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Fixed 666 & Hunderd Devils

When I was playing the Strange Things going on in the achipologie quest I discovered some bug. I was fighting the two Animist ships 666 & Hunderd Devils but I couldn't board them and the Montanez attacked me as well, in the former game where always able to board them and the Montanez never attacked me so I think I discover a bug
 
I don't think so, it's not a bug.

If you just raise a Spanish flag before you sail to Barbados the Montanez won't attack you so not a bug.

The second I think isn't a bug either. I think that the guys who made this build have programmed in that you can't board the two ships again to make it a bit more difficult and maybe scary because there sevants of the devil and there are more things changed in that quest to make it better so no, I think this is supposed to happen and it's not a bug!

Greetz
 
Can someone confirm this to be a bug? I think it has something to do with the boarding skills or something like that. Maybe they are just very hard to board. but I have to look into it so if someone could see if this is really the case and provide a savegame very close to the battle that would be nice.
Moved this to the bug tracker again now as unconfirmed so I know to keep an eye out for it. Next time please provide more info at the start.
 
Can't board 'em, but I do believe it's intended like that, you can (wich is according to the quest) board Mefisto though, that means, instead of getting a barque and a brig, you get a frigate, wich is better, no?
 
No I can't board them either, tried it with the Instant Boarding ability but that doesn't work. I has just sink those two ships and not board them, why captured such a ship if you can get the Mefisto hihi :p

I know you CAN board them in the stock game so I thought someone has change it so that you can't board them because they are ships of the devil, to make it a little be scary maybe, I don't know.

I have look for a save but I don't have one for this, I'm sorry

VanessaHudgensFan
 
I think its intended then yes. Would people like to be able to board them? I think its better not to because you really need to sink them for the quest.
 
I think its intended then yes. Would people like to be able to board them? I think its better not to because you really need to sink them for the quest.

No board, just sunk them ;)

Makes the quest a little more difficult

Anyway can the Dark Captain of the Mefisto surrender or does he always attack you when you reach the cabin?

Greetz,

VanessaHudgensFan
 
I always capture that ship back in my vanilla potc days, before knowing the MODs because you can't capture the Pearl in the stock potc. So it eases my mind and eagerness, in wanting to capture the pearl, a little and making it as my flagship and Silehard's ship as my companion ship. Hehehe. :D
 
You ARE supposed to board them, I think. Because they deliberately have their boarder-models set to the Animists models.
 
Hmmm....back to being a bug then :p.
 
So this is a bug, I've never thought it was anyone...
Ahuh, because you should be able or can freely capture that ship but as it turns out, you can't now. :shrug
I'm sorry but I don't play that much of the standard storyline as of now. I'm more on the free-play as of today but I will play the standard one again till the end as of now and will report any weirdness I will experience as many are experiencing weird things with Build MOD 3.1. :yes :beer:

Been busy in the school lately and we're about to have our midterm exams next week.
 
I can confirm that the Animists' ships can't be boarded. I had to pound them into driftwood. You need to be careful anyway because if you have a full fleet of four ships when you finish the battle, the Montanez won't be able to join you. Even so, I boarded and captured at least one of them when I was playing Build 13, and was unable to do so when I met them in Build 14.

The Montanez will attack you if you're flying a flag hostile to Spain. This happened in Build 13 as well. What I'm not sure now is, if Montanez attacked you but you survived and finished off the two Animists' ships anyway, whether you then immediately went to Greenford tavern the same as if Montanez had been friendly. When I was playing in Build 14 I didn't chance it, I put up the Spanish flag before I approached Barbados. Montanez saw me as a friend, and the British fort didn't matter because the game teleported me into the tavern and then I switched flag again. :)
 
PROGRAM\Storyline\standard\characters\init\TempQuest.c:
Code:
  ch.old.name = "Mystery Man";
   ch.old.lastname = "";
   ch.name = TranslateString("","Mystery Man");
   ch.lastname = "";
   ch.id     = "Mystery_Man_02";
   ch.model = "ANIMISTS2";
   ch.sex = "man";
   ch.sound_type = "priest";
   ch.act.escape = 0;
   LAi_NoRebirthEnable(ch);
   ch.nation = PIRATE;
   GiveItem2Character(ch, "Piratesdagger");
   ch.equip.blade = "Piratesdagger";
   ch.nodisarm   = 1;         // PB: Disable disarming
   ch.location   = "none";//"Redmond"; //redmond_shore_01
   ch.location.group = "";
   ch.location.locator = "";//locator8
   ch.Dialog.Filename = "Quest_ANIMISTS_dialog.c";
   ch.old.Dialog.Filename = ch.Dialog.Filename; // KK
   ch.greeting = "Gr_Quest_ANIMISTS";
   ch.Ship.Name = "666"; // KK
   ch.Ship.Type = "Brig2"; // PRS3
   ch.Ship.Stopped = true;
   ch.Flags.Pirate = 2; // PB: Red Pirate Flag
   ch.Flags.Pirate.texture = 0;
// KK -->
   ch.Ship.EmblemedSails.normalTex = "sail_whole_red_plain.tga"; // PB
   ch.Ship.EmblemedSails.nationFileName = "sail_whole_red_plain.tga"; // PB
   ch.nosurrender = 2;
   ch.boardingmodels = "Animists";
// <-- KK
   // KNB ch.Ship.Cannons.Type = CANNON_TYPE_CANNON_LBS24;
   ch.rank    = 1;
   ch.reputation = "22";
   ch.experience = "0";
   ch.skill.Leadership = "1";
   ch.skill.Fencing = "4";
   ch.skill.Sailing = "5";
   ch.skill.Accuracy = "4";
   ch.skill.Cannons = "6";
   ch.skill.Grappling = "1";
   ch.skill.Repair = "1";
   ch.skill.Defence = "2";
   ch.skill.Commerce = "1";
   ch.skill.Sneak = "1";
   ch.money = "10";
   LAi_SetActorType(ch);
   LAi_SetLoginTime(ch, 0.0, 24.0);
   LAi_SetHP(ch, 80.0, 80.0);
   LAi_NoRebirthEnable(ch);
   ch.questchar = true;//MAXIMUS: identifier for captives
   AddGameCharacter(n, ch);
I'm thinking that ch.nosurrender line should perhaps not be 2? Checking through the code though, that doesn't look to be it.
Then it might be something in the quest_reaction.c file when that encounter is set up. Can't seem to find "Mystery_Man_02" being used for that though.
Very odd.
 
The Montanez will attack you if you're flying a flag hostile to Spain. This happened in Build 13 as well. What I'm not sure now is, if Montanez attacked you but you survived and finished off the two Animists' ships anyway, whether you then immediately went to Greenford tavern the same as if Montanez had been friendly. When I was playing in Build 14 I didn't chance it, I put up the Spanish flag before I approached Barbados. Montanez saw me as a friend, and the British fort didn't matter because the game teleported me into the tavern and then I switched flag again. :)
Update: due to the game corrupting itself to the point where it was crashing regularly and needed to be re-installed, I started a new game and have just reached the point where I meet the Montanez again. This time it attacked me even though I had a Spanish flag up. I didn't notice whether there was a message "We are recognized"; if there was, that would have made Montanez hostile because Spain hates me this time. Anyway, Montanez only has 4lb peashooters so it didn't do any significant harm before the Animists' ships were on their way to the seabed, and then I did indeed teleport to Bridgeport tavern to meet the captain. Unfortunately there's no option in the dialogue to tell the captain what you think of him firing on the ship that's supposed to be his escort. :)

The next problem is that the morale of the crew of the Montanez sinks even faster than an Animist ship. I pumped loads of money into the crew to raise them to Good morale, and not long after I was at sea I was getting warnings that their morale was below Low again. In fact on one occasion the ship did mutiny while it was in a shipyard being repaired, but perhaps because it's a quest ship, it seemed to still be under its normal captain in my Ships list. (No, the message about the mutiny did not say that the mutiny had been foiled!)
 
The game corrupted itself? How many continuous hours did you play? I ask because I have got into the habit of shutting it down and restarting every 1-2 hours because it has memory leaks that will cause problems if it is run too long.

I play it differently than you do and get different results. For starters the Montanez always gets attacked first and it turns and heads for the horizon. I can not say that it fires at anyone. Then after the battle I just want to end it so use the world map to get back to San Juan. No mutiny or other problems.

It could be that the morale of the crew is set very low so that it will sail away quickly, and this causes problems when direct sailing with it in your fleet.
 
Morale of a companion ship keeps dropping, eh? Check the reputation of her captain. If it is too different from your own, you might get a mutiny on there.
In that case, better find another captain who agrees more with your world view. :wp
 
The game corrupted itself? How many continuous hours did you play? I ask because I have got into the habit of shutting it down and restarting every 1-2 hours because it has memory leaks that will cause problems if it is run too long.
Certainly more than 1-2 hours, but even after I shut down and rebooted the PC, the game was corrupt, and only a re-install fixed it. Are you saying that if I quit and restart every couple of hours it will be more reliable?

I play it differently than you do and get different results. For starters the Montanez always gets attacked first and it turns and heads for the horizon. I can not say that it fires at anyone. Then after the battle I just want to end it so use the world map to get back to San Juan. No mutiny or other problems.
You pick up the Montanez at Barbados. It's several days' worth of journey to get to San Juan. Plenty of time for morale to drop.

To be honest, I'm not sure if Montanez fired at me or ran away. I know it was hostile because I had a decent compass and Montanez showed up red.

It could be that the morale of the crew is set very low so that it will sail away quickly, and this causes problems when direct sailing with it in your fleet.
The morale certainly does start of low, but a good helping of gold raises it to "Good". A few days out of Bridgetown it's back down to "Low".

Morale of a companion ship keeps dropping, eh? Check the reputation of her captain. If it is too different from your own, you might get a mutiny on there.
In that case, better find another captain who agrees more with your world view. :wp
I don't think replacing the captain of the Montanez is an option. ;) If you can and do replace the captain, what does that do to the quest?
 
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