• New Horizons on Maelstrom
    Maelstrom New Horizons


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Some suggestions

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> CtD, getting these, either of the Seeview or of the Deck and the Errorlog showing only this line:
RUNTIME ERROR - file: seadogs.c; line: 767
Save - ARef to non existing attributes branch
This mainly happens after a ship capture, or when going to the captured ships deck when trying to get off again.
This time it was off Jamaica, but the same happens of other Islands!

The system and compile log showing a lot of can't find this, that and the other <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> , must be errors as well!?? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=310696:date=Apr 4 2009, 02:47 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 4 2009, 02:47 PM) <a href="index.php?act=findpost&pid=310696"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->When you get a CTD, check the last line in the system.log for the likely problem.

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

Ship Boat doesn't have fire places.....
 
Not overly useful.

I think the "Save - ARef to non existing attributes branch" happens when you load a saved game from a previous version of the code then try to save it.

Hook
 
<!--quoteo(post=310700:date=Apr 4 2009, 04:50 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 4 2009, 04:50 PM) <a href="index.php?act=findpost&pid=310700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Not overly useful.

I think the "Save - ARef to non existing attributes branch" happens when you load a saved game from a previous version of the code then try to save it.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->
Wasn't trying to save, last time CTD happend when trying to go to sea from the Deck using the shortcut on the bottom left of the screen! And it happens playing a brand new game, however have to save along the way otherwise I never get
passed playing very far as you know! I get rid of the logs and hope something more detailed comes up??
 
<!--quoteo(post=310700:date=Apr 4 2009, 09:20 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 4 2009, 09:20 AM) <a href="index.php?act=findpost&pid=310700"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->when you load a saved game from a previous version of the code then try to save it.<!--QuoteEnd--></div><!--QuoteEEnd-->I think I've seen that one even when just saving/loading without making any code modifications inbetween. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=310697:date=Apr 4 2009, 07:30 AM:name=Nosie)--><div class='quotetop'>QUOTE (Nosie @ Apr 4 2009, 07:30 AM) <a href="index.php?act=findpost&pid=310697"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ship Boat doesn't have fire places.....<!--QuoteEnd--></div><!--QuoteEEnd-->That's true, but no reason for a crash.
Actually, ship "boat" doesn't NEED fire places, but the game doesn't understand that. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />o) me again! Gone thru the hole thing again. Attack Pirate ship, boarded and getting as far as the captains cabin, fighting the captain, the game freezes and CTD!
Here are the last few lines of the Systemlog:
Bad rope data for rope: (rope num = 19) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 117048908
Bad rope data for rope: (rope num = 20) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 117048908
Bad rope data for rope: (rope num = 21) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 117048908
Bad rope data for rope: (rope num = 5) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 110623188
Bad rope data for rope: (rope num = 4) (begin group=0, end group=-1)
Begin pointer = 0? end pointer = 110623188
Can't load texture resource\textures\.tx
Island Set
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
Can't load texture resource\textures\.tx
The Errorlog only has the previos entry and I found out once involved in a Seabattle the Button for savegame doesn't work, not of the Deck or Map!! This works normaly!!
 
The game never did support save at sea. Pirate_KK did manage to get this to work in our Development Resources, but we have yet to fix those up and include them in another Alpha.
 
<!--quoteo(post=310736:date=Apr 4 2009, 10:35 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 4 2009, 10:35 PM) <a href="index.php?act=findpost&pid=310736"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The game never did support save at sea.<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Did not mention save from sea, Pieter!!
It says from the DECK or MAP!!! In one fight I got thru the lot without crashing, went to the map and the Save Button and others in the F1 screen did not respond only the Button to continue the game did! <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
You should be able to save on the map! Not on your ship's deck though. UNLESS you are in port, that is... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=310745:date=Apr 4 2009, 08:16 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 4 2009, 08:16 AM) <a href="index.php?act=findpost&pid=310745"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You should be able to save on the map!<!--QuoteEnd--></div><!--QuoteEEnd-->
I haven't tried that one... is this something you could do in the stock game?

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Not on your ship's deck though. UNLESS you are in port, that is... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
... save... your game... while walking on your deck...

Please tell me that's not possible. Being in port won't matter much.

Hook
 
<!--quoteo(post=310355:date=Apr 2 2009, 11:22 AM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Apr 2 2009, 11:22 AM) <a href="index.php?act=findpost&pid=310355"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310340:date=Apr 2 2009, 05:02 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 2 2009, 05:02 AM) <a href="index.php?act=findpost&pid=310340"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->It's too bad the crew on shore mod is so buggy. It would be very nice to have crew when you have to brave a jungle like the ones I've seen lately.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->I think we'll have to rework on this mod soon. I was planing to do that together with changing the officer system. I'm going to have two weeks of vacation (at last!!!), one at home - maybe I'll be able to better things up. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi all,

For me at low lvl the jungle is the main income source. Fights are not impossible as long as you have crewmen, or rather, in most cases you manage to run away from the impossible fights in time.
I use crewmen and many are very strong(HP above 300), but not all. And they MUST be this strong if you are to have a sporting chance to survive.

So do not weaken them. In general I think crewmen on shore mod works OK, in principle. Needs streamlining of course, like most of the build.

Regards, Oldtimer
 
<!--quoteo(post=310241:date=Apr 1 2009, 10:26 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 10:26 PM) <a href="index.php?act=findpost&pid=310241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310228:date=Apr 1 2009, 09:46 PM:name=Oldtimer)--><div class='quotetop'>QUOTE (Oldtimer @ Apr 1 2009, 09:46 PM) <a href="index.php?act=findpost&pid=310228"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so I did. What now, I cannot see where my screenshot is saved... Yes, I am a complete dummy re this...<!--QuoteEnd--></div><!--QuoteEEnd-->They're saved in TGA format in your main game folder. You'd need to convert to JPG.
An alternative for screenshots is using PrintScreen+Paste in Paint, then save.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi,

excuse me for a possible "false alarm". I have looked at my freight missions and in cases I got these, for a cutter, insane pay-outs, I had a companion. He did the job and I took the money...
I will keep an eye on this though as I think that once or twice I actually got high remuneration although sailing alone.

Regards, Oldtimer
 
Thank you, Sir.

I think the cargo quests will calculate 80% of your squadron's free space and fill that much with goods. Your payment is calculated on the distance to sail and the value of the cargo. You get a small profit based on the value of the goods.

It may be possible to take a cargo that's exported at your source and contraband at the destination and get a fairly high amount. Otherwise the cargo quests are among the lowest paying activities in the game. You're almost always better off, if you have the money, buying goods and selling them yourself.

I've made several complete circuits of the map doing this, so you can visit everywhere. Check the trade book to see what is exported where you are now, and imported at some island you wish to visit. After you've visited a store, you can see the prices. Keep in mind that if you buy a lot of stuff at one island, the price will go up, and if you sell stuff the price will go down. Eventually the price difference isn't worth much on that particular cargo and you can make more trading stuff that's not import or export.

Gold looks like it's very lucrative, but the price will change a lot from just one shipload of cargo. Silver often gives considerably better profit after a couple of trade runs. Watch the numbers when you're loading your ship... if the average price goes too far up, you can end up losing money.

It's easy to double your money if you have high skill and commerce perks. I've gotten 3 and 4 times the amount I paid when I sold some goods.

Good luck.

Hook
 
<!--quoteo(post=310932:date=Apr 5 2009, 01:17 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 5 2009, 01:17 AM) <a href="index.php?act=findpost&pid=310932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I haven't tried that one... is this something you could do in the stock game?<!--QuoteEnd--></div><!--QuoteEEnd-->Yes.

<!--quoteo(post=310932:date=Apr 5 2009, 01:17 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 5 2009, 01:17 AM) <a href="index.php?act=findpost&pid=310932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please tell me that's not possible. Being in port won't matter much.<!--QuoteEnd--></div><!--QuoteEEnd-->I only ever did this when going from the port to my ship's deck, then saved on my ship's deck. Seemed to work quite alright.
I'd be interested to know how well Pirate_KK's Save At Sea mod works. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=310988:date=Apr 5 2009, 05:16 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 5 2009, 05:16 AM) <a href="index.php?act=findpost&pid=310988"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><!--quoteo(post=310932:date=Apr 5 2009, 01:17 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 5 2009, 01:17 AM) <a href="index.php?act=findpost&pid=310932"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Please tell me that's not possible. Being in port won't matter much.<!--QuoteEnd--></div><!--QuoteEEnd-->I only ever did this when going from the port to my ship's deck, then saved on my ship's deck. Seemed to work quite alright.
I'd be interested to know how well Pirate_KK's Save At Sea mod works. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
You might ask Pirate_KK what kinds of problems could come up if you save on the ship deck. I'm assuming when he's done that saving there would be safe. Until then I prefer to avoid possibly being cursed. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
Hi all,

well, I played some more and this is what I think:

- at lvl 6 I have quite a few skill lvls at 5 or better thanks to skill items. This just isn`t right to me, a masochist yearning for challenge... My radical opinion is DO AWAY with all skill items. They actually unbalance the game and make you self sufficient. You do not really need petty officers or officers to run your ship efficiently. And crewmen on shore are much more useful in combat than any officers anyway.
So skill items DETRACT from realism, planned development of player char and crew and pride of accomplishment.

- the wear of weapons just increases micromanagement. I recall Pieter saying that if weapons are upgradeable at blacksmith`s, they should also degrade. I beg to differ, my solution is that weapons should not be upgradeable but have a set manufacturing quality from say, very poorly made to masterwork items with prices and chance to find/buy set accordingly. If we keep the smith`s in the game, their task could be manufacturing bespoke, unique arms of great power. You will not only have to fork out one fortune for such a weapon, but also provide the master smiths with raw materials costing a few fortunes more. Like meteoritic iron ore...
There could be a risk of any weapon breaking IRRETRIEVABLY during combat. Tailored to its quality.

- it is too easy to make money selling looted/found/stolen items. I think you should be able to loot/find/steal even the most rare/expensive things. The probability should however be reduced.
How abt tenfold...
Or decrease working capital of merchants significantly, they should actually run out of capital now and then. We could perhaps keep blacksmithes for arms trading only, merchants for other trade.

Regards, Oldtimer
 
For the blacksmiths and bladedamage mods, try and turn those off in Advanced Options and see if it appears more balanced to you.
 
<!--quoteo(post=312562:date=Apr 11 2009, 10:57 PM:name=Oldtimer)--><div class='quotetop'>QUOTE (Oldtimer @ Apr 11 2009, 10:57 PM) <a href="index.php?act=findpost&pid=312562"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- the wear of weapons just increases micromanagement. I recall Pieter saying that if weapons are upgradeable at blacksmith`s, they should also degrade. I beg to differ, my solution is that weapons should not be upgradeable but have a set manufacturing quality from say, very poorly made to masterwork items with prices and chance to find/buy set accordingly.<!--QuoteEnd--></div><!--QuoteEEnd-->

I dissagree with you there.Its a nice toutch that makes you actually care for yor weapon. Besides with the current settings it takes forever for quality to decrease. Youd have to battle a whole fort before it decreases.

And i allso dont see a big deal with going to the blacksmith along with the merchant for food.
 
With the new settings of 50/50 instead of 100/100 for _base and _rand, I've actually had my blade go from average to broken in the part of the Assassin quest that's finished so far. I don't know if this is too quick though.
Bladedamage should occur only every now and then, not frequently enough to force you to visit the blacksmith every time you're in port. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
The mod does add a slight bit of variety to certain fights; enemies' blades might break and they might either continue fighting with their fists or run for it.
 
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