• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

Indeed that was reported before; seems I broke something when I rewrote the related code. Will look at it once I managed to get somewhere with Pirate_KK's code base.
If I understand correctly, it works once you get the SECOND LoM. Can you confirm that?
No, I can't. I think have had two, but I'll get an other one and see if I miscounted.

Looks like all ships are being "reset", which I think includes re-crewing and repairing. So it looks to be intentional.
Ok.

No Man's Land, Sea Dogs and Cutthroat Island, mainly. Which tracks are you wondering about?
None in particular, I heard the Sea Dogs and I know Cutthroat Island well, so guess I am hearing No Man's Land. Where would I find a list of the tracks.

Speaking of Sea Dogs, is it impossible to use that story line in the mod? Big project I know. Just curious.
 
have the option to manage the weapons being used by my crew?
Using the weaponslocker in your cabin? Or is that not what you mean?

No, I can't. I think have had two, but I'll get an other one and see if I miscounted.
Anyway, that code is bugged and I have to fix it. PROPERLY this time.

None in particular, I heard the Sea Dogs and I know Cutthroat Island well, so guess I am hearing No Man's Land. Where would I find a list of the tracks.
See PROGRAM\sound\ALIAS\music_standard.c . That contains notes in where all additional music comes from.

Speaking of Sea Dogs, is it impossible to use that story line in the mod? Big project I know. Just curious.
ANY storyline could be added. As long as somebody writes the coding. But that's a BIG if.
 
More specifically, depending on the time period you are in, the Dutch, French, and Portagee soldiers have the best swords. Harvest them, have a swordsmith make them excellent, and then put them in your weapons locker. Your crew will take the best swords.
It is also a good idea to check out the weapons locker periodically because the swords wear out and need to be repaired.
 
More specifically, depending on the time period you are in, the Dutch, French, and Portagee soldiers have the best swords. Harvest them, have a swordsmith make them excellent, and then put them in your weapons locker. Your crew will take the best swords.
It is also a good idea to check out the weapons locker periodically because the swords wear out and need to be repaired.

Thanks, also helped a lot, I'll do it
 
I went aboard three enemy ships, but to take the fourth ship in the part going to the Gun deck, my game crashed, and resulted in the error file below

this time it appears in a log file is different from the previous ...
 

Attachments

  • error.log
    392 bytes · Views: 94
I just want the time that the ship's crew (not Officers) invade another ship, has better weapons, you have, as I do this?
I'd recommend playing through the tutorial on the Standard storyline. That explains the weaponslocker, as well as several other mod-added things, like False Flags.

Well, I never finished Sea Dogs years ago and I am probably the only one who is even remotely interested.
I reckon any storyline would have people interested in it. Unless it's really boring. :razz

How about this:
bling.jpg
That looks pretty cool! I wonder how that appears when you use the blue interface, but if need be, we can make the game use a different file for that.

I see you're marking the location of the town too, which is a pretty nice idea. At the moment though, the pictures are island-specific, not town-specific.
But I reckon we can change the code accordingly for that too. :onya

I went aboard three enemy ships, but to take the fourth ship in the part going to the Gun deck, my game crashed, and resulted in the error file below

this time it appears in a log file is different from the previous ...
Does that happen all the time? Random errors do occur and we can't fix them because we can't replicate them.
Save often!
 
:ahoy

Ahh ! Evil Pieter,

I have found myself in possession of a cursed coin and an Albatross, ever though I never pick these up. Now I don't know how to get rid of them. I can't seem to drop them anywhere. Any hints?

:keith
 
cursed coin is easy :p you just have to find the island which cannot found, except for those who already know where it is :D
 
a little compass that don't point north :p In the storylines without Jack, a well-known crewmember has it with him in the tavern in a port with angry ladies :p :D
 
But if it's possible to make the code town-specific I can make separate pictures for them. :yes
I think that can be done. Might not even be so difficult. And it DOES make sense to show the location of the towns. Showing what the island looks like seems a bit useless to me, after all. :cheeky

Not bad, at least for me.
island-blue.jpg
Indeed that works OK. Especially since it is brownish but still has colour, it can fit in either way. :cheers

I have found myself in possession of a cursed coin and an Albatross, ever though I never pick these up. Now I don't know how to get rid of them. I can't seem to drop them anywhere. Any hints?
Mwuhahahaha!!!!! :pirate07:
There are hints in both their item descriptions. But if you can't figure it out:
Cursed Coins can be returned to Isla de Muerta
The character of the Apothecary in Bridgetown is based on Stephen Maturin from Master & Commander

Personally I prefer it a bit more "coloured" (contrasts; good for the eyes and it fits in with the rest of that interface), but I will do what all the others like better.
If you're willing to go through the additional trouble, then I reckon I indeed do like it with a bit more colour. :cheers
 
Mwuhahahaha!!!!! :pirate07:
There are hints in both their item descriptions. But if you can't figure it out:
Cursed Coins can be returned to Isla de Muerta
The character of the Apothecary in Bridgetown is based on Stephen Maturin from Master & Commander
Ok let's see if got this right.

These objects if you encounter them will come to you whether or not you want them. Right?

I remember something about your hint about the coins but have never come across the place you refer to and have idea where to find a tavern with angry ladies per Pilat.

Great hint the albatross.

And now my ship looks like the Black Pearl. Very clever.. :keith :cheers

Thanks
 
These objects if you encounter them will come to you whether or not you want them. Right?
Yep. Wouldn't be much of a curse otherwise. :rofl

I remember something about your hint about the coins but have never come across the place you refer to and have idea where to find a tavern with angry ladies per Pilat.
The angry ladies aren't in the tavern; they're in the port outside the tavern. Never got slapped anywhere?
Mr. Gibbs is in the Tortuga Tavern. He'll give you the Aztec Compass that allows you to go to Isla de Muerta.
And now my ship looks like the Black Pearl. Very clever.. :keith :cheers
For full details, these are the notes from the change log:
Code:
  . Curse of Cortez functionality added for Aztec Coins by Pieter Boelen
    > Aztec Coins turn you into a skeleton when outside at night, that is hated by all
      You get additional HP for this, but only WHILE you are a skeleton
    > Aztec Coins can be given to officers/crew or placed in all your ships' weaponslockers
      If placed in the Weaponslocker, they are used by boarders and decrease crew damage during sea battles
    > Food and Rum consumption decreases for each crewmember cursed, but morale decreases too
    > After a while of being cursed, your ship will get torn sails and start trailing fog
    > Aztec Coins can be sold; however, they WILL keep counting for the extent of the curse
      You can't get rid of the last one though
    > The chest in the cave on Isla de Muerta is filled with Aztec Coins
    > The curse can only be lifted by placing 882 coins back in the chest on Isla de Muerta
      Careful with losing those coins! If you can't collect 882 again, you're stuck with the curse!
      There is ONE place other than the chest on Isla de Muerte where ONE additional coin can be acquired if you are in dire need of it. Guess where!
This is where we discussed things while we were setting it up: http://www.piratesahoy.net/threads/curses-apothecary-mod-and-easter-eggs.5577/
 
Yep. Wouldn't be much of a curse otherwise. :rofl

The angry ladies aren't in the tavern; they're in the port outside the tavern. Never got slapped anywhere?
Mr. Gibbs is in the Tortuga Tavern. He'll give you the Aztec Compass that allows you to go to Isla de Muerta.
For full details, these are the notes from the change log:
Code:
  . Curse of Cortez functionality added for Aztec Coins by Pieter Boelen
    > Aztec Coins turn you into a skeleton when outside at night, that is hated by all
      You get additional HP for this, but only WHILE you are a skeleton
    > Aztec Coins can be given to officers/crew or placed in all your ships' weaponslockers
      If placed in the Weaponslocker, they are used by boarders and decrease crew damage during sea battles
    > Food and Rum consumption decreases for each crewmember cursed, but morale decreases too
    > After a while of being cursed, your ship will get torn sails and start trailing fog
    > Aztec Coins can be sold; however, they WILL keep counting for the extent of the curse
      You can't get rid of the last one though
    > The chest in the cave on Isla de Muerta is filled with Aztec Coins
    > The curse can only be lifted by placing 882 coins back in the chest on Isla de Muerta
      Careful with losing those coins! If you can't collect 882 again, you're stuck with the curse!
      There is ONE place other than the chest on Isla de Muerte where ONE additional coin can be acquired if you are in dire need of it. Guess where!
This is where we discussed things while we were setting it up: http://www.piratesahoy.net/threads/curses-apothecary-mod-and-easter-eggs.5577/

Thank you got that explanation, Pieter. I am sorry I missed the whole conversation about that. If could comment now I would say that I have never enjoyed the supernatural aspects of the game. I like age of sail, pirates, the quests etc, but I took the skeletons out my game as soon as possible and have never put them back. Having a part of the game where I become one and my is cursed has zero appeal for me. And further if I read it correctly and you have to find and replace 882 coins to be rid of the curse that seems like it would overwhelm everything else in all the quest. If one the other hand there 881 in the chest you have to replace one that seems more reasonable.

Despite my personal preferences about this it is an impressive bit of work.

The albatross, if it works like it used and you can rid of seems like it would be fun.
 
If could comment now I would say that I have never enjoyed the supernatural aspects of the game. I like age of sail, pirates, the quests etc, but I took the skeletons out my game as soon as possible and have never put them back.
We've done a lot over the years to tone down the supernatural and increase the realism anyway.
I myself got rid of the skeletons and mummies in jungles and dungeons, so now they're only used for quest purposes.

And further if I read it correctly and you have to find and replace 882 coins to be rid of the curse that seems like it would overwhelm everything else in all the quest. If one the other hand there 881 in the chest you have to replace one that seems more reasonable.
Indeed there are already 881 coins in there, so once you find one, you can get yourself to Isla de Muerta, stick it in the chest and you're done.
Once you've lifted the curse, if you find another of those coins, it won't curse you anymore and you can sell it for 1500 gold.

It is also easily turned off altogether-: Open PROGRAM\Storyline\[Storyline].c and set AddStorylineVar(n, "ISLA_DE_MUERTE" to 0 or -1 .
0 disables the curse from random coins and -1 disables the route to Isla de Muerta altogether.

Despite my personal preferences about this it is an impressive bit of work.
The cursed coins we added initially purely as an Easter Egg and deliberately didn't make them too evil. So the random coins you find are just supposed to be a funny joke and nothing else.
Originally they just substracted from your Luck same as the Albatross, but that seemed a bit superfluous, because the Albatross already does that.
So the cursed coins had to do something else. Originally I was just going to make it turn you into a skeleton at night and not do anything to change the gameplay.
It ended up a bit more elaborate than that because some other forum members wanted to see more.... :wp

The albatross, if it works like it used and you can rid of seems like it would be fun.
The Albatross has been confirmed working. You can get rid of it and then you trade it for something worth 300 gold. So that's not a total loss either.
 
Ok, got it. That actually sounds perfect, now that you have explained it. Manageable and fun.
 
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