• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Thanks. I'll need it. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<!--quoteo(post=142076:date=Mar 15 2006, 08:22 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 15 2006, 08:22 PM) [snapback]142076[/snapback]</div><div class='quotemain'><!--quotec-->
Fights in harbour locations have been added by Screwface recently. I can't quickly find in which file this was changed though. Tomorrow, when I have more time, I will find the required file and post it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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The file is Loc_ai\LAi_monsters.c. Find "// screwface : to have native indians at hispaniola temple and encounters in some ports" and remove the locations where you do not want to encounter enemies.
 
Ahoy, Pieter

I have been playing the most recent updated version of the post build 12. It seems pretty stable to me. About the ususal number of CTD and Freezes, but not excessive. I have noted some problems with the new surrender protocol where we talk to the captain.

<blockquote> In the dialogue where you talk to the captian the first choice is, "I'll take ________ from you coffer. Then when you exit the dialouge, the line, "You take __________ form the captain's coffer" appears in the log. I believe that the ammount is being added to your gold twice.

</blockquote> I also like the new feature that we can board the three French ships guarding Oxbay in the main quest. Quite by mistake I wound up their on the mission to land the troops. I boarded and took all three ships. And, when I sailed away in the French corvette, the were gone, as in they did not respawn, which I also like.

<blockquote> BTW in the above scenario, I took 5,300, 000 from each captain's coffers for a total of 15,900,000 and that seems a lot so maybe that should be reduced.

</blockquote>Also I have mentioned this before, but I have never found any chests to loot after boarding on the first deck of large ships, is this intentional or am I missing something?

Finally a small old thing, for some reason the quck equip key 2 for pistols has never worked for me. The log says I have equipped a pistol but none appear.

Thanks again for all you do. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=142187:date=Mar 16 2006, 04:54 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 16 2006, 04:54 PM) [snapback]142187[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=142076:date=Mar 15 2006, 08:22 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 15 2006, 08:22 PM) [snapback]142076[/snapback]</div><div class='quotemain'><!--quotec-->
Fights in harbour locations have been added by Screwface recently. I can't quickly find in which file this was changed though. Tomorrow, when I have more time, I will find the required file and post it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
The file is Loc_ai\LAi_monsters.c. Find "// screwface : to have native indians at hispaniola temple and encounters in some ports" and remove the locations where you do not want to encounter enemies.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Thanks for the info, I will check tonight when I'll at home <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

However, I don't think that your bladedamage mod could be the CTD cause, just because during boarding I never have CTD (maybe fix missed ";" helps) and bladedamage works rightly.

Instead, I have many CTD when fight occurs in ports so I will try to remove this feature <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
Giuliootto
 
<!--quoteo(post=142193:date=Mar 16 2006, 06:07 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 16 2006, 06:07 PM) [snapback]142193[/snapback]</div><div class='quotemain'><!--quotec-->
In the dialogue where you talk to the captian the first choice is, "I'll take ________ from you coffer. Then when you exit the dialouge, the line, "You take __________ form the captain's coffer" appears in the log. I believe that the ammount is being added to your gold twice.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think a fix for that is in the latest fix Maximus sent me, so it should be fixed next time.

<!--quoteo(post=142193:date=Mar 16 2006, 06:07 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 16 2006, 06:07 PM) [snapback]142193[/snapback]</div><div class='quotemain'><!--quotec-->
I also like the new feature that we can board the three French ships guarding Oxbay in the main quest. Quite by mistake I wound up their on the mission to land the troops. I boarded and took all three ships. And, when I sailed away in the French corvette, the were gone, as in they did not respawn, which I also like.
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You can set whether they will respawn or not in BuildSettings.h: ENABLE_RESTORE_OF_FRENCH_SQUADRON. Strange that they don't respawn for you. According to the default settings, they should be respawned. Maybe they will only respawned for the quest where you have to escape Oxbay harbour again.

<!--quoteo(post=142193:date=Mar 16 2006, 06:07 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 16 2006, 06:07 PM) [snapback]142193[/snapback]</div><div class='quotemain'><!--quotec-->
Also I have mentioned this before, but I have never found any chests to loot after boarding on the first deck of large ships, is this intentional or am I missing something?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm. That's quite strange. I can imagine there mgight not be lootable chests on the first new deck of large ships, but for all I know, there should be chests like usual on the below decks.

<!--quoteo(post=142193:date=Mar 16 2006, 06:07 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 16 2006, 06:07 PM) [snapback]142193[/snapback]</div><div class='quotemain'><!--quotec-->
Finally a small old thing, for some reason the quck equip key 2 for pistols has never worked for me. The log says I have equipped a pistol but none appear.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I recall you mentioning that, but forgot to look into it. I reckon you are quite right. I think it alsways was like that. I wished I would know why though. The code is exactly the same as for the other equips. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=142195:date=Mar 16 2006, 06:41 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Mar 16 2006, 06:41 PM) [snapback]142195[/snapback]</div><div class='quotemain'><!--quotec-->
However, I don't think that your bladedamage mod could be the CTD cause, just because during boarding I never have CTD (maybe fix missed ";" helps) and bladedamage works rightly.
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My bladedamage mod causes a lot of enemies' blades to break, so that they'll be left with just their fists. The problem with that is that I needed a model as the fake blade for the fists. That model is invisible.gm. However, invisible.gm is not a proper model. I don't experiences crashes because of that on my computer, but I know you computer reacts worse to small errors, such as that. I have tried to fix it, but so far have been unsuccesful. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
About those CTDs, I never have any on my new laptop, but today I had several on my old Athlon1000. Maybe those occur when the program has to do a lot of calculations? During fighting the AI HAS to make a hell lot of decisions, and we haven't made things easier by adding mass fights, new special weapons, disarming and ammo mod. After all the program has to go through all this for every character every whatdoIknow milliseconds. Maybe that simply pushes some computers over the edge sometimes ?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You can set whether they will respawn or not in BuildSettings.h: ENABLE_RESTORE_OF_FRENCH_SQUADRON. Strange that they don't respawn for you. According to the default settings, they should be respawned. Maybe they will only respawned for the quest where you have to escape Oxbay harbour again.<!--QuoteEnd--></div><!--QuoteEEnd-->

I was in the main quest leaving Oxbay in the French ship.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Hmm. That's quite strange. I can imagine there mgight not be lootable chests on the first new deck of large ships, but for all I know, there should be chests like usual on the below decks.<!--QuoteEnd--></div><!--QuoteEEnd-->

There are chest for looting on the decks below jsut not the new large ship deck.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->BTW in the above scenario, I took 5,300, 000 from each captain's coffers for a total of 15,900,000 and that seems a lot so maybe that should be reduced.<!--QuoteEnd--></div><!--QuoteEEnd-->

You didn't comment on this.


In additon, I have found one bug with new surrender protocl, occasionally when you go directly to the plunder screen you are not allowed to add crew officers or take cannon. It is just likelike wehn you agree to let them go but there is noone to talk to.

Also could anyone explain how ransom works now. They almost never pay up the full amount and they never seem to offer more, even if you kill one of them in front of the others which should make them more willing to pony up. That might be an interesting additon.

And finally, no deck fighters, doctors or carpenters in taverns only as captured officers and damn few of them.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<!--quoteo(post=142212:date=Mar 16 2006, 08:24 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Mar 16 2006, 08:24 PM) [snapback]142212[/snapback]</div><div class='quotemain'><!--quotec-->
About those CTDs, I never have any on my new laptop, but today I had several on my old Athlon1000. Maybe those occur when the program has to do a lot of calculations? During fighting the AI HAS to make a hell lot of decisions, and we haven't made things easier by adding mass fights, new special weapons, disarming and ammo mod. After all the program has to go through all this for every character every whatdoIknow milliseconds. Maybe that simply pushes some computers over the edge sometimes ?
<!--QuoteEnd--></div><!--QuoteEEnd-->

I've an AMD Athlon 3000+ 2,17GHz 512MB It shouldn't be too old for a game of three years ago <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

However the CTDs are reduced a lot with the last buildpack <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

About new CTD, I have alway a CTD when after win a boarding if the enemy captain died (no new captain dialog is this case but just old ransak interface) then If I try to access to hold deck a CTD occurs <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

No problem if enemy captain surrender, also after a fight, in this case I can found him in the deck without CTD <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

To Pieter:
I've tested the new Maximus update, and see that he have disable ransank button if enemy captain died, so in this case the only way is to leave the enemy ship without take it.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Newsflash!</b><!--sizec--></span><!--/sizec-->
A new modpack has been made available <a href="http://pieter.piratesahoy.org/downloads/post_b12_full_upd_18-3-06.zip" target="_blank">here</a> (34,8 MB), including quite a lot of nice new stuff again! I'm sorry for the filesize, but what else would you expect if there are new buildings, new island locations and a lot of new ships? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
After installing: Run "textures.bat" to copy a bunch of texture files. This file was required, otherwise I had to make the download even larger.

<i><b>List of stuff added:</b></i>
- All new island locations are now COMPLETE! CCC added the last locations to Saint Martin! Be sure to pay the island a visit!
- New ship models galore, made by Captain Hawk, Petros, Inzane and Captain Spectre. Included are: US Heavy Frigate, Pinnace of War, Schooner Xebec, Privateer, 74 Gun Ship of the Line, White Waller Frigate and, last but certainly not least, a Post Build 12 first: the HMS Surprise, completely modeled from scratch by Inzane. MAJOR CONGRATULATIONS! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
A lot of other ship models are available, but I haven't found time to add these yet. I will in due time. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
- All islands added to the trading interface
- Several bugfixes to the previous boarding mod
- Rapid Raid mod (press Numpad 9 if you're bored while walking on land <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> )
- Bladedamage mod slightly changed. If I did it right, enemies now actually WILL run away every now and then. Also: Chance of enemies' blades breaking is decreased, hopefully balancing it a bit better.
- Improved flag textured by Seb'
- Improved cannon fire by Merciless Mark (unfortunately, I started uploading this before he released his new version, so this is not the newest version... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )
- Bugfixes to the "stuck in tutorial after leaving the tavern" and "can't sell excellent items" bugs
- Several other stuff and bugfixes I can't quite remember.

Thanks a lot to all who have made this new update possible. And be sure to enjoy playing it! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
downloading now.

for those who dont want to wait for the next modpack update, the latest version of my Cannon fire is on the PA! FTP <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=142319:date=Mar 17 2006, 10:30 PM:name=giuliootto)--><div class='quotetop'>QUOTE(giuliootto @ Mar 17 2006, 10:30 PM) [snapback]142319[/snapback]</div><div class='quotemain'><!--quotec-->
I've an AMD Athlon 3000+ 2,17GHz 512MB It shouldn't be too old for a game of three years ago <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
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Well, performance can't be the problem then <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
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:
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
<!--QuoteEnd--></div><!--QuoteEEnd-->
I checked this yesterday, and I always had boarders with BOARDERMODEL "standard" <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />h
There must be another condition that causes missing boarders, perhaps only in combination with "standard".

BTW1, are there any problems with BOARDERMODEL set to "" ? Cause that uses almost the same code as "standard".

BTW2, are boarders missing for the player only or for the enemy as well? A possible fix for the player would be to use our new GetRandomModelForType instead of the probably buggy LAi_GetBoardingModel :


<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
                case "standard": // NK add semi-on choice
                    //  otucomment this line : model = LAi_GetBoardingModel(GetMainCharacter(), &ani);
                    model = GetRandomModelForTypeSex(1, "Sailors", "man"); // new model selection
                    Trace("boardermodel: "+model);
                    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;
<!--c2--></div><!--ec2-->
 
Eeee...... Lads, Im experimenting some weird Stuff.
WHen i was sent to falais de fleur, to sink the 'Oiseau' barque, I did a little talk in the land, purchased a set of 32's cannones, then, for a test, I attacked the Falais de fleur fort.
Okay, that was funny, that the fort had crew like 60-70, and only 40-50 guns, but they dont even fired back!!!!!! I totally raided em'.... And im only commanding a low-second class wessel. Please, is this a bug??? It seems so. Im playin' on a seconf difficulty level, with realcannons on.


Pieter, could you change the latest mod report in your signature? Its still march 1. And in the ndownload section, its march 5. So, then its not need to hunt down all your messages to find the latest release info. I was lucky every time yet <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> just noticed. Thank you anyway!!! Hmm, as usual, I try to keep my old buildsettings.h, U now, lazyness still present
 
I'm using yesterday update and noticed that textures for flags have changed. Now I don't know what should I do with Nathaniel's colors: give him a pirates sails and apropriate battle interface icons or create new flag fitting to emblem in sails? I could also change French flag to be blue instead of white. However I'm not sure when it's ready - I have much to do in real life recently.

pirate_kk
 
I have been testing the mod yesterday and have had some CTDs after repairing my ship and using the Auto Buy button. I was using the Surprise at the time. I don't know if this is related to the ship I was sailing or to something else. Anyone has had this problem?
Also: Did anybody manage to get into Marigot? Every time I tried entering Marigot, the game wouldn't stop loading. I'll try to figure out what's wrong...

To CCC: The missing boarders bug only happens for the player. Enemies have plenty of boarders. I don't know if "" does work. I haven't tested it. I don't have time for it either, so can somebody else please do so?
BTW: I noticed that in the latest modpack outside Marigot and Philipsburg there are a lot of enemies. A few French and Dutch soldiers, but mostly pirates and even skeletons. Is that how it's supposed to be? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

To Captain 'Dan the Lunatic Wolf': It has been reported before that forts seem to run out of ammunition. Now if only we could fix it... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I didn't have time yesterday to also update my signature and site. I will later today. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

To Pirate KK: The flag textures were indeed changed. I don't know if is changed for the better though. The English flag looks nice, but the blue French flag looks weird from a distance. And I'm not sure if the PA! logo is a good player's flag. I could imagine any English ship seeing a ship with the PA! logo on the flag starting to attack, because they'd think you are a pirate...
 
if the french flag could be changed to a rich dark royal purple, it would be nice, because its a nice colour and its historical if i remember correctly. and what does the new English flag look like?
is it the white ensign? or something else?
 
The new English flag is red with the original English ensign in the upper corner. It's not a white flag.
 
Maybe I'd try to make textures with former shape but with red ensign for English, blue French flags, leaving Nathaniel flag as it was before?

If square flags are to be preserved, I think they should be shorter.

pirate_kk
 
and the french one's blue right?
i've got it, it was uploaded on the FTP, so i can just reinstall the flags after updating.
 
<i><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Request to people testing:</b><!--sizec--></span><!--/sizec--></i>
Please check the following things:
<i>- Can you get into Marigot?</i> When I tried yesterday, my game crashed.
<i>- What character models are outside the Saint Martin towns?</i> I have a few French and Dutch soldiers, but mostly pirates and even skeletons in broad daylight.
<i>- Can you sell excellent items?</i> I think I fixed that old bug now.
<i>- Do you get stuck in the tutorial after you hired crew because it turned into evening?</i> I tried fixing that bug as well.
<i>- Do you sometimes have CTDs after trying to fix your ship or auto buying goods?</i> This happened to me when using the HMS Surprise.
 
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