things happening quite frequently.</i>
Both can be tweaked with scalars in BS.h

The other bugs, I don't have anything helpful to add at the moment. :\
I'll try to look into them as soon as I can.
 
<!--QuoteBegin-NathanKell+Jun 21 2005, 04:42 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 04:42 AM)</div><div class='quotemain'><!--QuoteEBegin-->Re: -2516 cargo. Rod Hull, were you playing with realistic cannon on or off?<!--QuoteEnd--></div><!--QuoteEEnd-->
On.
 
Incredible job, Pieter! Thank you! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
Hear, hear! Give the lad a beverage of his choice! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
<!--QuoteBegin-NathanKell+Jun 21 2005, 06:42 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 06:42 AM)</div><div class='quotemain'><!--QuoteEBegin--><i>- Gregor Samsa doesn't show any items for trade. I think it's got to do with you having already spoken to him (in most cases), so te last_speak_date is already set to today and so he won't be given any items.</i>
I'll check this--I know I had this bug at one point, but I thought I fixed it. Maybe I just never uploaded.
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I'm quite certain it still is in the most recent fleets pack, because I merged that into my modpack thingey. I tried fixing it myself, but haven't had much luck at it.

<!--QuoteBegin-NathanKell+Jun 21 2005, 06:42 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 06:42 AM)</div><div class='quotemain'><!--QuoteEBegin--><i>- Trader type and level need to be set in the dialog files; would be better if they could be set in the character init files, because most traders don't have a seperate dialog file.</i>
What's the problem you're getting setting them in the inits? That should work--at least, it was that way exactly that I'd planned us using.
Does it crash, or does it just not 'stick' or something?
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If I remember correctly, I tried this with Gregor Samsa, so that might explain why I hadn't been having much luck at getting it to work. Maybe it indeed <i>does</i> work for other traders.

<!--QuoteBegin-NathanKell+Jun 21 2005, 06:42 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 06:42 AM)</div><div class='quotemain'><!--QuoteEBegin--><i>Negative values in the shipyard. Also discovered them in the merchant's when doing a "sell all" of items that were in a ship I wanted to sell...</i>
What negative values? For a ship stat or good quantity, or for price, or for merchant's money?
(Or something else?)
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The only negative value I've seen myself was one for the player's money. The other negative values that are reported, I haven't seen myself. Maybe the people who did see it can elaborate on it a bit more.

<!--QuoteBegin-NathanKell+Jun 21 2005, 06:42 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 06:42 AM)</div><div class='quotemain'><!--QuoteEBegin-->Hmm, dunno what we'll do about wandering guards screwing up quests--as IIRC CCC needed them that way for thief functionality.

Maybe with a robust guard-distracting module where you can make them temporarily leave their post, that would be enough?

"Clear streets" thing is I think because anyone set to Patrol type gets patrol dialog.
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Could we do what Catalina suggested? To have the stationary guards stay where they are, but add some extra guards to patrol?
I thought something like that would be the reason for the guards' dialog. But it still doesn't make sense in broad daylight. And it's dull. So I hope that could be changed.

<!--QuoteBegin-NathanKell+Jun 21 2005, 06:42 AM--><div class='quotetop'>QUOTE(NathanKell @ Jun 21 2005, 06:42 AM)</div><div class='quotemain'><!--QuoteEBegin--><i>- If you equiped your armor and your model changed, your sword and gun will have become invisible, until you reload to another location. If you fire your (invisible) gun before going to another location, the game will crash, so don't do that. Your sword will work fine being invisible. After reloading to another location, everything will work fine as well.</i>
That's _really_ odd, it worked for me fine IIRC.
Again, maybe I fixed it but never uploaded, I'll check.
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It does work fine after you reloaded to another location. Only when you just equiped you armor, you weapons disappear, you invisible sword will still work fine, but firing your gun will crash the game. Not after reloading to another location though. So it isn't a very big bug, would be nice to have fixed anyway.

I hope you'll be able to fix the bugs we've found, especially including the tailor's shop bug. That one's really odd. And it is in your most recent fleets pack as well.

Also: Could someone please improve the armored Captain Jack Sparrow skins? I manually put the armor on the new Jack Sparrow model (the one that isn't in Build 12, but is in my modpack), but because I just did it with a simple cut-and-paste job in Paint, the end result is functional, but nothing more than that. The line where I cut and pasted it looks rather bad. But then... I <i>AM</i> rather bad at texturing. I can only do functional textures, not actually good ones. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

To CatalinaThePirate and High Sea Lass: Did I miss something? I haven't made any changes recently to thank me for. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Pieter, you are just tireless at keeping up on this project, and I appreciate that very much! <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#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Regarding the negative values, yes, it was money that was a negative. I played through it tho, as it didn't seem to cause any troubles. It was a bit of a shock to "sell all" to the merchant, and see my measly stash go into the negative! I mean... Talk about robbery! I give you all my goods AND my money too? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <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" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Wandering guards dialog could be - depending upon the sex of the main character - flirting at, or in the manner of "aren't the ladies of our colony the prettiest in the archipelago?" or some sort... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Rumors could also get confirmed... There's a lot that could be done to change the dialog for the sentries... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Could make it several choices, all at a random setting, so it doesn't get too "old"... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Could be done quite easily! <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" />
 
<!--QuoteBegin-Pieter Boelen+Jun 22 2005, 07:20 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 22 2005, 07:20 PM)</div><div class='quotemain'><!--QuoteEBegin-->...Also: Could someone please improve the armored Captain Jack Sparrow skins? I manually put the armor on the new Jack Sparrow model (the one that isn't in Build 12, but is in my modpack), but because I just did it with a simple cut-and-paste job in Paint, the end result is functional, but nothing more than that. The line where I cut and pasted it looks rather bad. But then... I <i>AM</i> rather bad at texturing. I can only do functional textures, not actually good ones. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
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Any takers?
I could take a look at it, if others are busy! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
You'll just have to send me the tga file and the gm if it's different from the one in the old PoTCMods.zip.
 
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