• 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

As a blade suggestion, why can't the ships have an "Armourer," who was responsibile for the small arms, muskets, pistols, cutlasses, pikes etc. Basically they undertook the work as both a blacksmith and a fitter while at sea. Armourer's were key member of a crew. This suggestion would require a new character you could hire as a crewmember. Maybe one of the elite modders would want to create this character.
 
I reckon that's a pretty good idea, Meigger. However, a hireable onboard blacksmith shouldn't be as good as any in the towns. And he shouldn't be able to keep fixing everything. But it <i>would</i> be a good idea to have such an officer that can do small patch-jobs of blades. Once the bladedamage mod itself is working properly, I will try to get something like that to work. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Well I spoke to soon, the decks went back to being screwed up, big decks on class three-six as soon as I switched to journeyman.

Going back to apprentice seemed to correct it for what's that is worth.
 
What is screwed up with the decks? The crewmembers not following you on the decks? Or small vessels having large decks? If it is the second: The difficulty level should have nothing to do with it at all. The used decks are defined in PROGRAM\Locations\init\boarding.c for all ship types.
 
it depends on the ship YOU have, i think. so if you had a Man-Of-War, you would probably have big decks even if you board Tartanes [assuming you have a small enough crew to board a Tartane without it surrendering].
im not sure, but i think thats the way it is.
 
Uh? Hmm. That might be possible. But if that is the case, it should be changed, because that is no fun! I want to have different boarding models when I board enemies!
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pietr,

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What is screwed up with the decks? The crewmembers not following you on the decks? Or small vessels having large decks? If it is the second: The difficulty level should have nothing to do with it at all. The used decks are defined in PROGRAM\Locations\init\boarding.c for all ship types. <!--QuoteEnd--></div><!--QuoteEEnd-->

The above actually refers to the small vessels having large decks. Howver it is important to note that <b>no, repeat, no</b> crew are following on deck during boarding in over 12 hours of game play with the March 1 update. There is clearly something off here and it is not about morale or difficulty levels because that makes no difference. I am useless at figuring this out, but maybe someone can.

The blade degrade mod seems to work really well. It is neat to hear baldes break but the people who lose their baldes seem to be doing the amount of damage with their fists. Also as I said earlier, we need someway other Blacksmiths to restore baldes. It is a lot to manage between your balde and the officers baldes but realistic. Great work!
 
The absence of boarders is caused by problem with function LAi_GetBoardingModel in case of "standard" BOARDERMODEL in BuildSettings.h. Temporarilly change it to one of other group and you should have boarders. Interesting that the problem appears in part which I didn't modified. I'll try to find what causes trouble - error.log informs about some problem in line 871 of file Loc_AI\LAi_boarding.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->RUNTIME ERROR - file: Loc_ai\LAi_boarding.c; line: 871
Incorrect copy: invalid index
RUNTIME ERROR - file: Loc_ai\LAi_boarding.c; line: 871
AClass ERROR n1<!--c2--></div><!--ec2-->

pirate_kk
 
in the beginning you encounter ships that are to strong for you, why can`t we do it like in the stock game, that you can`t encounter ships that are 2-3 lvl`s higher as your ship. It ist`n fun when you have a lugger and must fight against frigates and men o wars
 
<!--quoteo(post=141105:date=Mar 3 2006, 02:39 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Mar 3 2006, 02:39 PM) [snapback]141105[/snapback]</div><div class='quotemain'><!--quotec-->
in the beginning you encounter ships that are to strong for you
<!--QuoteEnd--></div><!--QuoteEEnd-->

Go to options, press 'difficulty options' button and then press button below 'Notification Settings' until text 'Nathaniel won't be notified of too powerful sightings' appears on it.

Or talk with officer:
-About me
-I don't seem to fit in quite right in this world
-I want to change standing regarding powerful enemy vessels

I hope it'll help you.

pirate_kk
 
that would explain why i have a full crew on boarding, i always have the Marines <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
To Pirate_KK (and others): I just had a look at the code and was quite surprised to see the following:<!--QuoteBegin-"PROGRAM\Loc_ai\LAi_boarding.c"+--><div class='quotetop'>QUOTE("PROGRAM\Loc_ai\LAi_boarding.c")</div><div class='quotemain'><!--QuoteEBegin--> case "standard": // NK add semi-on choice
<b>model</b> = LAi_GetBoardingModel(GetMainCharacter(), &ani); //ccc original code
chr = LAi_CreateFantomCharacterEx(true, 0, true, true, 0.25, model, "", "rld", stringret(!swaplocs, "loc1", "aloc2")); //use CCC position but old model. NK 05-04-22
break;<!--QuoteEnd--></div><!--QuoteEEnd-->As you can see, it says "model", where it says "gmodel" in all other cases. Could that be the cause of the bug? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=141168:date=Mar 4 2006, 02:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 4 2006, 02:03 PM) [snapback]141168[/snapback]</div><div class='quotemain'><!--quotec-->
As you can see, it says "model", where it says "gmodel" in all other cases. Could that be the cause of the bug? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

It's unlikely. I have modified parts of code from marked sectors and left other parts, so they work as before.
 
<img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> Pirate_kk,

Choosing a different baording model works well! Thanks a lot.
 
<!--quoteo(post=141039:date=Mar 2 2006, 05:38 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 2 2006, 05:38 PM) [snapback]141039[/snapback]</div><div class='quotemain'><!--quotec-->
I reckon that's a pretty good idea, Meigger. However, a hireable onboard blacksmith shouldn't be as good as any in the towns. And he shouldn't be able to keep fixing everything. But it <i>would</i> be a good idea to have such an officer that can do small patch-jobs of blades. Once the bladedamage mod itself is working properly, I will try to get something like that to work. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
if you start with onboard crew:
what aobut an on board surgeon that you can hire on the coast
and the blacksmith must be first hired on coast or a bonus from a quest

edit:eek:r why not create a workshop deck where you can assign crewmembers to do different job and the more they do it the better they become
ps:is there already the abillity to repair cannons when you are on sea
 
In addition to the Pre Build 13, I also made a new update for the Post Build 12 mods, which is available <a href="http://pieter.piratesahoy.org/downloads/post_b12_full_upd_5-3-06.zip" target="_blank">here</a> (11,6 MB). New stuff include: A few more fixes and a new feature by Maximus: When you capture an enemy vessel, you will now be able to talk to the captain. However, the dialog still needs some cleaning up. Feel free to do so. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
Please note: This is a feature that still needs testing.
Edit: For those that don't want to download an 11 MB file, you can now also download a <a href="http://pieter.piratesahoy.org/downloads/small_update.zip" target="_blank">small update</a> instead. This only works on top of the previous update (1 March) though.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pietr

Here are some things I have noticed in the post build 12.

1. Coast guard: when they show up on land they are dressed as soldiers. When you board their ships they are dressed as Pirates.

2. I captured a ship from the coast guard and swaped. The next time I captured a coast guard ship I stayed in my own. When I tired to swap ships after the battle I could access the screen but do nothing, both on land or in the shipyard.

3. The big cabin in boarding: The chest you can loot has changed. Prior to the last big update you could open all three of the chests in this room but not the weapons locker. Now you can open one chest, pick up something off a second chest, and open the weapons locker. I am not saying this is a bug, just different.

4. I have been unable to find any chest on the first deck of the large ships in boarding.

This game jsut keeps getting better and better.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Have discovered a problem with the ship to ship transfer interface, in that once you select your 2 ships and click on ship to ship transfer, the game becomes unresponsive. You have to ctrl, alt out of it.
I'm at work, but from what I can remember the error is in line 331 of code in transfer_main.c
Missing ')'

I'll post the full log when I get home.

BTW - using 05/02/06 post build 12 with 01/03/06 update

Edit: I've sorted this out by extracting the original transfer_main.c file from the 05/02/06 Post Build 12 zip and overwriting the 01/03/06 update one.
I have not experienced the ship sinking bug and everything seems to be working fine now.
 
Back
Top