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Pre Build 13 Modpack

I put giuliootto's fix-file up on the FTP as "giuliootto_fixes.zip". I hope it fixes some bugs. I will make use of it for the stable modpack version I'm trying to make.
 
Pieter,

I went to the ftp.piratesahoy.org and couldn't find the guilliotto fix.

Never mind.

I found it. It was a little early in the morning.
 
As I have said before, I have found the current (4//30) build very stable, with a few bugs that are being discussed.

The two most serious of these are probably the return of the reputation bug. Reputation drops after you attack, sink and/ take appropriate enemy ships, including pirates and the flag confusion which is most evident when entering a sea battle to take sides. In the 4/30 build, <b>I have never been able to do this without both groups of ships being instatnly hostile regardless of their nationality</b>.

I had played several hours without the reputation bug appearing, but after installing the guillioto fix it shown back up in both of the games I started. I am wondering if in the course of fixing those things the reputation bug might have been reintorduced or if it has never been fixed and I was lucky not to see it in several games? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=148114:date=May 11 2006, 04:55 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 11 2006, 04:55 PM) [snapback]148114[/snapback]</div><div class='quotemain'><!--quotec-->
As I have said before, I have found the current (4//30) build very stable, with a few bugs that are being discussed.

The two most serious of these are probably the return of the reputation bug. Reputation drops after you attack, sink and/ take appropriate enemy ships, including pirates and the flag confusion which is most evident when entering a sea battle to take sides. In the 4/30 build, <b>I have never been able to do this without both groups of ships being instatnly hostile regardless of their nationality</b>.

I had played several hours without the reputation bug appearing, but after installing the guillioto fix it shown back up in both of the games I started. I am wondering if in the course of fixing those things the reputation bug might have been reintorduced or if it has never been fixed and I was lucky not to see it in several games? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Jason,

I don't think that what I've fix (replace from previous version) involved reputation.
However, In my game I didn't see any reputation lost. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I seen that you loose reputation while attack a disarmed enemy (for examble with broken sword), in this case you loose reputation.
For avoid the above situation I've set reploss=0 parameter in Buildseting.h <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />


PS.
I seen another bug in the Boarding mod (with "soldier" as selected model): Enemy and my crew have the same model (standard) instead of their Nation model.
I try to fix this bug too, now I'm testing this fix.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
Giuliootto
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Giuliootto,

First of all my apologies, sir, for mangling the spelling of your name. You are probably right, that killing unarmed men in the ship combat is lowering reputation. Thanks.

Reploss would at 0 would stop all reploss?

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

Well I have just tried toplay my game here with the new fixes. The flags seem to be working again fine for the Spyglass, and the pirates got fired on by the forts again.....but after pursuit of a fat pirate Fleut, which I boarded, I still lost almost all my crew, ( actually I should not be allowed to continue, because I dont have enough crew to sail her minimum ) THIS is still I complete Joke!!!.....this crew loss is so laughable, and how anyone could say it maintains balance for the abilities settings is off their nut!

But when I sailed off from plundering that Fleut, my game CTD'ed

Again I load up, and play......attacked another ship....again, after sailing to world map...CTD again.....so now what is wrong!
 
<!--quoteo(post=148134:date=May 11 2006, 07:52 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 11 2006, 07:52 PM) [snapback]148134[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />

Well I have just tried toplay my game here with the new fixes. The flags seem to be working again fine for the Spyglass, and the pirates got fired on by the forts again.....but after pursuit of a fat pirate Fleut, which I boarded, I still lost almost all my crew, ( actually I should not be allowed to continue, because I dont have enough crew to sail her minimum ) THIS is still I complete Joke!!!.....this crew loss is so laughable, and how anyone could say it maintains balance for the abilities settings is off their nut!

But when I sailed off from plundering that Fleut, my game CTD'ed

Again I load up, and play......attacked another ship....again, after sailing to world map...CTD again.....so now what is wrong!
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> LJS,

CTD after boarding?
Have you start a new game after added the fix?

I didn't encounter CTD after boarding and I've the same version of you (I hope don't speak too early) <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

I think that crew lost is related to new boarding and ransank mod but I don't know how to fix it (hope that who wrote this mod come to help us asap <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliootto
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Yes giuliootto, I started new game.....now I can't get out of Oxbay....the game CTD's everytime I try to leave the Shipyard.......Where did you get the "previous" files from....seems like those dreaded CTD's Jason and I hunted down have been reintroduced again!!
 
LJS:

I have been playing for six hours with gulliotto's fix with no CTDs <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=148171:date=May 11 2006, 11:56 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 11 2006, 11:56 PM) [snapback]148171[/snapback]</div><div class='quotemain'><!--quotec-->
LJS:

I have been playing for six hours with gulliotto's fix with no CTDs <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> To All,

I try to replace the last Lai_boarding.c with a my "work in progress" version and seems that crew lost bug didn't exist in this verion. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I attack a french convoy and win 4 or 5 boarding without any problem.

Just a bad thing: this version didn't have speek to surrender officer on bridge (but you can still talk with surrender officer in your deck).

If you want try it just download the attached, rename from .txt to .c and replace with the one in the directory (make a copy of the original firt):

Pirates of the Caribbean\PROGRAM\Loc_ai


To LJS:

But have you installed the last 30-04-06 PostBuild?
I can't explain your shipyard problem and other CTD problem, sorry <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Well Jason, I don't know what to tell you. It got sooo bad for me I just dragged the entire game and trashed it. It is gone!! and I emptied the trash can as well

I will have to install the entire testing procedure again, but will not add anything until asked to test again by Pieter......Cause everytime I start a new game and play for awhile something gets introduced that ruins the entire play for me. Those crew losses are a joke...and if the only way to get rid of them is too increase artifically my characters level to 35 or close to that, why bother!

The fixes did repair the Spyglass bug, but that is all.....any time I went to world map......CTD!

If I had room for two versions, one to play, and one for testing things might be different.....but I have never played this game long enough to get more than 5 maybe 6 quests done ever.....coming right to the build when I bought my game this winter.

And why are people making changes that were not asked for? Improvements are one thing...but removing or disabling things just for the sake of doing it are wrong without consultation from the users

Jason:
Do you know if the way crew loss is calculated during sea battles has been changed?

Having played this game since it first came out, added every build update,etc. and been on the board since I started playing in 2003 I think, I thought this particular function was working fine. Now, not so much.


Merciless Mark May 1 2006, 04:09 PM Post #1247


Buccaneer


Group: Members
Posts: 540
Joined: 2-March 05
Member No.: 4,266



not to my knowladge, i did change the value of crew loss for critical hits thou, wich only occur when bombs hit the ship, and they cause cataclysmic damage to ship and crew.
so beware of forts if you have low level and little defense abilities, but it has no effect with regular cannon shots.

Jason:
Merciless Mark:

I am certainly not expert, but I think critical hits can occur with regular ammo too. You might want to check. Maybe we should put everything on this back the way it was and see what happens.

Merciless Mark:
Impossible, unless somone has tampered with my code.
But i certainly never have expereienced critical hits except with anything but bombs since i first developed 9.92

Up above he says he says he changed the value of crew losses !! End of debate

Critical hits have been disabled completely by Merciless Mark. You can't do criticals to the enemy and the enemy can't do them to you. Only bombs can do critical hits now.

So bombs have gone...now critical hits, I used to enjoy critical hits, "but nobody frigged with the gunfire/crew losses" when you asked.....

I don't believe it!!
 
<!--quoteo(post=148127:date=May 11 2006, 06:55 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 11 2006, 06:55 PM) [snapback]148127[/snapback]</div><div class='quotemain'><!--quotec-->
You are probably right, that killing unarmed men in the ship combat is lowering reputation. Thanks.
<!--QuoteEnd--></div><!--QuoteEEnd-->
How can you possibly encounter unarmed men during ship combat? They are generated with blades and even if their blade breaks, I added a check so that they will always be given their fists during boardings and fists register as blades as well. So they should always have blades. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=148178:date=May 12 2006, 12:58 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 12 2006, 12:58 AM) [snapback]148178[/snapback]</div><div class='quotemain'><!--quotec-->
And why are people making changes that were not asked for? Improvements are one thing...but removing or disabling things just for the sake of doing it are wrong without consultation from the users
<!--QuoteEnd--></div><!--QuoteEEnd-->
They're not removed for the sake of doing it. It's meant as realism. Unfortunately, some people don't appreciate certain changes, so I think we should add a toggle on them.

<!--quoteo(post=148178:date=May 12 2006, 12:58 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 12 2006, 12:58 AM) [snapback]148178[/snapback]</div><div class='quotemain'><!--quotec-->
Up above he says he says he changed the value of crew losses !! End of debate
<!--QuoteEnd--></div><!--QuoteEEnd-->
Crew losses have been highly increased for critical hits only. Critical hits can only be done with bombs. Bombs are only used by the forts. I think something will need to be changed. I liked critical hits on sea battles as well... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I would like critical hits to be dependent on the amount of gunpowder aboard, because the amount of gunpowder would change the chance of the ship blowing to pieces, right? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=148178:date=May 12 2006, 12:58 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 12 2006, 12:58 AM) [snapback]148178[/snapback]</div><div class='quotemain'><!--quotec-->
So bombs have gone...now critical hits, I used to enjoy critical hits, "but nobody frigged with the gunfire/crew losses" when you asked.....
<!--QuoteEnd--></div><!--QuoteEEnd-->
If I can find the appropriate code, I will add a toggle. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->How can you possibly encounter unarmed men during ship combat? They are generated with blades and even if their blade breaks, I added a check so that they will always be given their fists during boardings and fists register as blades as well. So they should always have blades<!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry Pieter, the people we encounter during baording do always have blades, but in my experience sometimes thhey break. When they do, the enemies keep fighting and eventually die. Guiliotto suggested that killing those people after the blades break might be what is bringing reputation down during sea combat.

BTW I think that the blade damage is working perfectly <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />. I really like the way it makes you think about managing blades differently for yourself, officers and crew.
 
If they keep fighting and keep causing (some) damage, that proves they still have a blade (their fists), so they are not completely unarmed and shouldn't cause a rep loss.
 
<!--quoteo(post=148226:date=May 12 2006, 12:56 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 12 2006, 12:56 PM) [snapback]148226[/snapback]</div><div class='quotemain'><!--quotec-->
If they keep fighting and keep causing (some) damage, that proves they still have a blade (their fists), so they are not completely unarmed and shouldn't cause a rep loss.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter & Jason,


I've encountered rep loss problem in the past, and seen that was cause by fighting with disarmed people after they broke or loose their blade (but problably was with an old version of the modpack that wasn't still fix).
However I never enconter any rep loss problem with reploss parameter=0 <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
 
See in BuildSettings.h the following line;

#define REPLOSS

desc="Reputation you loose if you hit an unarmed NPC"

Set to 0 for disable it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

PS.


I've just found a bug with the old Lai_boarding.c that I've posted yesterday for test: If you boarding a Class6 ship and boarding continue till in cabin then the enemy are under the deck and you can't complete the boarding. So that Lai_boarding.c is not good <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#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
Gentlemen:

IMHO, if we want to have a Build 13 modpack sometime during our lives, we have to STOP any CHANGES or IMPROVEMENTS.

From now on, it should be only accepted <b><u>bug fixing.</u>
</b>

no more mods, improvements, new characters, new ships, new textures.... all of them should go to a new repository called "Post Build 13"


Just my opinion. Please don't shoot the pianist :)


Kblack.
 
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