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Pre Build 13 Modpack

Pieter,

One more problem,

<b>Ransom:</b>

1. Everyone's ransom is the same, an old bug once fixed and no back.

2. If you try to hire one as an officer he has <b>no</b> repeat <b>no</b> skill points.

3. Once hired from a prisoner you can't talk to him again.


<b>Reploss</b> posted rep contines to fall during combat during boarding.
 
Does everyone agree with this? And please give your opinions on the "Stuff that could be added" part. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Comments on the bugs reported by people are at the bottom of this post.

<b>Stuff that will be added to Build 13:</b>
- More gunpowder code
- Abordage Mod (once the crew loss bug is fixed)

<b>Stuff that could be added:</b>
- TradeBook interface modified
- Realistic Anchoring
- Changed officer types icons
- Changed cannon fire sounds
- New officer and soldier skins

<b>Stuff that will be in the Post Build 13, but seems to be working:</b>
- Age of Pirates Guadeloupe and Tortuga (partially unfinished, though working fine)
- Nathaniel Nation as startup nation in the choose character screen
- Realistic Anchoring

<b>Stuff that needs to be fixed/finished/tested before it can be added to the Post Build 13:</b>
- Customizable ships - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->must be tested and finished<!--colorc--></span><!--/colorc-->
- Amount of gunpowder on enemy ships can be seen through the spyglass (if your glass is good enough) - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->must be fixed<!--colorc--></span><!--/colorc-->
- Fort capture on Guadeloupe and Tortuga - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->needs testing<!--colorc--></span><!--/colorc-->
- Some code changing a locators - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->must be fixed<!--colorc--></span><!--/colorc-->
- SetSailstate Delay - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->must be finished first<!--colorc--></span><!--/colorc-->
- Different flags mod - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->must be finished first<!--colorc--></span><!--/colorc-->
- After finding a cursed coin, you will be a skeleton at night - <!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->must be tested<!--colorc--></span><!--/colorc-->

<b>Stuff that needs testing (and fixing) before Build 13 release:</b>
- Tutorials for all nations
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->- The rep loss bugs!!!<!--colorc--></span><!--/colorc-->
- Locations on new islands
- Balancing of the bladedamage mod
- Other gameplay-related stuff

<!--quoteo(post=149559:date=May 28 2006, 11:17 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ May 28 2006, 11:17 PM) [snapback]149559[/snapback]</div><div class='quotemain'><!--quotec-->
My vote to start a sub-forum for Post-Build 13 mods
<!--QuoteEnd--></div><!--QuoteEEnd-->
We can use Build Alpha for that. Once Build 13 is done, we can move the Post Build 13 talk to Build Beta then.

<!--quoteo(post=149565:date=May 29 2006, 12:59 AM:name=Meigger)--><div class='quotetop'>QUOTE(Meigger @ May 29 2006, 12:59 AM) [snapback]149565[/snapback]</div><div class='quotemain'><!--quotec-->
Some minor issues - Loading screen with skull and crossbones is in russian (Think Jason mentioned this before).
<!--QuoteEnd--></div><!--QuoteEEnd-->
You sure? I thought I had fixed all the loading screen issues yesterday. You sure you have everything installed correctly? All loading screens with skull and crossbones should have been replaced... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=149565:date=May 29 2006, 12:59 AM:name=Meigger)--><div class='quotetop'>QUOTE(Meigger @ May 29 2006, 12:59 AM) [snapback]149565[/snapback]</div><div class='quotemain'><!--quotec-->
At Redmond the port merchants at dusk/night do not have stalls, they just stand aganist the port wall. However, you can still sell or purchase items from them. Don't think these merchants are supposedto be there at this time. Daytime, everything is ok.

Once when landing at the Redmond port and after engaging in a fight, I got the lock icon in the upper left corner. Why I don't know. Could not duplicate. Did not seem to matter, as I continued on my way.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Those are weird. Never heard of them before. Luckily they're not gamekilling bugs, but still... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=149594:date=May 29 2006, 02:18 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 29 2006, 02:18 PM) [snapback]149594[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Reploss</b> When begining a new game I was attacked on land by an enemy whose blade broke. He continued to it me with fist. I killed him and immedialty checked my rep and it had fallen to Rascal. Pieter, i kow this isn't supposed to happen.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That most certainly is not supposed to happen. I never saw any rep loss when killing characters whose blades have broken. Does anyone else have this problem?

<!--quoteo(post=149594:date=May 29 2006, 02:18 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 29 2006, 02:18 PM) [snapback]149594[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Still speaking Russian</b> When uising a throwing weapon, the victim of the hit yells in Russian, and yes I ran the English batch file.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds to me as if somehow your game is working half-Russian or something. Please set the language in the options menu to Russian and back. Maybe you should reinstall completely; not sure what happened here... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=149594:date=May 29 2006, 02:18 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 29 2006, 02:18 PM) [snapback]149594[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Boarding</b> We are accompanied by a limit of 5 not 8 as before but everyone seems to be wearing the right clothes. I would like to get the lateest version of this fixed to the point where we could talk to the captain, have the enemies in the right clothes, and the larger boarding limit.
<!--QuoteEnd--></div><!--QuoteEEnd-->
When the crew loss bug has been fixed, this one will be added back in. It's too good not to have. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=149594:date=May 29 2006, 02:18 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 29 2006, 02:18 PM) [snapback]149594[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Hawk's colors</b> Love the flag and sails, but would like a little color in the ensign. I think I might disagree with Pieter on this, but maybe red up there might help. Not black, because we are not a priate.
<!--QuoteEnd--></div><!--QuoteEEnd-->
You should ask Sir Henry. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=149627:date=May 29 2006, 05:49 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 29 2006, 05:49 PM) [snapback]149627[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Ransom:</b>
1. Everyone's ransom is the same, an old bug once fixed and no back.
2. If you try to hire one as an officer he has <b>no</b> repeat <b>no</b> skill points.
3. Once hired from a prisoner you can't talk to him again.
<!--QuoteEnd--></div><!--QuoteEEnd-->
When the crew casulaties bug has been fixed and the abordage mod has been put back in, I think most of these bugs should be fixed again. Maybe I'll even be able to add the abordage mod back in, without adding the code from LAi_boarding.c. I'll try when I have the time.

<!--quoteo(post=149627:date=May 29 2006, 05:49 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 29 2006, 05:49 PM) [snapback]149627[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Reploss</b> posted rep contines to fall during combat during boarding.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not sure about that one. It's not supposed to happen. Why it still does happen is beyond me... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=149565:date=May 29 2006, 12:59 AM:name=Meigger)--><div class='quotetop'>QUOTE(Meigger @ May 29 2006, 12:59 AM) [snapback]149565[/snapback]</div><div class='quotemain'><!--quotec-->
Some minor issues - Loading screen with skull and crossbones is in russian (Think Jason mentioned this before).
<!--QuoteEnd--></div><!--QuoteEEnd-->
I found the reason for that. I forgot to include one file in the update. I thought that file already was part of the previous one, and it was, but not with that filename, so it didn't overwrite the right file. This is easily fixed though. Thanks for attending me to that one. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
All these things will eventually be made available for use for PotC, but if we keep adding stuff, we are never going to get a stable Build 13. Don't worry, as soon as Build 13 is done, we'll start on the Post Build 13. <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-->You sure? I thought I had fixed all the loading screen issues yesterday. You sure you have everything installed correctly? <!--QuoteEnd--></div><!--QuoteEEnd-->

Yes I am sure. I reinstalled March 5, May 25, and the small update and the English batch file.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Hawk's colors Love the flag and sails, but would like a little color in the ensign. I think I might disagree with Pieter on this, but maybe red up there might help. Not black, because we are not a priate.

You should ask Sir Henry. <!--QuoteEnd--></div><!--QuoteEEnd-->

Sir Henry, What do you think? Great Work, BTW!

On Build 13, I feel like we are now so close that less is more. So I would be inclined to stop here.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- More gunpowder code
- Abordage Mod (once the crew loss bug is fixed)<!--QuoteEnd--></div><!--QuoteEEnd-->

And, if there is any indication of difficulty with the gunpowder code, then fix the Abordage Mod, and Reploss and stop. Then declare Build 13.

Every thing else should go into the post build 13 modpack. Look how you (we) have grown the game form build 12 with the modpack.


BTW, could someone write up how the new cargo system works?
 
What new cargo system? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Have you tried my suggestin of changing the game language to Russian and back?

BTW: I added the rep loss bug to the to-do list above. We shouldn't forget that one. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Okay, we have been such busy Beavers!......"Hey! wipe that smirk off'n yer face thar...thats not what I meant an whats more yew know it tew!...................Sorry me crew gettin outta hand thar, they not been ashore for awhile, anyway tew work....

Tutorials: are going well.....a few minor things need lookin into though. There are some Dialogs that do not fit a random tutorial. Like for example....Malcolm states that he sees Merchant Tents at the top of the landing or something like that....but there is no one there.....So we need a more "generic" unspecific Dialog, that talks about things like this, but has no mention beyond "we need to see a merchant to get a new spyglass" or something like that....This can be done later, at least I planned to get at Dialogs sometime in the future.

1) I loaded up My previous Save file from right after the CTD Testing. Pieter mentioned that if we have a stable build someday...the Saves "should" work.....Mine worked fine, but after playing for awhile I had CTD when battling a Pirate Lugger in a Fog Bank....I could not catch the little Bugger........er Lugger! Kept using "sailto" and after a while.....a dozen attempts or more...CTD ( just for information sakes) This is interesting becasue alot of folks around here are still reporting CTD's during sea battles.....Why??? Now Im not battling a lot, right now, cause Im supposed to be checking the Tutorials for each nation, thats me job at the moment so go find yer own....Savvy! anyway, all through the threads people are mentioning these battle CTD's...thought it was more from the boarding mod, but this was before boarding...

2) First new tutorial start. Chose: Leather Clad Goddess, French, Xebec....that it? ok.....started Falais de Fleur. When Malcolm goes to the top of the stairs, he doesn't seemed to open the gates so much as we "Warped" into the next city area......played through alot, and then went to leave PORT. As I was sailin out to sea "I sailed right past a Lineship that was flyin Dutch colors with a Smaller Dutch ship aside her". I also had a Trader with me as "Convoy". I get out toward Sea, and the Lineship started attacking my convoy which was quite abit farther behind me! Checked in the spyglass, ( had brand new spyglass, and this options set to Stock in Buildsettings.h so it just works with everything) but the lineship was using "no" colors there.....cept you could clearly see the Dutch Flag at the Masts. Now we were French and they were allies......so I had to attack her too save my Convoy...Viscious fight, all Officers and crew killed, used God Mode to save Myself. After capturing this vessel, the "Take All" button would not work, and even after moving all goods manually, I was only 1200 cargo full, out of possible 3000 available space. Saved! Still need to watch that button, but no other fights since

3) Second New Tutorial, Chose: Beatrice Devlin, Pirate, Schooner.....again Dialogs a little too specific and do not fit - Minor annoyance factor only. <b>Beatrice walks too slow</b>....she cannot keep up with others....if you speed up ( using "R" ) she almost walks as fast as she should when normal...but a little too fast then. ( now Im sure I saw somewhere in these threads, this could be fine tuned for characters models and maybe with a little help I could fine tune this and test this for you but give me some input please...I would watch The Man character as well....you know Beatrices brother....) As I walked through the gates, I saw Artois and Nigel arguing, but not swordfighting. So I initiated the conversation with Nigel....he got mouthy, so I skewered him. Then Artois joins me, we work through tutorial. Also Malcolm claims to sell your Chocolate and Leather, but you dont have these, so if the cargo is supposed to be random, then the Dialogs again need to be finetuned here as well. So I eventually came out of the shipyard and after saying and exhausting all Malcolms lines he strolls off for a wet with his mates at the tavern, and My character freezes......I can sidestep...but that is it....used "quicksave" reloaded, and the first thing is Nigel is back and Artois and him fight, my crew "yes I picked up some officers, gut him quickly like a trout!.....Then Artois says his "Normal" line like the one he uses after he has already Joined you, which he had! about "you've got me ear....and then Im all locked up again.....Im gonna test this one again.....but after seeing the part about Artois/Nigel fix...thought this might be good time to report here about it..

P.S. Yes I was going to report that loading screen with Skull and Crossbones with Jack's red bandana but Russian Language here as well. Also some dialogs with Russian letters still kicking around

Okay I agree with alot of what you all say! But if the <b>Stuff that will be added to Build 13:</b> and the <b> Stuff that could be added:</b> and the <b>Stuff that will be in the Post Build 13, but seems to be working:
</b> are all working NOW and could be added, why not! Do that then call it build 13......"if there is any signs of major problems that were unseen" pull them.....then declare Build 13

Going back to me Tutorials now.....see ya later.....

Oh! Hi thar....long time no see, Nice dress by the way! Salong
 
Pieter,

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What new cargo system?<!--QuoteEnd--></div><!--QuoteEEnd-->

The one with the multipliers that appears to be giving us a lot more space in the hold.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Have you tried my suggestin of changing the game language to Russian and back?<!--QuoteEnd--></div><!--QuoteEEnd-->

Not yet. I have started a new game and if I get it again I will try it the. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<b>To all:</b> Is there anybody who wants to help out testing the land locations on the new islands? I want to be sure all locations are working fine for Build 13. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<b>To Long John Silver:</b> Thanks for testing! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Malcolm's dialog should indeed be changed. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

The French are always at war with the Dutch, aren't they? So if you were flying French colours, that would explain why the Dutch were hostile. However, strange that the spyglass doesn't show the nation properly. I thought that worked properly some time ago. I'll have to check that.

There indeed are still some CTDs in the game. I got one after capturing a ship that looked like a Privateer. I don't know why these get caused. Maybe the abordage mod would fix those CTDs. I just want to have that crew loss bug fixed before I put it back in.

The walking on the AoP characters is indeed odd. I asked Maximus if he can fix it and he said he'd try, but he didn't manage last time.

When you first entered QC during the pirate tutorial, did Nigel start talking to you? He's supposed to wait until the tutorial is over. And when you talk to him or Artois during the turorial, he should have the QC citizan dialog instead.

The Russian skull and crossbones screen will be fixed. I already figured out why that happened and how to fix it. The Russian characters in the texts are indeed not changed yet. Pirate_KK once worked on fixing that, but I don't know how far he came. I should ask him... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

At the moment, I don't want to add much more into Build 13. I am more inclinded to first get what we have now working properly and dub it Pre Build 13. Then we can always add the other (almost) working new stuff for Build 13. But I don't want to cause new trouble by adding new stuff in. Causing new trouble can wait till the Post Build 13. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<b>To Jason:</b> The only thing that were changed in the cargo system are the weight values for the cargo. It still works exactly the same, but leaves for more space in the cargo hold.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Pieter, checked that, and according to my Relations book, the Dutch and French were drinking buddies.....the Lineship didnt attack me going by.....I stressed that part in my post above.....thought of that, it onl attacked my cosort when he went to sail past him in the harbor...also the French forts fired on nobody at anytime. If I had of attacked an Ally of France, shouldn't the Forts then have turned on me? and also if the Dutch had of attacked a French Ship....should they have not fired on the Linship as well? This was very strange......I have never seen this before.....I asumed the trader that I was excorting was french as well, maybe that was the problem, but then there are the unansered questions I just mentioned!

As for the Characters in the Build....is there not a place were one can go and put in modifiers for lenght of step and such......I was sure that is somewhere around here, or maybe I stumbled upon code that addresses this on my own.......???

No Nigel responded by getting hateful at me and drawing his sword first...so I killed him, Malcolm helped of course...this is before we finished tutorial...almost as soon as we entered the gate

What about the "take all" button not working??
 
If this has been covered, I apologize as I have not read the above threads. The dialog for Altios and Blythe is still messed up. When you first encounter OC and the two men are fighting, you get dialog of townsperson talking about Rheims and the tavern keeper is the one to talk to. Game freezes at this point. Tried several saves and same thing happens. Cannot continue on main quest until this is fixed, as you cannot get passed this point.
 
To Meigger: Are you using the latest modpack update I made? That should've fixed it, but now that I get the reports from Long John Silver, I am getting doubts about it working properly... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

To Long John Silver: Then the relations are still messed up. ARGH! This has gone long enough. It seems nobody knows why the relations are messed up. Not even Maximus or Pirate_KK, who are the people who have done modifications there. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

I don't know about a speed parameter that can be set for characters. I suppose there is one somewhere, but I don't know where. It might be hardcoded. If you ever accidentally come accross it, be sure to say so. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
There is a distance that can be set for the sidestep for the AoP characters, but that is something different.

Sounds as if Maximus' fix for Nigel and Artois isn't doing it's job properly. I'll go and check that myself as soon as I have the time. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I'm afraid I know nothing of the "take all" button not working. Last time I tried, I didn't find anything wrong. But I might not have been paying attention... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yep, using the latest and greatest. Most of the minor quests seem to be ok. Just cannot get past this point on the main quest.
 
So the game always freezes when you get to QC? I will check it as soon as I have time. Not today though. I've got to stop for today. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yep. When you enter the gate and walk upon Altois and Blythe fighting. After wrong dialog, the game freezes.
 
I have another bug, but this can wait as its minor, on isl;and Hispaniola, i entered it from the shore, traveled through the Jungle to the 'outskirts' of the town/fort (spanish held one, cant remember the name...sorry) and when at these outskirts on loading its starts to load the outskirts, and then reverts to loading the jungle again, and im back in the jungle on the entrance to the outskirts, i tried several times and cant get in from this entrance. Havnt tried via the fort/town because of bad relations with the spanish <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Perhaps the place it spawns you is also the location where you are moved back into the jungle?

I have been round Antigua and it works great.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Okay Pieter, as far as I am concerned the tutoriqal testing is completed as required. I am happy that I gave each a running chance, BUT seeing I am a "veteran" player now, I don't read all the menus probably as a newbie should or would, and might miss something that they would not! That being said here goes my finishing comments

1) Chose Spain, Big Red Pirate Captain, and schooner.....picked up all my equipment and Malcolm would no longer talk to me....hit him with me sword and "the dirty rotten bastage" killed me.....forgot god mode was off...hehehe

So reloaded and took the great big bald Guy, everything worked fine except the stuff already reported. But I began too notice something else that stayed with me from then on, when you leave the Island you start on, ( in this case Ilse Muelle ) and go to sea....you start near Oxbay....I went back to port because I forgot something and ended up somewhere I did not expect to. Then I repeated everything again for Spain, with the Big Red Captain again, and it all worked fine except the Nation relations, the starting place at Sea where you start from, ( Always Oxbay except once ) and the Dialogs need tuning, especially for new people...they do not tell someone new where to find stuff, or keys properly enough.

2) worked on Douwesen next....that was about a straight forward as you could get, but again.....when you leave Port you are off Oxbay!

3) Conceicao: Oh! boy this is where the fun begins.....chose Nathaniel Hawk, Lugger, and of course Portuguese. Go ashore and Malcolm prods me to get spyglass! yada yada yada, than go inside, and he proceeds to talk to me about selling Chocolate and Leather, yada yada yada, and off he marches.......But Wait!..........He marches right on by the store and up toward the church at the top of the hill, And I'm thinkin of Repelling All Boarders right at this moment, I can tell you!....he marches clean down the other side, turns right and proceeds out through the Jungle Exit gates.....Well now hold on, why did he do that??....Musta wanted a picnic or something, probably had some broad waitin in this Port and wanted a ahh!...ahh!......well never mind, anyway I have nothing better to do and I cant go through the gates ( I Tried ) so I shove off back to the store by the Port entry gates. Inside the store, I meet Malcolm....I think OKAY....weird!!! he gives little speel about Yada, yada, yada and off he goes. So I sell cargo, pick up some personal items and go out. He is there and we march to the Tavern for crew, yada yada yada. When I get out of the Tavern...there is no Malcolm.

The End

No I'm not kidding....I sped up time, thinking he would run in from somewhere, I tested "ALL" doors they are all locked, So I Quit....eventually. Ok I start again.....right off the bat, I get ashore and the red lights start flashing.......I battle a couple guys, and then talk to some people .....get to the top, and can't find Malcolm. Think well he must of been killed....so I buy spyglass, and proceed to finish the whole tutorial with out Malcolm. When I left Port, I was off Conceicao....Okay one out of how many.....but at least this one worked.

But that 1st time he disappeared bugged me so I played it again twice, same results twice and again no Malcolm, and no fights either twice...weird. Then I started again and figured out what I did.....If you say to Malcolm in the cabin, "I'm getting tired of this. Thats enough" he disappears and goes and drinks Rum with his mates in the tavern and you dont interact with him no more. This is not clear enough to people and this dialog really should be changed to make this clear. Alot of loading and reloading could have been avoided.

So I started again, and the last time worked exactly like the first.......Malcolm leaves through the back gates and frigs off, but he is back in the first store when you go back there, and helps again for the tavern, but as soon as you come out of the tavern you are stuck, with No Malcolm and No finished Tutorial....you are stuck, locked and Bar B Qued. And you have to quit eventually.

Just Theory here, but I think he is marching off to the Conceicao Smugglers store and can't get back in through the rear gates again, but then how did he morph back for the tavern.....I dunno....cant explain this at all

The relations are all <b>SCREWED</b> They are all set to Neutral, everyone loves everyone, cept those friggin "Dutch flag waving, No Spyglass Flag at all, changing breifly to Spanish when you use [sailto] miscreants" that keep firin on me outside most Ports.....And Im serious...they have a Dutch Flag at all masts! If you look thru spyglass, they have no identification at all....and when I used Sailto to catch one they seem to have had a Spanish flag for a few seconds before turning into Pirates again....maybe.....And I wasn't drinkin...well not much. If you check Relations in F2 everyone is drinkin with everyone, and the numbers are Pirates (-60) Everyone else (-30) and anyone you have LOM with (0) Yes I took the liberty to talk to Governors in a few places before I set sail, thought this might trigger relations at war or something. Didnt work...so everyone loves everyone, ceptin me, and I gonna cry if I keep gettin pickon.....well maybe not....but still! Guess we know why rep goes in the toilet....you cant fight anyone, they all love everyone.

Trade Book, has nothing for Turks Islands....and only Contraband for Antigua. Also isnt St. Martins supposed to have two settlements...there is only one "Marigot"......I thought the French and The Dutch are fightin over this one??

If you stay away from Nigel and Artois...the tutorial goes smoothly there, and they fight normally after you finish, and no lockups or freezes, but who is going to do that....certainly no newbie at this game....so it works...but not well enough to ignore

Sorry for the Lenght but thats a lot of tutorial testing.....not everything smooth or the same, but it could be playable right now except Conceicao

Bye now!!
 
Another minor issue - No person in the tailor shop at Oxbay town. Entered and exited about 6 times, and no one was there. Cannot purchase any outfits if you wanted to.

Have the MOW's been taken out of the game? Played about 2/3 hours on sea battles only and never came across a MOW. The only MOW I ever saw was the one that attacked Oxbay at the beginning of the game. Even when going after battle fleets. Largest ship was a Battleship. Used to see MOW's all the time in large fleets.
 
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