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Pre Build 13 Modpack

To Pieter, thanks for your answer. There is also some toggle with the gunner I think?.

There has to be some agreement here on the forum how things should be done.

To me it is a natural thing or even a duty for the original modder to:
1) take care of bugs (also easier )
2) smallfixes such as adding missing toggles for examples, they have to be reported somehow to the modder though.
3) change in the mod. If we cannot reach an agreement on this point it will be very hard to see this as a community.

To Jason, thanks for testing it.
 
At the moment, modders seem to simply change what they want to see changed. And that is not a bad thing, really. But I think there should be some communication between the modder who changes the mod and the modder who made the mod. Provided, of course, that the modder who made the mod is still active. I also think that the modder who made the mod should get the final say on what goes in and what does not.

At the moment, we have three rather complicated issues:
1) The ammo mod is being changed by Maximus, IncredibleHat and Jack Rackham
2) The boarding code is being changed by Maximus and Hook
3) The officer hiring code is being changed by Maximus and IncredibleHat

This causes confusion about what should go in and what should be left out. It also is not nice to the other modders who also work on the same issue. So I think that if there is an issue that multiple modders are working on, they should discuss their work and try to come to a mutual agreement on what is used in the end. In this process, the modder who originally wrote the code should get the final say.

I am going to start three forum threads on the above issues where the modders will be able to discuss their work and views and where they will hopefully be able to come to a mutual agreement that will work great in the game.

<!--quoteo(post=155847:date=Jul 30 2006, 03:25 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Jul 30 2006, 03:25 PM) [snapback]155847[/snapback]</div><div class='quotemain'><!--quotec-->
To Pieter, thanks for your answer. There is also some toggle with the gunner I think?.
<!--QuoteEnd--></div><!--QuoteEEnd-->
IncredibleHat added that one, because he wants to make it so that a level 1 main character would also restock himself. He added a toggle on it that is off by default, so by default, it works just as you intended.

<!--quoteo(post=155847:date=Jul 30 2006, 03:25 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Jul 30 2006, 03:25 PM) [snapback]155847[/snapback]</div><div class='quotemain'><!--quotec-->
There has to be some agreement here on the forum how things should be done.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that is very important. See my text above for a suggestion.

<!--quoteo(post=155847:date=Jul 30 2006, 03:25 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Jul 30 2006, 03:25 PM) [snapback]155847[/snapback]</div><div class='quotemain'><!--quotec-->
To me it is a natural thing or even a duty for the original modder to:
1) take care of bugs (also easier )
2) smallfixes such as adding missing toggles for examples, they have to be reported somehow to the modder though.
3) change in the mod. If we cannot reach an agreement on this point it will be very hard to see this as a community.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree that the original modder should have the main responsibility for his own mod. But that doesn't mean that other modders shouldn't be allowed to change the code themselves. After all: Other modders <i>can</i> bring improvements to mods they didn't originally write. As long as there is some communication with the original modder, so that the original intent of the mod is never lost.
 
<!--quoteo(post=155832:date=Jul 30 2006, 06:02 AM:name=summersurfer)--><div class='quotetop'>QUOTE(summersurfer @ Jul 30 2006, 06:02 AM) [snapback]155832[/snapback]</div><div class='quotemain'><!--quotec-->
Where can I find the base version of pre-build 13 ?
I used the link on peters page (Downloads->Base Version (296 MB) and get to this page:
<a href="http://www.piratesahoy.com/index.php?option=com_docman&task=cat_view&gid=43&Itemid=53" target="_blank">http://www.piratesahoy.com/index.php?optio...3&Itemid=53</a>

But i can't find the base version of pre-build 13 anywhere <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->



I noticed the same exact thing as well, there is absolutely no link on that site to anything past build 11, I have been searching far and wide for the pre 13 base but I simply cannot find it... <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> Any help or guidance would be greatly appreciated as I am obviously very new to the mod and to the forum.
 
Sorry for the trouble: The downloads are messed up. They'll be fixed soon though. I contacted Keith and William, so they'll be sorting it out soon. I haven't heard from them yet. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
In the meantime, you can download it <a href="ftp://swankyplace.com/potc/pre_b13_base.zip" target="_blank">here</a>, thanks to IncredibleHat. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Ah, thank you so much, it was driving me crazy, I thought I was doing something wrong <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Especially thank you IncredibleHat for giving us that link to dl from.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

I play for a while with last pre_b13_update_19-7-06 , and I just find few bug:

1) confirm San Martin Shipyard problem. When I have four ship and I want to sell or repair one of that, I always have a CTD. This problem doesn't occur if i have only a ship.

2) Still have CTD with CORPSEMODE !=3 when fight occurs on the beach or at port.

3) It's not a bug but a limitation, some Fort can't be destroyed I try with franch fort in San Martin but it seems unbreakable.
What are the destroyable forts?

Nothing else <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I add some check on LAi_DoCORPEMODE function to prevent Quest broken with CORPSEMODE=3 (for who like me that have problem with CORPSEMODE !=3).
In attached the LAi_events.zip with the modification (works with last pre_b13_update_19-7-06).

bool LAi_DoCORPEMODE(aref chr)
{
if (CheckAttribute(chr, "corpse")) return true;
if (bAbordageStarted) return true;
if (chr.name=="Crewmember") return true;
if (chr.name=="Pirate") return true;
if (chr.name+chr.lastname=="Bernardo"+"Gamboa") return true;
if (chr.name+chr.lastname=="Nigel"+"Blythe") return true;
if (chr.name+chr.lastname=="Artois"+"Voysey") return true;
if (chr.chr_ai.group=="FBQ_SPAIN_SOLDIERS") return true;
if (chr.name=="French Soldier") return true;
if (chr.chr_ai.group=="ENGLAND_TAVERN_SOLDIERS") return true;
if (chr.chr_ai.group=="SMUGGLERS_SOLDIERS") return true;
if (chr.chr_ai.group=="ACTOR") return true;
if (chr.chr_ai.group=="GREENFORD_MURDERERS") return true;

return false;
}



<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
Never mind what was here I fixed the problem <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thanks giuliootto. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Update on the Build 12.1 and Pre Build 13 downloads:</b><!--sizec--></span><!--/sizec-->
William took the downloads down because they were generating more traffic than the server can handle. He is trying to arrange some new hosting space now. But 1200 Pre Build 13 and 800 Build 12.1 downloads in one week really IS a lot! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Next modpack update news:</b><!--sizec--></span><!--/sizec-->
I have been working on making a new modpack update the last two days, but I don't think I am able to finish the work without the help from IncredibleHat and/or Maximus. So I don't know when it'll be done. I am not going to try myself any further, because it'll be a waste of time. <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Well I've been running into this error consistantly so I figure I'd better inform you, it's not all THAT important to the game as a whole but I can see it being something people may run into often. When I would board a ship that either struck its colors before I borded or one way or the other the captain surrendered and I would ask that he and his crew join me, I would then happily sail away with the new ship in my fleet and her captain... The problem occurs when you try to do ANY kind of adjustments from the store to said ship. I CTD every time I try to look at the goods etc with any ship that is commanded by the captain that surrendered. It is more of a nuisance than anything but I could see that being an issue with people, all I did was replace the captain that comes with the ship to one of MY officers that I recruited and then used the captain that came with the ship as a secondary officer on that ship. Which is an easy fix but it sort of defeats the purpose of taking the ship with that captain included. =\ Dunno if that has come up before somewhere on the forum, if so then I will be quiet and leave you to your work. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

I found a problem with new boarding mod (talk with surrender captain): If you capture a quest ship (eg. Larouse's brig or Herry's Corvette take with Nigel Blyne Mission) the quest is broken.

I think that an easy solution should be disable catpain dialog when there is a quest ship, but who know how?

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> bye,bye,
giuliootto
 
<!--quoteo(post=156004:date=Jul 31 2006, 12:10 PM:name=Versorger)--><div class='quotetop'>QUOTE(Versorger @ Jul 31 2006, 12:10 PM) [snapback]156004[/snapback]</div><div class='quotemain'><!--quotec-->
Well I've been running into this error consistantly so I figure I'd better inform you, it's not all THAT important to the game as a whole but I can see it being something people may run into often. When I would board a ship that either struck its colors before I borded or one way or the other the captain surrendered and I would ask that he and his crew join me, I would then happily sail away with the new ship in my fleet and her captain... The problem occurs when you try to do ANY kind of adjustments from the store to said ship. I CTD every time I try to look at the goods etc with any ship that is commanded by the captain that surrendered. It is more of a nuisance than anything but I could see that being an issue with people, all I did was replace the captain that comes with the ship to one of MY officers that I recruited and then used the captain that came with the ship as a secondary officer on that ship. Which is an easy fix but it sort of defeats the purpose of taking the ship with that captain included. =\ Dunno if that has come up before somewhere on the forum, if so then I will be quiet and leave you to your work. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

In regards to that post I've tried replacing the latest ships captain and that did NOT fix the problem, which begins to make me wonder if it isn't something else... I will keep testing this. * I have been freezing with said ship in my fleet at the shipyard now too... It is a French designed Ship of the line that was captured and I replaced the captain that came with it, next I am going to sell that ship at the shipyard and see if it still freezes when I try to leave the ship repair screen. * Interesting... as long as I berthed that ship BEFORE I went into the repair screen then I could exit the repair screen without freezing.
 
To Versorger: The cause for that bug has been found and it will be fixed in the next modpack update.

To giuliootto: You are quite right. We have tried to set the Cabingfight dialog for ALL enemy captains as soon as boarding starts, but apparently it doesn't work yet. ARGH! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=156093:date=Aug 1 2006, 05:50 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 1 2006, 05:50 AM) [snapback]156093[/snapback]</div><div class='quotemain'><!--quotec-->
To Versorger: The cause for that bug has been found and it will be fixed in the next modpack update.

To giuliootto: You are quite right. We have tried to set the Cabingfight dialog for ALL enemy captains as soon as boarding starts, but apparently it doesn't work yet. ARGH! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ok thanks, that's all I needed to know <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>New modpack update</b><!--sizec--></span><!--/sizec-->
The new modpack update is available <a href="http://pieter.piratesahoy.org/downloads/pre_b13_upd_3-8-06.zip" target="_blank">here</a> (10,8 MB). Changes include:
- More bugfixes
- On-sea hiring of officers has been fixed and has been made less confusing
- Changes to the ammo mod (can't reload gun without ammo + changes to the amount of ammo in the gunpowder storage)
- Crew hiring doesn't take until nightfall anymore
- Serious changes to the buying of ships and items. See files "RPG Style ItemTraders.txt" and "RPG Style Shipyards.txt" in the <i>buildinfo</i> subfolder. These mods can be turned off in BuildSettings.h for those who do not like it.

This update seems to work reasonably well, except for one pretty bad thing: You can get stuck on the second boarding deck. Please confirm this bug. I am not sure if this bug existed in the previous update. I tried to check it, but I had no luck. If anybody can fix it, be my guest. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> For some reason the download link doesn't work for me. But the reason is so strange it wouldn't surprise me if it does work for you. Please tell me if it does or doesn't work.
 
Thanks, Jason. You're right. It works fine.

In addition to the latest update, the Pre Build 13 Base version is now also available again from my site. I wonder how long this link will last... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
As stated in my MSN message the deck 2 getting stuck bug was tested by me and on multiple boardings I found that I could not reproduce said bug on deck 2 in the previous update to pre 13. I don't yet know about the latest release...
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

A couple of things so far.

Playing the new merchant and shipyard I notice two things in the merchant. EXXXTRREEEEEMLY SSSSSLLLLLOOOOWWW loading when you start the conversation.

Merchant level seems to vary each time you visit. Each tiime I viist the merchant in Phillsburg he has 0 gold and 0 things to sell at leve 1, 7, and 10. 1 time out 6 he had both gold and goods, does this seem right?

Also CTD in Phillipsburg tavern 3 times when I tried to rest over night.
 
The problems with the merchant in Pillipsburg do not reappear in Cayman


<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Pieter you are right, I got stuck on the seconed deck in the first boarding.
 
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