• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Yes, I glazed over most of what he said... my bad. Didn't think someone actually put the new dialog in to say stuff like that ! OOOPS!

Good deal then... So, its not really a bug ... I'll close the bug on the tracker. Unless its something maybe to tweak to maybe look at other factors. Like, is the player of "adventurer or higher" ... or if they actually went through the ENTIRE tutorial or something.

Yeah, the stock game suckered me into losing a lot of money on that too. I was a bit peaved <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Thats when I went back to oxbay and tried to kill him for misleading me...
 
<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

Well me hearties, you have been busy as lil' squids tew be sure. And I be readin things here abouts, upon why tis "Flag Raisin afore leavin Oxbay" be not workin right.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The part where Malcolm advises you to fly a French flag is hidden away pretty well, and it's easy to miss if you cycle through the dialog too fast. I know it comes up when he talks about the spyglass, it may come up somewhere else.<!--QuoteEnd--></div><!--QuoteEEnd-->

Aye, this be true, if'n yew have bin playin thru these ere waters afore, tew be sure! But as it is a dialog that was part of the original game, yew cant be evicted him, an It has tew be stayin in to alert the majority of NEW ENGLISH pirates about the quests and to follow the story line.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->It should be the last thing he tells you before he says goodbye so you never miss it. And he should tell you not to forget to raise the English flag before arriving at Redmond.<!--QuoteEnd--></div><!--QuoteEEnd-->

Now this ere is a Much better idea tew be sure, haven't any of yew fellers bin doin any talkin with that funny lookin character near the docks in Oxbay about his weird looking shack, or any of them others with the new plant life spread around Greenford. In fact if'n yew be readin carefully <b>likes yew should have bin</b>, yew be noticein how thats was supposed tew be a <b>Tutorial abouts "Dialogs Creating"</b> put thar by no other than <b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->that great creator of Props.....CouchCaptainCharles</b><!--QuoteEnd--></div><!--QuoteEEnd--> So why dont we use them fine well meanin words and add a couple dialogs tew Bosun Malcolm's speech's and "Viola" we have our solution......and nothing got removed.....now thats clever, if'n I dew be sayin myself!!!


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I liked it better when it put you directly on the map and you avoided such issues. At least that's a lot easier for a beginning player to deal with. Experienced players should be able to sail out of port the way it is now.<!--QuoteEnd--></div><!--QuoteEEnd-->

Nope no good, this is what the "Stormy Start" was put into the game for. Now i'll be honest with yew fellers, since yew seem like such nice lads, and yew never fired on Old Long John afore.....(thats a good thing tew be sure) I never used that mod option meself, til lots of testin on the "Great CTD" bughunts of 2006....(April I think there abouts).....and I got tired of tutorial, and plus we had tew test other routes....so if'n yew dont want the tutorial, choose "Stormy Start".....But The game NEEDS the tutorial for less experienced players, and adding more clutter as in code, too make a runaround past the tutorial is wasteful and unnessessary.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Another thing: Malcolm advises you to buy silk and sandal. The problem is, silk is an import at both Oxbay and Redmond, and guaranteed to lose you money. Sandal is the best trade good on this route, with an average profit per unit of 43 with unmodified commerce stats. Gold comes in second, as Oxbay exports it and Redmond buys at normal price. But the profit there is only 10. The loss on silk is 58 per unit. This bugged me a lot in the stock game.<!--QuoteEnd--></div><!--QuoteEEnd-->

Aye this be a great point tew be sure agin, and this one as real meat on its bones! But like the first point.....the real answer be in changin the Dialogs tew reflect the new goods, and stuff in the Build. These are sorely outdated and have not been kept up like the rest of the story. I totally disagree with changin code, because that is why "some well intention stuff gets done and then causes major unforseen bugs for the rest of the game somewheres else"......and US!!! runnin around lookin for bugs is the results...and like others I am getting tired of chasin bugs, and reloadin the game all the time because we have forgotten what it is like tew be playin a fun stable game for ahwile!!! The Dialogs are there already, and they wont be leavin anytime soon, so use them wisely, not hack away at code doin endruns around things that first of all <b>Dont need tew be fuddled with</b> and secondly <b>have ways and means tew be escapin them in the first place</b>

I be thinkin, that hey! I'm a fairly New Scalleywag abouts ere meself, these be new waters tew be plunderin tew be sure......but I forget sometimes <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->That there were others way afore me who created this wonderful build and added these mods tew make the game better than it was<!--QuoteEnd--></div><!--QuoteEEnd--> and they had these same problems, and the same conversations....justs go back and read through some of the old threads.....a year ago....two years ago......anyway that is more than my two cents worth....No promises because I havent actually laid my hand tew it yet, but wanted tew add Dialogs tew kinda update these glarin changes, and might tackle that problem, which would be the smart way and the easiest.....because it NEEDS TO BE DONE ANYWAY........

P.S. <b>But please stop addin and changin code where it doesnt need tew be......I keep seein these changes, and ask myself....."HOW and Who would bother going into dialogs and changin that anyway......didnt need tew be done, so why?.....did it change itself?.....not blooody likely.........So who did it?, it didnt change on its own....but there is never an answer or reason....just got done....Like the Everret Gordon dialog changes.....he wasnt broke before? NO!....so who went in there and put those code changes there?, was it on purpose?, did it need to be added??...we have been frantically runnin down fixes for crew losses, and floatin people, flags mods....and all of a sudden somebody's dialog got changed......how come? Why? the game worked perfectly fine before without those changes, (damned if I can remember when, but it did!!) So how did he effect crew losses.....anyway new mods and addons need plenty of testing and bug fix'in tew be sure, but lets stop changin things that already work, and do not need fiddlin with in the first place, unless they HAVE to be</b>

P.P.S. Pieter: Jack Davidson, and Jason Maffettone have added or worked on new inventory stuff to be added to the build, and we all seem to approve back then, but were waitin for the next after 13 build.....they dont seem to be around as much and that I hope will change, we all have to run around a bit, but Dailogs and stuff will have to be changed anyways to reflect these new items.....First we were going to ask Maximus about adding slots maybe to accommadate these new items, somethin about a limit to them, and secondly are we still going to add these items after the stable build 13??
 
<!--quoteo(post=152946:date=Jun 29 2006, 03:37 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 29 2006, 03:37 PM) [snapback]152946[/snapback]</div><div class='quotemain'><!--quotec-->
Question though: Anyone ELSE here use AMD architecture to play this game?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yepp. Old one. 1.4 GHz, 512 MB Ram, no severe problems...
 
Well...

I added most of this to the bug tracker issue too... so I will just recap here.

After installing the game on two different machines, and seeing that it did the EXACT same thing on both of them (although a bit more WORSE because they are only 2ghz machines), I decided to dive into code.

I commented out a bunch of junk with calculating/finding "NearShips" in the AIShip.c file... and I now seem to have very fluid and smooth gameplay while sailing when any other ships are in the game arena with me.

I will be testing ill effects of doing this <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> ... as I am sure there has to be, for the amount of code I commented out <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> But so far, other ships seem to be firing at enemies, and me, just fine.
 
Speaking of fiddlin with da code... I was going to see about making the "Invasion" movie play when you leave oxbay and finally get to world map.

So the progress would be like this:

1) You do stuff in town
2) You set your flag (or it automatically sets it for you if you forgot... for Apprentice or Journeyman dif only)
3) You leave the dock to your ship
4) You 'narrowly escape the invasion' by manually sailing past the battle
5) You get the "WorldMap!" icon when you are a safe distance
6) You click to go to world map, and it shows you the movie
7) You are then on the worldmap when the movie ends (and it changes your flag back to what it was prior, again for the easier dificulty settings)
<img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> At this point you do whatever the hell you want

Makes more sense right? Since the movie basically covers what you 'just did'... not what you are 'about to do'. I don't think that will be too difficult to do, I've already been screw'n with when movies play when you die, to get the order right (but doubt I will ever bother pieter with those changes, they are superfluous).

What do you think? Worth the trouble?
 
How about not having the invasion or the movie happen at all until you go to the world map? If you want to participate in the invasion, you're still right there near the island.

Hook
 
Be nice if the whole Invasion / Silehard Quest was somehow just another option, like a lot of the other quests are, instead of being the main quest.
That way there was no annoying unfinished quests in your Quest Book if you dont want to do it. Or it just cancels out after a certain amount of time like some of the trading quests do.
 
<!--quoteo(post=152856:date=Jun 29 2006, 04:24 AM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 29 2006, 04:24 AM) [snapback]152856[/snapback]</div><div class='quotemain'><!--quotec-->
Speaking of quests,
Is it possible to disable the " Report to the Governor " Quest that happens once you leave Oxbay ?.

That way if you aren't interested in following the main quest you don't have the annoying reference in your Quest Book.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Unless you just carry on after you let the Governor know the french took Oxbury, then no.

I tested this by at start new game.
I used a portugal flag being as they are not at war with any one but the Pirate's. My start point then was at Concaicao being as that's Portugal's. I set sell to Oxbury and still got the movie and quest.

I tryed it as a Pirate, being as there at war with every one. Quebradas Costllas was the start point as that is a priate's base and the same happen as before when entering Oxbury, got movie and quest but attacked too lolz.

So from start of game no.
Maybe someone can change it so if you don't wont the main quest then you could turn it off on the BuildSettings, which would be very hard as there a lot to do in game to change it. It would also be more like Sid Meier's Pirate's in a way.
 
There a part in game where sometime's you cant' not move any more, or press F1 or F2, other then side step.

I have worked out why this happen's. When you press F2 after you level up, when you press next character, to see if then need to be level up to, if you hit the part where the name is, as if to change name then press somethink else like next character or ship as away to clear it up. When you come out of character to land location. Then that's where you can no longer move and have to hit Ctrl-alt- delete to get out.

I hope you understand what I mean as I am very sleepy and not been to bed yet.
 
<!--quoteo(post=153083:date=Jun 30 2006, 04:13 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 30 2006, 04:13 PM) [snapback]153083[/snapback]</div><div class='quotemain'><!--quotec-->
I tested this by at start new game.
I used a portugal flag being as they are not at war with any one but the Pirate's. My start point then was at Concaicao being as that's Portugal's. I set sell to Oxbury and still got the movie and quest.

I tryed it as a Pirate, being as there at war with every one. Quebradas Costllas was the start point as that is a priate's base and the same happen as before when entering Oxbury, got movie and quest but attacked too lolz.
<!--QuoteEnd--></div><!--QuoteEEnd-->

As soon as you enter the waters of Oxbay the whole Invasion Movie & quest starts. It doesnt matter how long it takes you to go there or where you start.
 
<!--quoteo(post=152853:date=Jun 29 2006, 04:03 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 29 2006, 04:03 AM) [snapback]152853[/snapback]</div><div class='quotemain'><!--quotec-->
A few more problem with new update.
The mission where you go to Falaise de Fleur and stop the barque Oiseau with the ammo for the french fleet in oxbury.
While the sailor that tell's you the captain hired to escort the Oiseau is in the tavern, I belive his name is Faust Gasgnet, any way he just standing there on dock not moving like a dumb person not speaking.

I was able to pass this part and get info from Innkeeper.

I went with Virgile Boon to sea and after boarding his ship, down below in his cabin ummm he would not talk and was not able to carry mission out.

Not point me putting this on Bug Tracker, but I have a look later and see if there away around it..
<!--QuoteEnd--></div><!--QuoteEEnd-->


Ok there a work around for now. When you get to sea where you stop to attack the Oiseau don't board her just blow it up, then a entry in quest book will come up saying you done it.
 
Here some small issues encountered with latest update:

<b>Boarding: Cabinmodels</b>

As previously mentioned: Sometimes yout location is a little weird when it goes to the last deck (or cabin?):

Here a shot of a Merchantman, I captured:

<img src="http://helmutchang.at/PotC/Screenshots/BoardingBug01.jpg" border="0" alt="IPB Image" />

(What's up? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )

And one of a Fleut MM (IIRC):

<img src="http://helmutchang.at/PotC/Screenshots/BoardingBug02.jpg" border="0" alt="IPB Image" />

(Smoke on the water, fire in the sky <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )

<b>Boarding: Crew losses</b>

Although Hook's fix does prevent this bynow, I guess, the current fix prevents any crew losses during boarding at all (haven't had yet any) Not sure: is Maximus doing a rework of the interface now, where this would be fixed properly?

<b>Tattoo Mod: Small issue</b>

Checked me a tattoo for increasing melee-abilities, forgot I already had 10. Guess, I have 11 now, because that's my character screen by now:

<img src="http://helmutchang.at/PotC/Screenshots/TattooModBug01.jpg" border="0" alt="IPB Image" />

I think, that's not a big thing to fix, and I'll have a look at it.
 
Swindler:

I have had significant but not unreasonable crew losses with then new update.

I have also had the weird cabin location.
 
Look's like some of then new stuff or sorted bug.s are conflict with the update before that.
Looking in the build and I see there a lot of new file's. Just a idea maybe someone can look in to this and see if this might the reason for all the new bug's which was cleared up before.
 
I sent a character to Falaise to test problems with Faust. He worked just fine.

I also discovered the bug where you can't talk to Boon after capturing the ship. It's been reported in the bug tracker.

You can also pass the Boon quest by killing Boon on the dock, then getting away. Moor at Octopus Bay to do this. You can probably get him sunk by an English fort, or pirate ships, but I haven't tried this.

NK changed Boon's money from 1,000,000 to 5,000. I was more than a little upset. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I'd suggest at least 50,000 or 100,000. After all, he's carrying gold to buy munitiions for the French invasion. Other characters strart with a million and they weren't changed.

Right now crew losses seem to work, but are not really correct. I sincerely hope Maximus is still working on this part of the code. I've noticed that lately I've never fought in the lower decks, but only on the top deck, then go directly to the captain's cabin. Anyone else getting more than one boarding deck? I may have made changes in my code that prevents this, so I need to know if it's the same for everyone.

Silverhawk: If you hear the sound that means you've clicked on the name to change it, hit ESC to get out of it before doing anything else. I've hit that name accidentally many many times, but never had the bug you describe.

Hook
 
<!--quoteo(post=153118:date=Jun 30 2006, 06:49 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 30 2006, 06:49 PM) [snapback]153118[/snapback]</div><div class='quotemain'><!--quotec-->
Right now crew losses seem to work, but are not really correct. I sincerely hope Maximus is still working on this part of the code. I've noticed that lately I've never fought in the lower decks, but only on the top deck, then go directly to the captain's cabin.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Think, that's got to do with the surrender-modifier (can't remeber name) in BuildSettings.h. Set to 0.1, now I got fine fights again (except many times, captain's dead loser after first deck). 1.0, as is default, seems too high.

I once boarded a Manowar with a Merchantman, had to fight through three decks and didn't loose a single crewmember (after boarding).

<b>And now for some <img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" /> :</b>

I really like the new Exchange-button in the characters-interface! Makes it a lot easier too give skill-upping items to your captains and their officers (and also to your own officers).

Not sure if I like dialog-proceeding on return-key: always have to remove my hand from mouse to key and back. Don't like this generally.
 
"Not sure if I like dialog-proceeding on return-key: always have to remove my hand from mouse to key and back. Don't like this generally."

You can fix this by editing "PROGRAM/CONTROLS/init_pc.c".

Change:
CI_CreateAndSetControls( "DialogControls", "DlgAction", CI_GetKeyCode("VK_RETURN"), 0, false );

To:
CI_CreateAndSetControls( "DialogControls", "DlgAction", CI_GetKeyCode("VK_SPACE"), 0, false );

Strangely enough, I had changed mine to VK_RETURN a while back, because it felt the same as thumbing through the quick-action menu... then Pieter went and changed the default to VK_RETURN in the latest patch. Kinda coinkydinkish!
 
<!--quoteo(post=153090:date=Jun 30 2006, 01:27 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 30 2006, 01:27 AM) [snapback]153090[/snapback]</div><div class='quotemain'><!--quotec-->
There a part in game where sometime's you cant' not move any more, or press F1 or F2, other then side step.

I have worked out why this happen's. When you press F2 after you level up, when you press next character, to see if then need to be level up to, if you hit the part where the name is, as if to change name then press somethink else like next character or ship as away to clear it up. When you come out of character to land location. Then that's where you can no longer move and have to hit Ctrl-alt- delete to get out.

I hope you understand what I mean as I am very sleepy and not been to bed yet.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I was able to reproduce this by clicking on the EXIT box while entering a name. I found the error and fixed it, and uploaded the fixes to the ftp site.

Hook


<!--quoteo(post=153124:date=Jun 30 2006, 01:11 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jun 30 2006, 01:11 PM) [snapback]153124[/snapback]</div><div class='quotemain'><!--quotec-->
Think, that's got to do with the surrender-modifier (can't remeber name) in BuildSettings.h. Set to 0.1, now I got fine fights again (except many times, captain's dead loser after first deck). 1.0, as is default, seems too high.

I really like the new Exchange-button in the characters-interface! Makes it a lot easier too give skill-upping items to your captains and their officers (and also to your own officers).

Not sure if I like dialog-proceeding on return-key: always have to remove my hand from mouse to key and back. Don't like this generally.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I'll change the Surrender multiplier and see if it doesn't help things a bit. Thanks.

I like the exchange button too. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> It wasn't all that hard to add, either.

I don't like using the return key for dialog either. I had changes for moving using the mouse buttons or W/S keys coded into buildsettings.h, but apparently Pieter took them out last update. I changed those two controls back.

Hook
 
<!--quoteo(post=153149:date=Jun 30 2006, 11:12 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 30 2006, 11:12 PM) [snapback]153149[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=153090:date=Jun 30 2006, 01:27 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jun 30 2006, 01:27 AM) [snapback]153090[/snapback]</div><div class='quotemain'><!--quotec-->
There a part in game where sometime's you cant' not move any more, or press F1 or F2, other then side step.

I have worked out why this happen's. When you press F2 after you level up, when you press next character, to see if then need to be level up to, if you hit the part where the name is, as if to change name then press somethink else like next character or ship as away to clear it up. When you come out of character to land location. Then that's where you can no longer move and have to hit Ctrl-alt- delete to get out.

I hope you understand what I mean as I am very sleepy and not been to bed yet.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I was able to reproduce this by clicking on the EXIT box while entering a name. I found the error and fixed it, and uploaded the fixes to the ftp site.

Hook
<!--QuoteEnd--></div><!--QuoteEEnd-->

Nice one Hook Thank you

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


I sorted the Virgile boon quest.
I boraded the ship but boon was dead and took his ship.
I also sorted Faust Gasqnet out too.

I added both Virgile boon and Faust gasqnet dialog.c and I also added both_reaction.c and Quest_reaction.c from a old build and it seeem to work Both the new and old file both_reaction.c and Quest_reaction.c are same and there was no change to it. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--quoteo(post=153149:date=Jun 30 2006, 05:12 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 30 2006, 05:12 PM) [snapback]153149[/snapback]</div><div class='quotemain'><!--quotec-->
I don't like using the return key for dialog either. I had changes for moving using the mouse buttons or W/S keys coded into buildsettings.h, but apparently Pieter took them out last update. I changed those two controls back.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I actually have been trying out a new setup, which I like a bit more.

I set W and S to work as up/down in dialog mode, with spacebar being the dialog choice button.

I then also set A and D to go left/right through the quick menu, with space being the selection button as well.

This setup allows me to never move my left hand, nor my right hand off the mouse. I am finding I like it! Only thing is, you have to change this inside the init file, and reset to globals. I tried adding the lines to the options file, but it doesnt take. Must be due to the 'false' flags in the init file for those.

EDIT:
I wanted to note the reason why this works, is because normally the keys of W/S and A/D are disabled when you go into dialog, or into the quick menu... so they are then enabled to work as navigation in the menus/dialogs instead. Works out great (for me).
 
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