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Pre Build 13 Modpack

Thanks a lot for your reports. I have taken note of them and have added them as bugs-to-fix items on the new thread I started for the <a href="http://forum.piratesahoy.net/index.php?showtopic=7423" target="_blank">Stable Build 13 Work In Progress</a>.

To Long John Silver: Antigua is supposed to only have contraband in the TradeBook. Antigua is a naval base, so it's not importing/exporting anything.

To Meigger: Manowars have not been taken out of the game. You should encounter them every now and then, I think.

Captain Vaughn: I recall once having the being-teleported-where-you-came-from on the outskirts of some town as well. I don't recall where either. Thanks for attending me to that one again. Otherwise it might've gone forgotten.
 
Pieter,

I keep forgetting to mention this. When you are killed and then wake up in the tavern, if you are killed on one of the new islands, the text says you are waking up in the QC tavern. I am embarased to say that since I never play this trough I don't actually know if you are really in the OC tavern or the text just says that.
 
I think you really are at QC. And I think that should be fixed as well. Should be a tavern on the island you were on previously. Thanks for mentioning that. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=149672:date=May 29 2006, 10:23 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 29 2006, 10:23 PM) [snapback]149672[/snapback]</div><div class='quotemain'><!--quotec-->
What about the "take all" button not working??
<!--QuoteEnd--></div><!--QuoteEEnd-->
FIXED! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
I figured out what's wrong. The problem was the new goods being introduced. The game didn't like that. But I upped two numbers and it works again. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I finally uploaded the latest file. It's available from my site. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I have tested this version myself for a bit. I played English and skipped the tutorial. I hired an officer, left Oxbay, engaged in some ship-to-ship battles, captured some ships, sunk some. Believe it or not, but in doing so, I encountered no bugs <i>at all</i>. Except for the enemy captain appearing dead on the ship captured screen, even though he's captured in my cargo hold. Not exactly game-killing, is it? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
There, of course, still are bugs left, but it apparently did work pretty well for the small bit of testing I did.

<b>Stuff changed:</b>
- Prisoner-related code updated (ransom might be correct now)
- Some relation-related code was added (I doubt the relations are fixed now though)
- "Take all" button on the transfer goods screen works again.
- Small fix to Enc_Officer_dialog.c.
- Loading screens fixed. All loading screens should appear properly now.
 
Using the latest update found the following. Only played for a short time. 1) Engaged in a sea battle outside of Cayman Island with a French Brig and during the battle got a CDT. 2) The Beatrice character shows up in the Redmond Tavern to be hired as an officer. After dialog, you cannot hire here. Seems to be the same problem we had with the Silver Blond lady character. 3) Going to the Redmond Port Merchants to purchase items, for the first several times got the door knock when I engaged dialog. It went away later.

Artois/Nigel dialog is still messup, but you already know that. <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#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

The first report:

Playing Stormy Start on St. Martin's

The first time I visited the store, the shopkeeper attacked me without dialogue or provocation, the second time there were three others in there and they attacked me. The third time there was dialogue and everything worked fine.

The tavern keeper is in frequently in the tavern and there are never others there. That seems to be the way it always was, but now he seems to always change appearance and name.

<b>Reploss remains a problem</b> In the course of the combat outside Phillips burg three who attacked me broke their blades and kept hitting me with fists. I killeed them and dropped to swindler. My advice is to set rep loss to 0 until this is fixed.
 
Thanks for the testingm all. One request though: Please turn error logging on (using the tools\PotCModHelper.exe program). Then, when you noticed something wrong in the game, post the error.log file that's generated. Otherwise we'll never know where to look for the problematic code... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
2nd Report:

1. We have the smaller boarding crews.

2. We can't talk to the captian in surrender. We get the old surrender screen.

3. Captured officers have no skills. (points)

4. We have the old instant anchoring.

5. In Phillipsburg the storekeeper attacked me the first three times I went in without provocation and without dialogue.

6. In Phillpsburg the tavernkeeper is only there intermitently, and he keeps changing his appearence and name. The former has always been the case, the latter is new I think.

7. Attacking a brig from a Xebec, I got the big ship decks.

None of these are critical bugs, just a few things that are not working right.
 
<b>1. We have the smaller boarding crews.
2. We can't talk to the captian in surrender. We get the old surrender screen.</b>
That is because we're still using the old LAi_boarding.c file, because the new one had the crew loss bug in it. Maximus tried fixing it and says he hasn't had that bug during several hours of playing. He sent me the file, so I am going to test it now. Once done testing, I'll add it into the modpack if it works.

<b>3. Captured officers have no skills. (points)</b>
That is odd. Maybe the new LAi_boarding.c would fix it, but I'm not sure. I will check it.

<b>4. We have the old instant anchoring.</b>
The new anchoring won't be added to Build 13, so this is intentional.

<b>5. In Phillipsburg the storekeeper attacked me the first three times I went in without provocation and without dialogue.
6. In Phillpsburg the tavernkeeper is only there intermitently, and he keeps changing his appearence and name. The former has always been the case, the latter is new I think.
</b>
The storekeepers and tavernkeeper in the towns that CCC made (Antigua and Saint Martin) are generated randomly. Sometimes. Sometimes they're not there. And sometimes there are enemies instead. There are also no characters in there, but by talking to the tavern owner, he can tell you about a hireable officer anyway. So all the functions of a regular tavern are there, but it works slightly different.

<b>7. Attacking a brig from a Xebec, I got the big ship decks.</b>
From PROGRAM\Locations\init\boarding.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Locations[n].id = "BOARDING_BRIG";
Locations[n].filespath.models = "locations\decks\udeck1";<!--c2--></div><!--ec2-->
This means that what happened to you is correct, as far as the program is concerned. If you think it is odd, we can replace "udeck1" with "udeck" and the old boarding deck will be used instead.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Was just wondering about this article you wrote Pieter:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->2. We can't talk to the captian in surrender. We get the old surrender screen.
That is because we're still using the old LAi_boarding.c file, because the new one had the crew loss bug in it. Maximus tried fixing it and says he hasn't had that bug during several hours of playing. He sent me the file, so I am going to test it now. Once done testing, I'll add it into the modpack if it works.
<!--QuoteEnd--></div><!--QuoteEEnd-->

1) Maximus said he tested it for awhile, for several hours of play.

2) So you wanted to test it for awhile yet again, and lord knows your so stressed and stretched now that you have not time to move around sideways.....

3) If Maximus decided it was good enough, then Why not put it out as small update and let "US" test it as we are testing everything now already also....it might save us some other problems, they might be linked.....???

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->We have the old instant anchoring.
The new anchoring won't be added to Build 13, so this is intentional.<!--QuoteEnd--></div><!--QuoteEEnd-->

This one puzzles Me! If it used to be working fine, why remove it from the Build?

The only other thing that bothers me, is the fact that we are expericencing so many problems with "random shop keepers" maybe we should have a regular shopkeeper in these ports but yet have them differentr in the "hireable officer talk" added to them as unique, this might be easier in the long run as we are dealing with a proven commodity and then changing or increasing their lines or dialogs which has been done so many times that it has become Mundane and Boring
 
Hey all. I just tryed the latest updates and now I cant save my game. I tried the autosave and it crashed. Any ideas? If this is the wrong thread...Sorry.

Archibald McNeil
 
<!--quoteo(post=149931:date=Jun 1 2006, 02:13 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 1 2006, 02:13 AM) [snapback]149931[/snapback]</div><div class='quotemain'><!--quotec-->
1) Maximus said he tested it for awhile, for several hours of play.

2) So you wanted to test it for awhile yet again, and lord knows your so stressed and stretched now that you have not time to move around sideways.....

3) If Maximus decided it was good enough, then Why not put it out as small update and let "US" test it as we are testing everything now already also....it might save us some other problems, they might be linked.....???
<!--QuoteEnd--></div><!--QuoteEEnd-->
I did test it, but found some strange bugs. Mostly that, when boarding a French enemy, the enemy crew looked the same as mine, so I couldn't tell the good guys apart from the bad guys. I also had 0 crew at some point, but I'm not sure if that was caused by the boarding or not.

<!--quoteo(post=149931:date=Jun 1 2006, 02:13 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 1 2006, 02:13 AM) [snapback]149931[/snapback]</div><div class='quotemain'><!--quotec-->
This one puzzles Me! If it used to be working fine, why remove it from the Build?
<!--QuoteEnd--></div><!--QuoteEEnd-->
It never was tested much. It was taken out at almost the same time it was put it. It does take longer to anchor with this mod, so you might crash your ship into the rocks when you use the sail-to button into port, then press the anchor button. It might also confuse people, thinking the anchor button doesn't work. This one will be left for the Post Build 13. It's no important mod anyway.

<!--quoteo(post=149931:date=Jun 1 2006, 02:13 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jun 1 2006, 02:13 AM) [snapback]149931[/snapback]</div><div class='quotemain'><!--quotec-->
The only other thing that bothers me, is the fact that we are expericencing so many problems with "random shop keepers" maybe we should have a regular shopkeeper in these ports but yet have them differentr in the "hireable officer talk" added to them as unique, this might be easier in the long run as we are dealing with a proven commodity and then changing or increasing their lines or dialogs which has been done so many times that it has become Mundane and Boring
<!--QuoteEnd--></div><!--QuoteEEnd-->
We can do that, surely. I don't think the shop keepers and tavern owners are problematic necessarily. They just work differently to how people would expect. The nice part is that they are generated automatically, the weird part is that they are only sometimes there and there is never anyone else when they are there. Plus sometimes there are enemies instead.

To Archibald_McNeil: At what point of the game couldn't you save? I have had trouble saving the first time I'd get into port, but other than that, it mostly worked fine. Also: I would recommend setting your controls to default, just in case.
BTW: This is the right thread for Post Build 12 bugs. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Pieter, what was the advantage to the Random Shopkeeper....?

What was the disadvantage to the random Shopkeeper............?

this might be beneficial to know for the long run, I don't believe people really understand what are the difference between the two types, and it would be helpful to understand before deciding anything
 
Advantages:
- You don't have to put him there manually
- Offers the same features that regular shopkeepers and tavernowners offer
- To keep things interesting, sometimes there are enemies instead

Disadvantages:
- Somtimes there's nobody there
- It works differently than people expect
- Sometimes you get attacked in the store/tavern
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Captured officers have no skills. (points)<!--QuoteEnd--></div><!--QuoteEEnd-->

On this bug I reported earlier I have new information!

It appears that only the captured offices from a nation have no skill points. My eperience so is Pirates have skill points, french do not.
 
"That's very interesting.", Captain Jack Sparrow. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter, I have played several hours off stormy start and am just starting the main quest.

This version seems of the most stable of any for a long while. The only problems I have encounterd so far, are the Reploss and the uniformed prisoners without skills, and a couple of freezes.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>New update</b><!--sizec--></span><!--/sizec-->
At the request of some people, I have now put al the most recent bugfixes together for you to test. You can download the latest fix <a href="http://pieter.piratesahoy.org/downloads/latest_bugfixes.zip" target="_blank">here</a>. It is supposed to be installed on top of the previous version.

Stuff that should be fixed:
- Enemy character models on boardings
- Bugs with the prisoners in the cargo hold
- Artois/Nigel quest start (whether playing pirate or not and whether skipping the turorial or not)
- Tutorials
- Fast Reload locations added for the islands that were missing them
- Talk to captain mod was added (this should also fix the stuck-in-cabin bug that has been reported)

The rep loss bug hasn't been fixed yet. It seems to have to do with the bladedamage mod and I will work on fixing it as soon as I have the time. I think I have got a reasonably good idea why it happens; I just need to check it and try to fix it. I'll do that in a week or so.

In the meantime, please test this version, in particular the parts mentioned above as being fixed. I want to know if the fixes actually work properly. Please check the tutorials, the Artois/Nigel quest start, boardings and prisoners. Please see if the crew-losses-on-boardings is still present.

If you find any bugs, please post them. SuoiveD said he'd inventarise all bugs for me this week, so by the end of this week, we should be having a pretty good buglist for us to start working on. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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