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Pre Build 13 Modpack

To Giuliootto: That is the Ghost Ships bug, yes. <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#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,


With the 19 July 2006 ModPack I try to destroy the Santo Domingo Fort.
I successfully destroy the fort, but the ransack option is not appeared.

Is it a bug? or only the POTC stock Forts can be ransack?

Does already exist a fix for the gost ship? Where can I find it?

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
Giuliootto
 
Any idea when we will the get the next update with the ghost ships fixed. I seem to have hit a patch whrere every encounter is a ghost ship.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Any idea when we will the get the next update with the ghost ships fixed. I seem to have hit a patch whrere every encounter is a ghost ship.<!--QuoteEnd--></div><!--QuoteEEnd-->
In a day or so.

But the fix requires people to start all new games. Saved games will be wrought with serious bugs that even hitting "I" won't cure.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->But the fix requires people to start all new games.<!--QuoteEnd--></div><!--QuoteEEnd-->

Shouldn't be a problem ..
 
I am busy with reskinnning la Havana, i now have the port and muelle town 01, the only problem is the gm models overwrite the old ones because i tried to make new ones of the reskins but i failed.

Here is a Picture of the port
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/LaHavannaPort.jpg" border="0" alt="IPB Image" />
 
Looks nice. That is Douwesen port reskinned, isn't it?

Why can't you make it a new model? Swindler managed to make it a new model for Santo Domingo. You need to make a copy of the model files, but also of the FOAM files. Otherwise the game won't load the location.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>New modpack update</b><!--sizec--></span><!--/sizec-->
It has been a long time since there has been a new "official" modpack update, but a lot has happened since the previous version. IncredibleHat and Hook have worked together on making lots of new fixes, while I have been trying to work on some gamebalancing stuff and adding some new features. It is a shame that IncredibleHat has now left us, but he has done some excellent work to make Build 13 be quite a bit closer than ever before. So major thanks to IncredibleHat! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

The new modpack update is available <a href="http://www.s31clan.com/pietersmods/pre_b13_upd_10-9-06.zip" target="_blank">here</a> (23,8 MB).

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>Important notes:</b><!--colorc--></span><!--/colorc-->
This modpack update is specifically meant for TESTING! I have added some code I have been working on into this update that is either not thoroughly tested or confirmed not working. This code does not crash the game to my knowledge, but it requires testing and improving.

<b>Request to all testers:</b> Please test these mods in particular
<b>Request to all coders:</b> Please have a look at the code and see if you can figure out how to improve it

For thorough documentation on all the changes in this modpack since the previous one, please have a look at the "Post Build 12 Version.txt" that comes with this update. The notes about which mods needs testing are also in there. But for completism sake, I will add these notes here as well.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Mods that must be checked and/or fixed:</b><!--sizec--></span><!--/sizec-->

<b>Realistic Health Items:</b>
<blockquote>Adds two new health items: Bandage and Cauterization Kit, makes potions more rare
and more expensive. Set REALISTIC_HEALTH_ITEMS to 0 disable this mod.
Note: This mod should work just fine</blockquote>
<b>Health Scales Sworddamage:</b>
<blockquote>The damage done when swordfighting is scaled by your health/max health ratio.
Set HEALTH_SCALES_SWORDDAMAGE to 0 disable this mod.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->NOTE: THIS DOESN'T SEEM TO BE WORKING YET!!!<!--colorc--></span><!--/colorc--></blockquote>
<b>Realistic Ship Purchase:</b>
<blockquote>This mod disables the selling of navy ships to characters who don't have a high
enough national rank. This also disables the selling of pirate ships at pirate
shipyards to players who are not pirates. You can tweak this mod in BuildSettings.h
or turn it off with the REALISTIC_SHIP_PURCHASE setting.
Note: This mod should work just fine, but does need testing!</blockquote>
<b>Attempted fix to CreateTwinCharacter:</b>
<blockquote><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->This function could cause trouble in long games. IncredibleHat tried to fix it,
but this needs checking and testing!
File: Reinit.c<!--colorc--></span><!--/colorc--></blockquote>
<b>Changes to cabinfight:</b>
<blockquote>You can hire enemy captains as companion again (changes by Maximus). Sometimes
a captain will fight you in the cabin.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Note: According to Maximus, this works fine, but this does need some testing<!--colorc--></span><!--/colorc--></blockquote>
<b>Lockpicks added:</b>
<blockquote>These items are rarely found, but they'll double your chance of opening locks.
They can break though and get stuck in the lock, making the lock unopenable.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Note: I did a thorough rewrite of the code in PROGRAM\ITEMS\itemLogic.c that
should be checked. It doesn't cause error messages, but I'm not sure
if it works 100% right. I found that the locks opened too often.<!--colorc--></span><!--/colorc--></blockquote>
<b>Hitting a blocking enemy with fists hurts the attack:</b>
<blockquote>This should be working, but I have not noticed this happening in my game yet.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->NOTE: THIS DOESN'T SEEM TO BE WORKING YET!!!<!--colorc--></span><!--/colorc--></blockquote>
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

I played for a while with the previous update (28/08/06) It's more stable and finally boarding works perfectly.

I just found some bugs in st. Martins island:

When I try to talk with the store owner the game freeze, I have to do CTRL-CANC to exit.
I found that this problem is related with new code in Item_utilite.c, I replace it with the previous version and the problem expired (with new Trade RPG function of course).

also there are problem with the shypyard in that island, when I have more than one ship the game crash when I try to sell one of them.



<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#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Pieter, A few things to report on p/10.

I started with the Bemuda sloop. I had 32# long guns even thought the max is 9#. In the ship yard when I put in 9# the guns on the ship were 32# even though it was greyed out.

Is there still a quality check in the fast equip for blades? It equipped a good BC when I had a fine F100.

I was on IM and I hit the F9 key and the raiders were dressed as French.

Biggest probelm by far I could'nt board got the icon, hit F3 and the screen flashed and nothing. Just staring at sea no action.

Oh one more tiny thing, I wonder if the graphic on the bandage should'nt be plain white. We wouldn't be carrying used bandages, would we? <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
I am currently working on compiling the final Build 13 version, excluding any new stuff that might still be added. I hope to release a temporary version in a couple of days for testing, just to make sure there are no major bugs accidentally in there.

<!--quoteo(post=161169:date=Sep 11 2006, 08:30 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 11 2006, 08:30 PM) [snapback]161169[/snapback]</div><div class='quotemain'><!--quotec-->
I started with the Bemuda sloop. I had 32# long guns even thought the max is 9#. In the ship yard when I put in 9# the guns on the ship were 32# even though it was greyed out.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Uh? Now THERE's an odd bug. Please post it on the Bug Tracker. I will check it out.

<!--quoteo(post=161169:date=Sep 11 2006, 08:30 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 11 2006, 08:30 PM) [snapback]161169[/snapback]</div><div class='quotemain'><!--quotec-->
Is there still a quality check in the fast equip for blades? It equipped a good BC when I had a fine F100.
<!--QuoteEnd--></div><!--QuoteEEnd-->
IncredibleHat made some rewrites of the code, so it now works quite differently. It should now come much closer to equipping the <i>best</i> blade you have. My original version wasn't very good at equipping the best blade you had. If everything works properly, the Quick-Equip button should still not equip worn or broken blades if the bladedamage mod is on. Please try and get a worn/broken blade that IS good and see what happens if you press the Quick-Equip button.

<!--quoteo(post=161169:date=Sep 11 2006, 08:30 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 11 2006, 08:30 PM) [snapback]161169[/snapback]</div><div class='quotemain'><!--quotec-->
I was on IM and I hit the F9 key and the raiders were dressed as French.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That is not a bug, is it? The raiders are always French, unless you are French yourself. In that case, the raiders would be Spanish.

<!--quoteo(post=161169:date=Sep 11 2006, 08:30 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 11 2006, 08:30 PM) [snapback]161169[/snapback]</div><div class='quotemain'><!--quotec-->
Biggest probelm by far I could'nt board got the icon, hit F3 and the screen flashed and nothing. Just staring at sea no action.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That doesn't sound good. Must've been a mistake in the merge. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=161169:date=Sep 11 2006, 08:34 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 11 2006, 08:34 PM) [snapback]161169[/snapback]</div><div class='quotemain'><!--quotec-->
Oh one more tiny thing, I wonder if the graphic on the bandage should'nt be plain white. We wouldn't be carrying used bandages, would we? <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
LOL! There's nothing I can do about it though. Duncan made those items a looong time ago. I just didn't add them for a loong time. Perhaps I could ask him if he'd like to change it, but it's been a long time since he's been on these forums.
 
I have made a Build 13 Beta version that can be installed on top of the Pre Build 13 Base download or a more recent version. This version will remove all new features from the 10 September version and leave only that what will be in Build 13. I will upload this beta version for testing tomorrow, because I don't have time anymore today. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

Anyway: We will be needing some serious testers. Forget about the 10 September release. It's the Build 13 Beta version that REALLY needs testing. As thorough testing as possible within a week. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Biggest probelm by far I could'nt board got the icon, hit F3 and the screen flashed and nothing. Just staring at sea no action.<!--QuoteEnd--></div><!--QuoteEEnd-->


False alarm! I spoke to soon!. I have been unable to make this problem reappear so I think this particular thing is fine.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->That is not a bug, is it? The raiders are always French, unless you are French yourself. In that case, the raiders would be Spanish.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<i><!--sizeo:4--><span style="font-size:14pt;line-height:100%"><!--/sizeo--><b>Build 13 Beta!!!</b><!--sizec--></span><!--/sizec--></i>
Like I said I would, I have now uploaded the Build 13 Beta version to my site. There are two downloads available: the full version and the small version. The full version can be installed on top of the Pre Build 13 Base version or more recent versions. The small version can be installed on top of the latest IncredibleHat release or on top of the 10 September version.

<a href="http://www.s31clan.com/pietersmods/b13_beta.zip" target="_blank">Build 13 Beta Full</a> (22,1 MB)
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Compatible with Pre Build 13 Base or more recent<!--sizec--></span><!--/sizec-->

<a href="http://www.s31clan.com/pietersmods/b13_beta_small.zip" target="_blank">Build 13 Beta Small</a> (2,79 MB)
<!--sizeo:1--><span style="font-size:8pt;line-height:100%"><!--/sizeo-->Compatible with latest IncredibleHat update or Sunday 10 September version<!--sizec--></span><!--/sizec-->

This update should be the most stable Pre Build 13 version to ever be released. It contains all IncredibleHat's fixes and some additional fixes as well. It contains no new features at all. All new features that were added to the 10 September update are removed from this version again to make this version as stable as possible.

Please help testing this version as thoroughly as you can. We are planning on releasing Build 13 next week, so I want to make sure that it works properly. Thanks in advance. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
I´m looking forward to the build 13 Pieter! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Just want to know which version of the ammo restock thing that was finally chosen.
 
I have done no changes to the ammo restock at all lately. So the version that is in there is the latest version you knew to be in there. If you have any changes/improvements for it, please send them to me and I'll add those instead.
 
No I have not dome anything to it either. My suggestion is to go back one step and use the version whith only Hat´s modifications on my mod. The only reason for my opinion is that Maximus changes not are working well upon the other stuff.
 
Do you know when that version was released? I can put it back in, but I'm not entirely sure where to look. I have so many different modpack versions now. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
You know Pieter, I think you could add the new items, bandages, cauterization kit, lock picks to Build 13. They seemed to work fine.

Also is it me or is the Bermuda sloop in game graphic, on the water too large, bigger than the regular sloop?
 
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