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preBuild13+beta1+beta2+beta3

Black Bart

Corsair
Storm Modder
That build is ontop of the standard build 12.1(full) - just so its all clear.

Any remarks i make are not intended to offend any work of any of the modders - i'm just going to post things as they occur to me, and am perfectly willing to be shown the error of my ways. So nothing that might appear here is meant to be taken personaly - i'm just trying to help make PotC a better <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />

I've joind the bug traker thing and just having pre-build13 as a bug reporting option is ok for this latest beta right?
I must admit i dont have much expereince with using such a site, so what i'll probably do is post all the things that occur to me here while playtesting, and make distinctions between things that i think are bugs and things that might just be balance issues of features that might be in need of relooking at. Please feel free to join in with your bugs/suggestions/replies etc.
When i'm sure something is a bug i can then put it on the bugtracker site <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I'll head the issues diferently, so i can keep a better track of whats really bugs or not. I think these categories should cover most things:

gameplay - this is refering to a part of the game that could do with a better solution?
bug - hopefuly a real bug
graphic - a graphical issue
sound - a sound/music issue
dialogue - a text/dialogue issue
Quest - a quest related issue
Interface - an interface issue

I will combine options when needed, so a bug/graphic title will focus the attention to that' and where i can a possible suggestion for a solution.

Everything below is in addition to the already mentioned issues(like all nations neutral etc).

7/10/06(old Beta3 - not latest)

<b>1. Gameplay:</b> from game start with just 2 points on leadership, its very easy as a level 1 or 2 character to haggle the price of recruited officers down when hireing them - <b>suggest</b> a way to limit the amount of attempts player can have to haggle with them(maybe set to players level+1? level 1 = 2 haggle attempts?)

<b>2. Bug/gameplay:</b> The dialogue automenu that opens after an Officer is recruited is not really needed - it also causes a weird glitch if you recruit someone from the upper floor of a tavern, as you have this discussion while that Officer is not present(they are always downstairs) - <b>suggest</b> not auto opening that dialogue. the players first option is to exchange items most likely anyway.

<b>3. Bug/graphic:</b> On a few occasions i was left with a gunpowder graphic(for pistols etc) in my item inventory while not actualy having any left - when i go into a store it displays that i have 0 of gunpowder.

<b>4. Gameplay:</b> The issue of Officers personal money - various options have been talked about, i think a simple low limit of cash on a recruitable officer would solve the problem. <b>suggest</b> keep recruitable officers personal money to 1000 and under - a more detailed system could be worked on for a later build.

<b>5. Bug/graphic:</b> Cash on an Officer(when in the exchange screen) sometimes shown with 7 zeros after the amount. e.g 6368.0000000

<b>6. Gameplay:</b> If a player hires then fires an Officer the Officer should dislike the player(at the moment they have cordial/friendly remarks) and possbily cause a reduction in players reputation/and/or other negative effect . This would help stop players recruiting an officer to simply take their items and then dismissing them.

<b>7. Graphic:</b> minor - come up with a not so real player pic for Captain James Norrington(even though it is a cool pic) so it fits in better with ohter char portraits. <b>suggest</b> maybe chuck that pic in photoshop and run a filter?

<b>8. Bug/graphic:</b> missing portrait of 'Beatrice'(name of hireable officer diferent - but model of char is Beatrice from AoP) character when in dialogue mode in tavern - graphic appears fine in passenger list when recruited, just not present in initial dialgue.

<b>9. Gameplay:</b> Noticed you can get a few high ranking Officers at game start for very cheap(hireing price starts at only 2000) e.g. my level 5 carpenter with repair skill of 8(+sailing 4). As a recruitable officer for a level 1 or 2 player they are maybe too good and too cheap(especialy as you can haggle them right down)? <b>suggest</b> either a limit on high level Officers to recruit at game start(say max 1-2 levels above player?) and/or increaseing initial hireing cost significantly(each level of officer = +1000 hireing cost to base)?

<b>10. Gameplay:</b> Hardly get female Officers to recruit now - i found 1 out of 20 candidates at game start. probably better than beta(2) where nearly every other Officer was a female 'tough', but for those that want to have 1 or 2 female officers at game start maybe look at making them a little more common? This seemed to apply to Doctors also?

<b>FIXED</b> in latest Beta(3) - atleast if it wasn't just bad luck that first time through the old beta3?

<b>11. Bug?:</b> In storm mode(storm screen when sailing) only my character and my gunner seemed to be gaing experience - only those two chars had their xp reported in the text update thing in the top left of the screen. I had all 3 officers in crew positions(a navigator and a carpenter) - but only the gunner + myself were mentioned. I even switched Officers around in the passenger list but it made no difference.

<b>Resolved</b> - all active officers do get xp, even if not updated as such on screen during storm.

<b>12. Bug:</b> During a tavern brawl - the Officer(recruitable) that had been sitting downsairs spawned a replica of himself that stood in the middle of the table he was sitting at. both existed, just duplicates.

TO DUPLICATE BUG: try saving and reloading within the tavern and pay close attention to the npcs inside.

Thats all i've got so far but i agree with others comments that so far this Beta3 is the best of the betas so far as i can tell, but i think we still need to do a fair bit of testing/work before build13 is good to go.


09/10/06(old Beta3 - not latest)

<b>13. Gameplay/suggest:</b> reduce amount of xp gained when trying to pick a lock - does it always give xp to your officers as well, or is that just if you have 'shared experience' picked as a character trait? should only go to 'lock picker'(unless using shared xp trait).

<b>14. Gameplay/suggest:</b> when picking locks in peoples houses+you are discovered(resident attacks you) you should lose some reputation.

<b>15. bug/sound:</b> when transitioning from 3D sailing mode to mini-map sailing mode you always get the "land Ahoy!" speech - even if in the middle of the ocean with no land present - i dont think it used to do this?

<b>16. Dialogue/suggest:</b> The players response to Simon Hanpool in GreenFord tavern seems too harsh/mad in the opening conversation. He(Simon) compliments the player of looking distinguished and you only have the option to critise his ability to run his tavern! a good way to gaurantee you will get the watered down(and spat in) rum imho! maybe tone down the harsh player dialogue for that bit?

<b>17. Bug/Quest:</b> During the 'liberate Oxbay' Quest, you can get an issue where you cant get access to the greenford Tavern when escorting the ship with english troops from Redmond to Greenford. I arrived at night, having lost my crew to starvation on the way, and could not recruit anymore crew(tavern shut). I then couldn't sail anywhere to carry on with the quest + had to reload.

<b>18. Bug/Dialogue:</b> Directions to Grey Rock Beach(for the mission mentioned above in No:17) are wrong now that we have a differnt map and orientation of the islands. The contact you meet on the dock says "travel North East out of the bay and head North around the Island" - this should now be "travel North West out of the bay and head South around the island"

<b>19. Bug/CTD!</b> During brawl with french troops comeing to arrest Tobias in Oxbay Tavern(during liberate Oxbay questline). happend when one of the two double spawned tavern npcs got killed in cross fire. So i think this is an issue with npc's spawning copies of themselves in the tavern sections.

<b>20. CTD!</b> Trying to flee Oxbay on the french ship that has been bribed to switch sides and sail to redmond during the closing part of the 'liberate Oxbay' quest line. From the point where you find yourself under fire from the fort i've had three CTDs during my attempts to escape, all at seemingly different and random points(one during using spyglass and scrolling view around/one after recieving a volley of cannon fire from the fort+ ships/one simply turning my ship to get a better breeze - i had nearly escaped on this one...grrrr).

Wondering if it could be to do with the neutality of all sides now? as it seemed random if the other local french ships would be red in my radar and attack me or remain grey and neutral?

<b>21. Interface</b> when in 3D sailing mode and you enter any of the rather cool new ship screens like Captains Cabin/Crew Deck/Cargo Deck, return key brings up a little options menu with icons of legs(fast travel), Sea(back to top deck and 3D sailing mode) and doorway - doorway icon does nothing?

<b>22. Graphic/minor</b> the New exit from Greenford to the path to Oxbay uses a graphic with a large church/mansion visable just behind the wall after the exit. This is the exit from Greenford so only jungle is actualy on the other side of the wall - is there another graphic we can use for that?

<b>23. bug/gameplay</b> Injured crew dont regenerate health when not in your active party - so you can sail for months and they will never heal untill back on land and part of your party.

<b>24. minor/very minor:</b> in About Build>Credits>"List of build 13 modders include:" - Screwface is listed twice, once after Pieter, and once after Captain August.

Also i note in "Other people" category a little further down, there is the name Child of Thor - i think thats me, although its a bit weird cause it was a name i used to use over at Apolyton.net(where i helped in the old days with the Call To Power II modding project), and i wasn't aware i also used that name here if i did it must have been the very first time i came here - oh and what did i do anyway to appear in the mod credits??

<b>25. super minor/graphic:</b> When in the starting tutorial the map on the desk in the cabin shows the old PotC map - not the current one, like i said super minor! Along those lines it would be nice if the tutorial sectons cabin matched with the players ship cabin(now we have those excellent different cabins) - again super minor issue maybe worth noting?

<b>26. Bug:</b>Not finding bandages or cautarisation kits so far in my game, either in random loot or in stores. thats with a character between levels 1 and 4, and i explore eveywhere and everything!

<b>27. Bug/gameplay:</b>Never find either bullets or gunpowder on dead enemies?

<b>28. Graphic/minor:</b> when in walking mode(yes i do like to actualy walk sometimes when on land <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ) as opposed to running mode - i notice the Officers in your party often 'clip' into the range of your following camera view - they can sometimes get in the way of the view. Is it possible to make your party members stay behind the set camera distance to stop this happening?

<b>29. bug?/Gameplay:</b> Where do you sell: blunderbuss/grenade/poison weapons+items etc? i would like to sell some.

<b>30. bug?/text:</b> in a busy port(8 ships) while in 3D sailing i had two ships(of different class and type) both have the same name. The weird thing was the name was in russian i think "ImmortalitN" - where the last N was a russian character with an accent above it. It didnt effect anything that i could tell - but it was odd seeing two different ships with the same slightly odd name?
 
<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>1. Gameplay:</b> from game start with just 2 points on leadership, its very easy as a level 1 or 2 character to haggle the price of recruited officers down when hireing them - <b>suggest</b> a way to limit the amount of attempts player can have to haggle with them(maybe set to players level+1? level 1 = 2 haggle attempts?)
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's a good idea. Might be possible. Some officers are easier to haggle down than others. But I agree that it shouldn't be easy to do this at all for a low level character. The following code in Enc_officer_dialog.c handles this:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int ptest, ntest;
ptest = 2+(GetAverageSkill(PChar,SKILL_COMMERCE)*1.5 + GetAverageSkill(PChar,SKILL_LEADERSHIP) + Rand(GetAverageSkill(PChar, SKILL_SNEAK)-1)+1)/2;
ntest = GetLevel(NPChar)/5 + Rand(GetCharacterSkill(NPChar,SKILL_COMMERCE)*2 + GetCharacterSkill(NPChar,SKILL_LEADERSHIP) + GetCharacterSkill(NPChar,SKILL_SNEAK)-4)+4;
if(ptest >= ntest && makeint(NPChar.quest.OfficerPrice) >= GetLevel(NPChar)*100 + ptest*16)<!--c2--></div><!--ec2-->

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>2. Bug/gameplay:</b> The dialogue automenu that opens after an Officer is recruited is not really needed - it also causes a weird glitch if you recruit someone from the upper floor of a tavern, as you have this discussion while that Officer is not present(they are always downstairs) - <b>suggest</b> not auto opening that dialogue. the players first option is to exchange items most likely anyway.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Could be done. I wonder what other people think of this. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>3. Bug/graphic:</b> On a few occasions i was left with a gunpowder graphic(for pistols etc) in my item inventory while not actualy having any left - when i go into a store it displays that i have 0 of gunpowder.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Is that gunpowder goods or gunpowder items? I never heard of that. Sounds weird. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>4. Gameplay:</b> The issue of Officers personal money - various options have been talked about, i think a simple low limit of cash on a recruitable officer would solve the problem. <b>suggest</b> keep recruitable officers personal money to 1000 and under - a more detailed system could be worked on for a later build.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I think the best idea is to devide the officer's wealth and officer's money. The officer's money is money you give him for safekeeping. His wealth is the money of the officer and you can't touch that.

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>5. Bug/graphic:</b> Cash on an Officer(when in the exchange screen) sometimes shown with 7 zeros after the amount. e.g 6368.0000000
<!--QuoteEnd--></div><!--QuoteEEnd-->
I saw that as well. Way weird. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>6. Gameplay:</b> If a player hires then fires an Officer the Officer should dislike the player(at the moment they have cordial/friendly remarks) and possbily cause a reduction in players reputation/and/or other negative effect . This would help stop players recruiting an officer to simply take their items and then dismissing them.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nice idea. But I think that should wait for Build 14 when I want to get a mod done that will make officers have more of a personality and make them more useful, required and interesting.

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>7. Graphic:</b> minor - come up with a not so real player pic for Captain James Norrington(even though it is a cool pic) so it fits in better with ohter char portraits. <b>suggest</b> maybe chuck that pic in photoshop and run a filter?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Can be easily done by just making a screenshot and adding the borders.

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>8. Bug/graphic:</b> missing portrait of 'Beatrice'(name of hireable officer diferent - but model of char is Beatrice from AoP) character when in dialogue mode in tavern - graphic appears fine in passenger list when recruited, just not present in initial dialgue.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That is because we don't have Beatrice's head model files.

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>9. Gameplay:</b> Noticed you can get a few high ranking Officers at game start for very cheap(hireing price starts at only 2000) e.g. my level 5 carpenter with repair skill of 8(+sailing 4). As a recruitable officer for a level 1 or 2 player they are maybe too good and too cheap(especialy as you can haggle them right down)? <b>suggest</b> either a limit on high level Officers to recruit at game start(say max 1-2 levels above player?) and/or increaseing initial hireing cost significantly(each level of officer = +1000 hireing cost to base)?
<!--QuoteEnd--></div><!--QuoteEEnd-->
This is something to change for Build 14, I think, when we want to make officers more important and make it harder to get good officers.

<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->
<b>10. Gameplay:</b> Hardly get female Officers to recruit now - i found 1 out of 20 candidates at game start. probably better than beta(2) where nearly every other Officer was a female 'tough', but for those that want to have 1 or 2 female officers at game start maybe look at making them a little more common? This seemed to apply to Doctors also?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't recall anything being changed there. It might be your bad luck that you don't encounter many female officers anymore. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=166279:date=Oct 8 2006, 02:47 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 02:47 PM) [snapback]166279[/snapback]</div><div class='quotemain'><!--quotec-->

<b>11. Bug?:</b> In storm mode(storm screen when sailing) only my character and my gunner seemed to be gaing experience - only those two chars had their xp reported in the text update thing in the top left of the screen. I had all 3 officers in crew positions(a navigator and a carpenter) - but only the gunner + myself were mentioned. I even switched Officers around in the passenger list but it made no difference.
<b>12. Bug:</b> During a tavern brawl - the Officer(recruitable) that had been sitting downsairs spawned a replica of himself that stood in the middle of the table he was sitting at. both existed, just duplicates.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Those are both real weird. No idea why that'd happen. Does that occur often?
 
<!--quoteo(post=166304:date=Oct 8 2006, 04:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2006, 04:17 PM) [snapback]166304[/snapback]</div><div class='quotemain'><!--quotec-->

Is that gunpowder goods or gunpowder items? I never heard of that. Sounds weird. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

gunpowder items. it doesnt happen all the time, not even often - but i have reproduced that bug on a few occasions now - it seems to come about while you are transfering items between you and your officer(in the face to face transfer option - i havent tried the new exchange option in the passenger menu yey) - i like to make sure they all have enough gunpowder and bullets <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=166304:date=Oct 8 2006, 04:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2006, 04:17 PM) [snapback]166304[/snapback]</div><div class='quotemain'><!--quotec-->
I think the best idea is to devide the officer's wealth and officer's money. The officer's money is money you give him for safekeeping. His wealth is the money of the officer and you can't touch that.<!--QuoteEnd--></div><!--QuoteEEnd-->

I was thinking of a quick-fix(atleast i think it might be!) to remove an exploitable 'get-richer' flaw as it is - if we can easily impliment two types of money for an officer than yes that is the better long-term option <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=166304:date=Oct 8 2006, 04:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2006, 04:17 PM) [snapback]166304[/snapback]</div><div class='quotemain'><!--quotec-->
I don't recall anything being changed there. It might be your bad luck that you don't encounter many female officers anymore. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Argh! maybe it be my rum laden breath that scares the lasses away! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

<!--quoteo(post=166304:date=Oct 8 2006, 04:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2006, 04:17 PM) [snapback]166304[/snapback]</div><div class='quotemain'><!--quotec-->
(bug 11+12)Those are both real weird. No idea why that'd happen. Does that occur often?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ref 11. I checked and all my active officers do actualy gain xp - still it only ever reports on myself and my gunner on the screen during the storm - it used to include all the crew(active atleast).

ref 12. I've seen it again now(the double char thing) - during part of the 'liberate Oxbay quest', this time it actualy caused a CTD(engine.exe error) when one of the spawned tavern dwellers got killed in cross fire with myself and french troops come to arrest Tobias.

I'll add more things to that first post - to update any changes etc.
 
<!--quoteo(post=166304:date=Oct 8 2006, 04:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 8 2006, 04:17 PM) [snapback]166304[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166304:date=Oct 8 2006, 04:17 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 8 2006, 04:17 PM) [snapback]166304[/snapback]</div><div class='quotemain'><!--quotec-->
<b>12. Bug:</b> During a tavern brawl - the Officer(recruitable) that had been sitting downsairs spawned a replica of himself that stood in the middle of the table he was sitting at. both existed, just duplicates.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Those are both real weird. No idea why that'd happen. Does that occur often?
<!--QuoteEnd--></div><!--QuoteEEnd-->

ref bug 12 - it can happen when you save within a tavern then reload. for example if you play a game of dice, save when your succesful(yes - i know its cheating!)and reload when you fail, then that can bring about the duplication of the npcs(especialy the walking around ones - except the barmaid). In itself its ok but if a tavern brawl kicks of and one of these duplicate npcs is killed, then it can cause a CTD. I've upated my origonal post with this info plus new stuff i'm finding having ideas/thoughts on.
 
Duplication of NPCs after saving <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Check this post <a href="http://www.piratesahoy.com/forum/index.php?showtopic=8603" target="_blank">Twinbug</a>

Probably the same bug, because new officers are also "Fantom" characters.
 
yep that sounds like the baby. most of the time it effects the npcs walking around, but i have seen it effect a sitting hireable officer once. Still the CTD when oneof them dies is my big worry - in a tavern fight its very hard not to hit by standers in the crossfire <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

Ok i'm going to be moving all my new bugs into Pieters thread specificaly for the beta3 testing. On the current build as listed in this title - i've been encountering crazy bugs today:

Rations dissappearing - causing starvation
Not being able to leave a 'storm screen' during the 'sink Oiseau' quest
Captured ships not automaticaly taking on players flag - and getting sunk by fort
Forts keep fireing even when no other ships are anywhere on the radar map/compass
bouncing of a port wall causes super acceleration(+6 knots), even when you were going 0.1 knots before

plus many many more!!

So what i've done is a complete re-install without beta1or beta2, just in case this was the reason for my mega buggy day. I guess some of the bugs here we can keep an eye on - to see if the reappear or are still present, but i wont be adding anymore bugs to this threads current list from now on.
 
<i>16. Dialogue/suggest: The players response to Simon Hanpool in GreenFord tavern seems too harsh/mad in the opening conversation. He(Simon) compliments the player of looking distinguished and you only have the option to critise his ability to run his tavern! a good way to gaurantee you will get the watered down(and spat in) rum imho! maybe tone down the harsh player dialogue for that bit?</i>


Usually, with those kind of NPC your character is saying a different thing depending on his reputation, he is polite if he owns a good reputation and quite insulting if he don't. But in that case you're absolutly right, in the Greenford tavernkeeper .c dialog file their isn't any repcheck for this sentence, and you always tell him "You talk about how I'm dressed but you can't even keep this pigsty clean? Well, I see what a good tavern-keeper you are.",

I will try to translate the whole game into French with some friends and volunteers when Build 13 will be done. I could rewrite some few English dialogs by the same time, and add those kind of details, if everybody here agree.


<i>Is that gunpowder goods or gunpowder items? I never heard of that. Sounds weird. </i>
It happened to me too, with beta 1+2. I had a gunpowder item mention eventhough their weren't any left. And at the same time I couldn't buy more amunition eventhough I hadn't got the maximum (but it look like this bug is well-known), and officers hadn't got any either. But both bugs disapeared later in the game.


<i>22. Graphic/minor the New exit from Greenford to the path to Oxbay uses a graphic with a large church/mansion visable just behind the wall after the exit. This is the exit from Greenford so only jungle is actualy on the other side of the wall - is there another graphic we can use for that?
</i>

I remember that their were a similar bug in Redmond. (in the unmodded game) I haven't check yet if someone corrected it...
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

glad you could confirm the fantom gunpowder in inventory bug <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I'll be looking over all the english language dialogue files at some point(i dont know where they are in the program folder yet!), once we've got through this current stage of play testing the current beta. Some of the english isn't correct and i'm seeing litle typos here and there(usualy \n inserted in the dialogue) of which i'm listing.

So yeah i hope to give the dialogue an overhaul in general. In the meantime i think we have a lot of playtesting ahead of us, and bug reporting. So i think you may not have to worry about the french version for a little while yet - so relax and playtest away <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

oh most of the current info on the play-testing is now in the other thread started by Pieter, this is kind of a dead thread now! (The 'build13+Beta3+small fixes' thread)
 
Thanks for replying Black Bart!
I know that this threat is out-dated! But I still have some comments to do :


i dont know where they are in the program folder yet! [\quote]
Aha... You didn't search, then! It couldn't be simplier : the .h files are in the PROGRAM\DIALOGS\ENGLISH folder and the .c in the PROGRAM\DIALOGS folder.... No need to explain you how it works, by opening them you'll understand immediatly.

(usualy \n inserted in the dialogue)[\quote]
That is strange. You shouldn't see those '\n' ingame, because they should equals to an 'enter' for the computer. But now that you mention it... I think I've seen that too for time to time. Should check this.



so relax and playtest away [\quote]
As a matter of fact I'm not really a playtester, alas... Haven't got enough time!


About the translating job, I don't know from witch country you're coming from, but if you know any French people who'd be interested by this project, you can ask them to join us when we will start! The more the better.
 
To a simple virtual sailor: You do know that support for French, Germand and Spanish language switching has been added to the latest Build 13 Beta version, right? This should make your translation work better. Now all you'll need to do is copy all ENGLISH folders, rename them FRENCH and translate the contents. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=167492:date=Oct 14 2006, 11:06 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 14 2006, 11:06 AM) [snapback]167492[/snapback]</div><div class='quotemain'><!--quotec-->
To a simple virtual sailor: You do know that support for French, Germand and Spanish language switching has been added to the latest Build 13 Beta version, right? This should make your translation work better. Now all you'll need to do is copy all ENGLISH folders, rename them FRENCH and translate the contents. :)
<!--QuoteEnd--></div><!--QuoteEEnd-->

No, I hadn't notice it... Thanks for telling me!
 
Check out the Options>Interface menu. There should be a button there for Additional Languages.
 
<!--quoteo(post=167634:date=Oct 15 2006, 09:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 15 2006, 09:13 PM) [snapback]167634[/snapback]</div><div class='quotemain'><!--quotec-->
Check out the Options>Interface menu. There should be a button there for Additional Languages.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Pieter, I have a question. I just came back to PotC after seeing the build mods for it, and have installed build 12.1, pre-build 13 base, and betas 1-4. But on the interface screen of the game it now says build 12.9. Am I missing something, or installed something wrong? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=167802:date=Oct 16 2006, 03:14 PM:name=Capn_Tucker)--><div class='quotetop'>QUOTE(Capn_Tucker @ Oct 16 2006, 03:14 PM) [snapback]167802[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=167634:date=Oct 15 2006, 09:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 15 2006, 09:13 PM) [snapback]167634[/snapback]</div><div class='quotemain'><!--quotec-->
Check out the Options>Interface menu. There should be a button there for Additional Languages.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Pieter, I have a question. I just came back to PotC after seeing the build mods for it, and have installed build 12.1, pre-build 13 base, and betas 1-4. But on the interface screen of the game it now says build 12.9. Am I missing something, or installed something wrong? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Capn_Tucker and welcome to our little corner of PA.

That sounds right.
It not fully officially Build 13 yet.

Build 12 was build 11.9 while we ironed out the bugs almost 2 years ago.
 
Thankee for the info Petros; I'm much obliged! Was beginning to wonder about that 12.9 business. I'll be hove to in this port for a good while, I'm thinkin'. Lots to see and do in PotC since I played it last, way back in ought 3. Got tired of bailing water out of that leaky AoP scow; p'raps once Cyberops is done careening her I'll have another go. Meanwhile, I'll be lookin' for'ard to the next shiny coat of paint on PotC.. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=167500:date=Oct 14 2006, 06:28 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE(a simple virtual sailor @ Oct 14 2006, 06:28 PM) [snapback]167500[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=167492:date=Oct 14 2006, 11:06 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 14 2006, 11:06 AM) [snapback]167492[/snapback]</div><div class='quotemain'><!--quotec-->
To a simple virtual sailor: You do know that support for French, Germand and Spanish language switching has been added to the latest Build 13 Beta version, right? This should make your translation work better. Now all you'll need to do is copy all ENGLISH folders, rename them FRENCH and translate the contents. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

No, I hadn't notice it... Thanks for telling me!
<!--QuoteEnd--></div><!--QuoteEEnd-->

I you'll have any questions about translation - I can help. I'd just finished all changes for full multilingual support <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Maximus, those new fonts look great. Thanks for fixing that for us.

I changed DIALOG21 and DIALOG31 in my game to pscale=0.6 down from 0.65 as the dialog fonts looked a little too big. That's in fonts_euro.ini if anyone else wants to know. But the new fonts are excellent.

Hook
 
To Capn_Tucker: Petros is right. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

To Hook: Thanks for that suggestion. I will try that. I found the font a bit too large as well. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

To Maximus: Thanks for getting us the new fonts! That is one other nagging issue solved for Build 13! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I noticed that with the new fonts the characters like ã and à still don't show up properly. Could anything be done about that or should we change all these characters to normals a's?
 
<!--quoteo(post=167888:date=Oct 17 2006, 09:01 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 17 2006, 09:01 PM) [snapback]167888[/snapback]</div><div class='quotemain'><!--quotec-->
I noticed that with the new fonts the characters like ã and à still don't show up properly. Could anything be done about that or should we change all these characters to normals a's?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Speaking of fonts, is there any chance some kind of "17th Century" font could be used? The current one is just too modern looking IMO. I'm sure many folks like the latest one, but it would be great if there was some kind of option to use a more old-fashioned one. Just my thoughts on it... <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
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