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    Maelstrom New Horizons


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Mod Release Build 14 GAMMA [Last Update: 31st December 2021]

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Tingyun made some changes to the winds that pretty much screwed them almost to oblivion. The second time I had winds shift 180 degrees I took that entire code out and replaced the wind direction with my RandNorm function (produces normalized random numbers given mean and standard deviation). He had some ideas for trade winds but didn't seem to ever get them implemented.

I can give you reasonably predictable but still variable trade winds, and in fact I'm using a version of that in the sailing simulator I'm playing (Virtual Sailor's successor, VSF or Vehicle Simulation Framework). It started off rolling dice and eventually became a JavaScript program and the latest version allows prevailing winds from any direction. That could easily be adapted to Storm script.

There is a problem in that if you don't have almost totally random winds near ports, you will have situations at some ports where you won't be able to sail either in or out depending on the direction the port faces. There's no room to tack even on a good ship. There is a function in my direct sail code to determine the distance from the nearest port, and if you are close enough to one, randomize the wind. I don't know if any of this new code has been included in the mod.

There is also a problem that the winds are blowing generally from the east, and no one is going to want to sail to the western islands because it will be a major pain to get back. Less problem for those who don't use direct sail as they use the world map. Some of us prefer to sail on deck all the time.

Hook
 
There is a function in my direct sail code to determine the distance from the nearest port, and if you are close enough to one, randomize the wind. I don't know if any of this new code has been included in the mod.
I wish! But I haven't had the chance to do it and nobody else did either. :(
 
To make it clear, the current function finds the distance to the nearest landfall. It does not randomize the wind. You do that yourself if the landfall is close enough. It has some obscure name like FindClosestLandfall().

The RandNorm() function has been in the game for almost a decade. I originally wrote it to produce a better "scatter diagram" for broadsides and ended up using it for several other things. It's the standard "bell curve". I don't think anyone else ever used it for anything.

If anyone is interested in looking at my trade winds code, I can publish it here. It's a standard html file. My first look at JavaScript and it only took a few minutes to start modifying the original code, which was a calculator tutorial.

Hook
 
The new version of the update archive is now in place:
http://piratesahoy.bowengames.com/potc/Grey Roger/post_August31_fixes.zip

Several changes this month, including the above-mentioned new ships, dialogs and character. Also, in FreePlay, several wars throughout history are depicted by changes in international relations programmed into "StartStoryline.c". The War of the League of Augsburg was already there; now the Franco-Dutch War, the War of Spanish Succession and the Thirty Years War, among several others, are included.

A toggle in "InternalSettings.h" can be set to allow Sweden to enter the Caribbean. You can play as a Swedish character and you may meet Swedish ships.
 
I took the liberty of fixing the Barbossa script from the "Hoist the Colours" story to be more Barbossa-like. The Sparrow verbiage got adjusted as well. Let me know what you think before I attack others.

http://dumptext.com/SSSR8l7B

EDIT: Caught typos and errors, but you'll get the gist of things. I tried to make Barbossa a bit more menacing and untrustworthy. Sparrow finds more epithets beyond calling Barbossa a dog.
 
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Sigh.......:boom:

The Early Neptunus was built with the mizzen and lateen sails connected so the lateen always faced in the wrong direction. I have just been living with it until I checked the GMs today. Back in 2015 someone, probably Armada, separated them and I never noticed. :facepalm

So I am now redoing them all. Since I have repainted them I have no idea how to get them back to stock colors when I'm done. For instance, this is the Portagee version. POTC 9-2-2017_2017_10_28_17_30_39_036.jpg
 
Another update has finally arrived!
http://piratesahoy.bowengames.com/potc/Grey Roger/post_August31_fixes.zip

There's a lot of new stuff in this one. As a result, a new game is no longer optional, it's compulsory. Old save games won't work because of the new build number in "globals.c", and if you try to get round it by editing that back to the old one, the game will crash if you try to load a savegame from an earlier version.

You can see a full list of what's in the update in the attached "fixes.txt". Among the new stuff:
  • Revised Spanish character and ship names from @Homo eructus;
  • Random dialog lines instead of the perpetual attempt to take the barmaid for a picnic, when you're trying to get patrol times from a soldier in the tavern, courtesy of @DeathDaisy;
  • Also from @DeathDaisy, if you don't have a clock to give you the exact time, you at least have some idea of the time of day;
  • "A Smuggler's Life For Me" is now split into separate quests and the questbook does not stay permanently open - my work;
  • If you play as Horatio Hornblower, whether as a FreePlay character or through his storyline, and you progress to the rank of Post Captain, a whole new quest becomes available - also my work.
 

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  • Fixes.txt
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Finally! Somewhat later than intended due to additional mods needing to go in, the next update is here:
http://piratesahoy.bowengames.com/potc/Grey Roger/post_August31_fixes.zip

Quite a lot of new stuff, thanks in large part to @DeathDaisy:
  • Greatly expanded historical relations and lines of monarchical succession in FreePlay
  • Music for Swedish and Personal colonies
  • New texture for the moon - if you think it looks good just by staring up, wait till you point a spyglass at it...
  • New icons for perks (@Jack Rackham)
  • If you like locked perks but can't find all the unlock books, try the library on Turks Island (@Levis)
Full list of fixes attached.
 

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Cleaned up this topic a bit again. Might do some more cleaning later.
If you have a bug to report please use the bug tracker.
We are coming close to a new public release again so everyone please report any weird things you notice. Even if you think it has be noted before, if you can't find it in the bug tracker please note it again. if you do find a topic about it feel free to bump it so we know it's still there. We hope to get the most stable release possible soon(ish).
 
Well I hope that one also will include my quest files.
I hope to make a "experimental build" which includes everything which is yet excluded so people can test it and respond to it. I will try to include your stuff too, if I need any special directions to get it please pm them to me.
 
There were a couple of minor faults with the 5th December version, now fixed. I took the opportunity to include @Jack Rackham's stuff as well. So, if you already downloaded the December version, please download it again. (Though unless you're playing with Sweden or playing a specific FreePlay character, you probably won't notice much difference...)
 
Grey Roger - I just installed the latest update from the 1st page of this thread and the game does not start at all.

COMPILE ERROR - file: NK.c; line: 4408
function ChangeHPBonus(args:4) doesnt accept 2 arguments

You may want to have a look at this.
Thanks
 
COMPILE ERROR - file: NK.c; line: 4408
function ChangeHPBonus(args:4) doesnt accept 2 arguments
That sounds vaguely familiar.
If I recall, it happens when the installation failed. Unfortunately I keep forgetting exactly how it failed.
Are you sure you have the correct Installer EXE and main archive files?
 
Grey Roger - I just installed the latest update from the 1st page of this thread and the game does not start at all.

COMPILE ERROR - file: NK.c; line: 4408
function ChangeHPBonus(args:4) doesnt accept 2 arguments

You may want to have a look at this.
Thanks
Have you installed any of @Levis experimental stuff? That includes a different version of the "ChangeHPBonus" function. I'm not using that, so if you want to use the experimental stuff, you'll need to re-install it after installing the update archive.
 
I should have been more specific - this relates to the latest fixes only 5 December on the first page - I applied these to my current game with the previous 17 November update and now the game crashes on start-up - you do not even get to the cannonball video.

It was working fine until I did this update.

I downloaded this yesterday, but cannot download it again today - link does not seem to work for me today.
Hope this helps.

EDIT - That should have been 7 December fixes.
 
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