• New Horizons on Maelstrom
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WIP Black Barts Playtesting thread for Build 14 Beta 4 WIP (ver:18 Jan 2016)

'Tis a hard task for sure :)

On another note, i'm not sure how long i can continue this test run on my current configuration (Windows XP). I've been trying both Engine.exe files (the latest one and the older one, in a variety of ways (compatability mode or not etc)) and it seems on this current latest build version i will not get much more than 5 mins in to Direct Sailing for a hard CTD.

Today i'm going back to the old install of that Build 14 beta 1 patch 7 just to see if i get the same issue, as i'm part wondering if my GPU isn't maybe about to die on me perhaps (to explain all those memmory errors in the log files).

There was this latest entry in my system.log file (the rest seems very normal) that seems to hint at the issue:

Island Set
User Rised Exception
C:\Projects\Drive_V2\ENGINE\SOURCES\memory_service.cpp line 107
_X_NO_MEM

Which seems to be the .log entry related to that CTD while in Direct Sail. The compile.log file seems to not mention anything (no errors/exceptions etc). If i go into the overhead map display mode for travelling between islands i can do the sea journey fine.

Anyway just to be sure it is not my GPU i'm going back to the older build install to test out if i get that same error or not. I will report back on how that goes and if i keep having these issues with the latest build will try an install on my Windows 7 box just to remove my using XP as being the problem here or not. The issue with that Windows 7 PC is that it is in another part of the house and currently really just my backup PC, so i'm not on it often, which means i won't be able to do a huge bunch of testing on it.

Edit: I've updated the first post with new stuff to maybe have a look over?

:sail
 
There was this latest entry in my system.log file (the rest seems very normal) that seems to hint at the issue:
Just for the sake of it, could you post your compile.log file as well?

It could just be that we've added so much that it has become a bit too much for your computer to handle.
Maybe? :facepalm

4. In the new free play mode, it would be nice to have all the characters names displayed somewhere in their description text perhaps (maybe as a bold/underlined title to the text)? As it is if you are not familiar with their historical outline it is impossible to know exactly whom it is you might be picking before you do so.
I'm not quite sure what you mean there. Any chance you could make a screenshot of it?

5. In the upgrade path for 'Abilities' it is sometimes hard to tell what the pre-requisite skills are due to the large padlock symbol over them. That symbol could maybe made smaller, or those skills mentioned in the text for the specific ability you are looking at that has those pre-requisites?
@Armada, what do you think?
 
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System log:

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 285528125 ticks.
Can't init font INTERFACE_NORMAL
can not init start font: interface_normal
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Unloading
System exit and cleanup:
Mem state: User memory: 6907 MSSystem: 432 Blocks: 27
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 528
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 484
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 440
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 396
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 352
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 308
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 264
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 220
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 176
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 132
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 88
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 44
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 484
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 440
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 396
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 352
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 308
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 264
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 220
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 176
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 132
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 88
Leak: 'C:\PROJECTS\DRIVE_V2\XINTERFACE\NODES\xi_strcollection.cpp' line 209, size 44
Leak: 'Bad memory address' line 0, size 144
Leak: 'Bad memory address' line 0, size 138
Leak: 'Bad memory address' line 0, size 145
Leak: 'Bad memory address' line 0, size 144




[END]


compile.log:


Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 788
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 887 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1056
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
INCOMPATIBLE SAVE: -=Player=- Open Sea April 25th, 1750 is compatible with 0.
INCOMPATIBLE SAVE: -=Player=- Open Sea April 25th, 1750 is compatible with 0.
SETTING MUSIC: music_main_menu
Init character names complete.
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_main_menu
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_main_menu

That is both combined from the last load i did on this latest build. I see a lot of 'Leak' mentions with memory remarks in this version which i don't get in the older Build 14 Beta 1 build. I'm going to run process explorer and monitor memory usage, but a quick check shows ENGINE.exe using around 193,800 - 280,000 K with my system total at 3,144,108 k with 2,507,600 k free (approx). So it seems like i have plenty of room in my 3GB Ram for the game? I'll continue to monitor usage (GPU is fine doesn't seem to use more than about 70MB - 156MB (of the 512MB).
 
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For the Abilities, most are fine, but for example all the commerce ones might be hard for a new player to understand what they need first to unlock things due to the padlock obscuring the icon perhaps? 'Musket Volley' is another one.
 
For the Abilities, most are fine, but for example all the commerce ones might be hard for a new player to understand what they need first to unlock things due to the padlock obscuring the icon perhaps? 'Musket Volley' is another one.

Details should be in the Ability description (text ) - I think this depends on the difficulty level you are playing on - on the easier levels it should be there on the harder levels it is removed.

There is also the Wiki page :- New Horizons Abilities | PiratesAhoy!

:read
 
Details should be in the Ability description (text ) - I think this depends on the difficulty level you are playing on - on the easier levels it should be there on the harder levels it is removed.

There is also the Wiki page :- New Horizons Abilities | PiratesAhoy!

:read
He means he can't see the images very well due to the lock so its hard to see which abilities you need as requirement.
Shouldn't be that hard to make it a bit smaller but I don't have the time.
 
@Black Bart both exes are causing ctd? If so I suggest doing a memory check on your system. And reinstall you graphics driver (Google on how to do it properly).
 
Well i went back to the new exe last night and thought i'd maybe got away with it, i did do direct sail north from Speightstown and got about half-way along the northern shore (and i had got a bit lost, trying to re-orient myself with the new layout of the island!) heading in the direction of Jamaica, but then it just gave a CTD, this time with no on-screen pop-up you usually get from the OS. I did notice drwatson had breifly popped up on the taskbar just as it all crashed, sadly it's log file was empty so no extra info there. Here is the latest combined system and compile log from that last specific CTD while in Direct Sail.

system.log:

Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
Initializing DirectX 8
Techniques: 9 shaders compiled.
Techniques: 180 techniques compiled.
Techniques: compiled by 73924477 ticks.
Can't init font INTERFACE_NORMAL
can not init start font: interface_normal
BeginScene
The method call is invalid For example, a method's parameter may have an invalid value
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
Warning: NPCharacter -> trace node not found
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
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
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
Island Set
Can't load texture resource\textures\INTERFACES\PERKS\64\.TGA.tx
Can't load texture resource\textures\INTERFACES\PERKS\64\.TGA.tx
Can't load texture resource\textures\INTERFACES\PERKS\64\.TGA.tx
Can't load texture resource\textures\INTERFACES\PERKS\64\.TGA.tx
Can't load texture resource\textures\INTERFACES\PERKS\64\.TGA.tx
CreateTexture
Direct3D could not allocate sufficient memory to complete the call
Texture resource\textures\INTERFACES\SHIPSTL.TGA.tx is not created (width: 2048, height: 2048, num mips: 12, format: D3DFMT_A8R8G8B8), not loading it.
CreateTexture
Direct3D could not allocate sufficient memory to complete the call
Texture resource\textures\INTERFACES\SHIPSTR.TGA.tx is not created (width: 2048, height: 2048, num mips: 12, format: D3DFMT_A8R8G8B8), not loading it.
CreateTexture
Direct3D could not allocate sufficient memory to complete the call
Texture resource\textures\INTERFACES\SHIPSBL.TGA.tx is not created (width: 2048, height: 2048, num mips: 12, format: D3DFMT_A8R8G8B8), not loading it.
CreateTexture
Direct3D could not allocate sufficient memory to complete the call
Texture resource\textures\INTERFACES\SHIPSBR.TGA.tx is not created (width: 2048, height: 2048, num mips: 12, format: D3DFMT_A8R8G8B8), not loading it.



[END]

compile.log:

----------------------------------------
Build 14 Beta 4 WIP: 18 Jan 2016
Savegame Compatibility: 14.929
----------------------------------------

Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: goods
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 788
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 887 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1056
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
Init character names complete.
SETTING MUSIC: music_main_menu
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Oxbay_port (index=98)
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Officer's twin found!!!
ItemLogic: On load location Oxbay_port
ItemLogic: found 0 buttons
ItemLogic -> randItem draw: no model for item Oxbay_port.medical1
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_eng_town
SETTING MUSIC: music_eng_town
PauseAllSounds
ItemLogic: On unload location
PauseAllSounds
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Equip Character Crewmember with blade6-1 his nation: 3 blade nation=3
ItemLogic: On load location ShipDeck4
ItemLogic: found 0 buttons
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Whr_UpdateWeather finish weather update
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
Quest name gunner_ammo FOUND in CommonQuestComplete
SetCharacterTask_GotoPoint -> locator 'goto19' in group 'goto' not found
SetCharacterTask_GotoPoint -> locator 'goto19' in group 'goto' not found
ItemLogic: On unload location
PauseAllSounds
SEA: SeaLogin begin
CaptureTownForNation: town=Oxbay, 1st=0
SetTownGarrisonForNation: town=Oxbay, 1st=0
Quest name Story_leavingOxbay FOUND in QuestComplete
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Barque1
Equip Character Beaudonnier Meurice with bladeC30-1 his nation: 1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Lugger3
Equip Character Faure Pingaud with blade46 his nation: 1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = FastMerchantman1
Equip Character Corin Pasquier with bladeC30+1 his nation: 1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Yacht1
Equip Character Abelard Surin with bladeC18-1 his nation: 1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = Barque2
Equip Character Uidal Rabal with bladeC11 his nation: 2 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = Spain, Type = trade, Loop = 0, Ship ID = SP_Hoy
Equip Character Jaime Checa with blade1+1 his nation: 2 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 7
Whr_UpdateWeather finish weather update
Sea_FirstInit
FLAGS: The 'Speightstown Fort' has spotted us at 118. and will remember us as personal with visibility=335.
FLAGS: The 'Cléopâtre' has spotted us at 352.11 and will remember us as personal with visibility=440.
FLAGS: The 'Sémillante' has spotted us at 383.62 and will remember us as personal with visibility=485.
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
== Directsail called at 07:29
== Directsail called at 07:44
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 7, theHour = 8
Whr_UpdateWeather finish weather update
== Directsail called at 08:14
== Directsail called at 08:29

I won't post more of these (unless they are proving useful), as the info is more or less the same it seems, and i don't want to clutter the thread up too much with them.
 
@Black Bart both exes are causing ctd? If so I suggest doing a memory check on your system. And reinstall you graphics driver (Google on how to do it properly).

Yeah could be an option, although it is strange the game works perfectly (as in does not CTD) in the other install i have for the Build 14 Beta 1 Patch 7 version, i can Direct Sail all over with no problems at all. And it is just the latest Build version that does this on my system, which is my main gaming system (i like older classic games) and handles modded CivIV, Galciv II, Mount&Blade, FFED3D, Masively modded Morrowind, Independance Wars 1&2, Crusader kings 1&2, FM2011 (my prefered version of Football Manager, with some fan updates), Alpha Centauri, X-wing Alliance (modded) etc.

In fact this is a new issue for me on this rig, and specific to this new Build 14 we are testing, so something is in that (might be the way memmory is being accessed now if that was changed in that latest exe file, might be an issue around 32bit/64bit perhaps if that has changed?). But currently this is a specific problem sadly only seen on this latest Build vs the wide range of other games this rig runs fine.

My next call is to try the other last stage the Build mod was at, i think that is 3.4 from the MoDdb site? Just to see if i notice a difference with that version.

Ultimately i can move the Build Mod to my other PC (i5 windows 7 64bit, 8GB ram, GTX750Ti etc), but won't be able to regularily test/fix stuff on that one, as it is my work PC so time is limited on it. Currenty i'm just curious what has changed so much in the latest build to cause the constant CTD issue.

Memory usage did rise to about 310,800 k in Engine.exe before the CTD, but that still left with around 2.3 GB of spare RAM so it is not a lack of actual RAM (as it would appear in the log files) but just that it is not getting used/seen by the program? All very curious.

Anyway i'll just carry on trying things out to see what i can work out, so don't mind me while i get on with that :)
 
In fact this is a new issue for me on this rig, and specific to this new Build 14 we are testing, so something is in that (might be the way memmory is being accessed now if that was changed in that latest exe file, might be an issue around 32bit/64bit perhaps if that has changed?). But currently this is a specific problem sadly only seen on this latest Build vs the wide range of other games this rig runs fine.
I wouldn't be quite surprised; there is indeed some stuff in the latest version that puts a LOT of additional strain on the game systems (mainly the new Leveling with its PostInit process, I think).
It would be interesting to know if the Beta 3.4 from ModDB would work more reliably for you.
 
5. In the upgrade path for 'Abilities' it is sometimes hard to tell what the pre-requisite skills are due to the large padlock symbol over them. That symbol could maybe made smaller, or those skills mentioned in the text for the specific ability you are looking at that has those pre-requisites?
@Armada, what do you think?
You made those icons with locks on them, if I recall.
 
@Black Bart could you do a run untill you get a CTD with both exes and post the system.log files afterward?
 
@Armada, what do you think?
You made those icons with locks on them, if I recall.

If Armada wants to send me the assets i can run them through photoshop to maybe make the padlock a little more see-through or maybe just smaller to obscure less of the background icon?

@ Levis, that last combined log file was on the latest version using the latest exe right after the CTD.

In other news, while i was downloading that 3.4 version to test run, i was running the latest Build 14 Beta 4 WIP (with the latest ENGINE.exe (not in any compatibility mode)) and it has not crashed, at all. I've sailed direct sail from Barbados to Jamaica and am just on my way back (stuck between a rock, wrong wind direction and some french ships that are angry!) to Bridgetown, all with no CTD! So fingers crossed that becomes the norm.

I've updated the first post with a few more impressions as well.
 
In direct sail from Barbados to Martinique, the land for Barbados is still clearly visable when you get the land ho! loading screen to load in Martinique. They seems a bit close to one another in the direct sail mode? I know all the map has changed, but i seem to remeber we had it work a little more smoothly on the transitions between islands, so it seems the distances have been shortened perhaps?
You can set this in PROGRAM\InternalSettings.h should help:
Code:
#define OPEN_SEA_MOD           1     // BOOL - 1=ON - Worldmap enlarged for realistic DirectSail

Confirmed that active Officers are not getting XP, and in general some balance may need to be applied to XP as in my trip to Jamaica and back my char has got to level 8 and skill of 5 in sailing just from the journey! My active Navigator recieved zero XP (his skill % is the same as when i hired him) for sailing.
Do you have the ZIP from Mod Release - Build 14 Beta 4 Internal WIP For Testing | PiratesAhoy! included in your game or not?
If you do, you can try this: Unconfirmed Bug - levelling messed up | PiratesAhoy!
 
ah yes thanks for the internalsettimgs.h file reminder - i found a bunch of stuff to adjust for better realism :)

And i'm playing just on the default initial file downloads, so no added zip files from recent days, in realtion to the active officers not getting XP.
 
And i'm playing just on the default initial file downloads, so no added zip files from recent days, in realtion to the active officers not getting XP.
Ok; then that particular issue you reported is at least different now.
Whether it is actually good now is still up for debate...
 
I've updated the first post again (adding fixes in bold at the end of the topic where applicable). I tried a new game and got the CTD's back, so back to compatability mode to get in to towns and i will see how the direct sailing goes....grrrr. I do have the save from my succesful earlier attempt so if i still have these CTD issues at sea i will try that out, then if that is no good try the older Beta 3.4 version etc.

Fun! :sail
 
5. In the upgrade path for 'Abilities' it is sometimes hard to tell what the pre-requisite skills are due to the large padlock symbol over them. That symbol could maybe made smaller, or those skills mentioned in the text for the specific ability you are looking at that has those pre-requisites? Affected: All trade upgrades, Advanced smuggling, Musket vollay, Master of boarding. potential fix underway
Still awaiting word from @Armada on that one. So far he seems to have remained silent. :confused:

8. Ability ''cooking lessons': This Officer won't contribute this perk to the ship. Your food consumption per day will be reduced with 10%

Should this be: This Officer won't contribute this perk to the ship, so their food consumption per day will be reduced by 10%?

A few abilities are phrased like this (in that the Officer won't contribute to the ship) but then it is sometimes not clear how it will be applied?
That DOES sound confusing. @Levis, care to enlighten us?

9. in the passenger list for officers, when you want to change an officers role, you don't have the 'master at arms' rank, and using 'remove officer' from their role often creates a 'fighter'.

the list of roles to pick from the list are: First Mate, Navigator, Gunner, Boatswain, Surgeon, Carpenter, Quartermaster or Remove from post.

Is this a space issue on that screen tab? You can sort of muddle around it to get a 'Master at arms' but IF this is just a missplaced skill in that list it might be better to put it back in?
There was some confusion going on bteween "officers without a role" and "Master at Arms".
I think the "no role" option is no longer used and it defaults to "fighter" if you remove a character from their position.
Again, hopefully @Levis can clarify.

Also i think we should look at the reduction of damage caused by gun fire, it 'should' be much less imho, as pretty much gunpowder weapons made armour obselete, even old early guns and pistols!
I rebalanced the guns a few years back to avoid the "one shot kill" problems, so it should make some measure of sense now.
But I didn't at all consider the effectiveness (or lack thereof) for armour. So is it that the guns are too strong or the armour too weak?

11. When in a tarvern you sometimes get to meet a ship captain that wants to dual you at sea for wanting his table.......did this happen? Feels a bit like the old western shoot-out thing (which historically never really happened, Hollywood made it up!), so i was wondering if maybe we could have a better 'reason' for these duals at sea, something much more serious, revenge for a loved one killed by the player at some point or some such? Just thinking out loud on this one :)
Are you using Crew Members on Shore? Those captains are part of that mod and that mod isn't very well-considered at the moment.
There is a feature request to improve on that here: WIP - Improve the Crewmembers on Shore Mod | PiratesAhoy!

If they say that, they really DO appear as an enemy once you reload to 3D sailing mode. Should only happen when you got caught as being an enemy.

12. on my successful game that did not CTD during sailing, i did see that old graphical glitch thing, you know the 'spider-web' on screen stuff that seems (iirc) to be related to flags or lost masts (having been shot off) or something, so we never got a fix for that one (that was around for a while, build 13 onwards perhaps...iirc)? I took some screenshots that i can fix up to post if need be, but i'm sure folk here will know what i'm talking about.
I'm afraid that one is on the Engine Limitation - List of Known Bugs that Cannot be Fixed | PiratesAhoy!
 
@Black Bart what are the specs of your videocard?

From GPU-Z:

Nvidia Geforce 9600GT, 512 MB GDDR3 Ram, Direct X support for DX10.0/SM4.0

An old one, but still good at all the games (and others) i mentioned up thread. I've ran some tests on it and it comes back 'ok', no errors etc. Memory usage is low when running the Build mod as mentioned up thread, about 58MB seems to be the max i've seen (at sea), so it IS weird i get 'out of memory' errors and things like ships icons not appearing? All other textures seem to be fine (like landscape, 3D ship models and textures, towns and people, all other interface items), it is just the ship icons, some of the time (like when visiting the shipwright and wanting to see what ships he has for sale etc). Very bizzare!
 
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