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Fixed Barbados shooting at me despite being allied with England

Dat Scharger

Master Mariner
Ahoy.

Here the gamebreaking bug which wouldn't let me continue the storyline.

I am tasked to escort a sloop with troops to Bridgetown and I am allied with England. Means, I have the Marquess-rank and make money off my estates.

But for some reason, every time I approach the town, the fortress is firing at me, and attempting to go on land on a shore will only prompt the comment from the transporter that I am at the wrong location.

I even have tried a savepoint before accepting that mission and the fortress is still shooting at me. :(
 
Please play through it again and then post your compile.log file here.
There is probably a reason for this, which should be explained in there.

Chances are that you've been using false flags and the Barbados fort saw that.
If so, there should be a dialog option at the English governors to reset that.
 
Being at sea after having accepted the mission, escorting the sloop:


Having set the English flag:


In front of Bridgetown:


The fortress attacking us:



The compile.log:

----------------------------------------
Build 14 Beta 4 WIP: 2 Apr 2016
Savegame Compatibility: 14.932
----------------------------------------

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 890 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: 1061
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
ShowProfile: orig btnidx=1
ShowProfile: prop btnidx=1
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
SETTING MUSIC: music_map
ResumeAllSounds
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 176, theDay = 192
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 23
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger2
Equip Character Donald Rower with blade10 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht2
Equip Character Raulfe Langcake with bladeC2-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Lugger4
Equip Character Edward Bysouth with blade36+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Ketch
Equip Character Flann Cordwainer with bladeC18 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Sloop2
Equip Character Edgar Todhunter with bladeC2+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque1
Equip Character Charles Lappin with bladeC18+1 his nation: 0 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_night_sailing
SETTING MUSIC: music_night_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The '#stown_name# Fort' remembers us as French
Sea_FirstInit done
SETTING MUSIC: music_sea_battle
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_sea_battle
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
InitSounds (English): created 19 entries.
InitMusic: created 93 entries.
SETTING MUSIC: music_sea_battle
==> BuildSettings: New settings applied
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
SETTING MUSIC: music_map
ResumeAllSounds
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
PauseAllSounds
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 176, theDay = 193
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 12, theHour = 12
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = BarqueHeavy
Equip Character Nicholas Fairbrother with blade38-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Yacht1
Equip Character John Chauncellor with blade28-1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Sloop2
Equip Character Gherarde Scheltens with blade31-1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Golden Age of Piracy, Nat = Pirate, Type = war, Loop = 0, Ship ID = Sloop1
Equip Character Dante Lizaur with bladeC12 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = LuggerCT
Equip Character Lynn Steel with blade48+1 his nation: 0 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Golden Age of Piracy, Nat = Britain, Type = trade, Loop = 0, Ship ID = Ketch
Equip Character Rouland Poe with bladeC11+1 his nation: 0 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
Sea_FirstInit
FLAGS: The '#stown_name# Fort' remembers us as French
Sea_FirstInit done
SETTING MUSIC: music_sea_battle
For character 1311 fall Mast name mast3 has index 3
SETTING MUSIC: music_sea_battle


Please don't ask me why it remembers me as French.
 
Please don't ask me why it remembers me as French.
The way the system works, if you pass a ship or fort within their view with a hostile flag, they'll remember that.
I assume you've flown a French flag at some point around Barbados and got close enough to the fort for them to see you.

There are several solutions:
- Ask an English governor to remind the English forts that you are a friend (there should be a dialog option for this)
- Get another type of ship that the fort doesn't remember (@Grey Roger added this option)

Either should reset the fort and will put things back to normal for you.
 
Did you sail into Speightstown under a French flag while doing the earlier mission to reconnoitre Speightstown? Or perhaps you sailed to a beach under a French flag? Forts have rather long vision ranges. (Or perhaps they have spies. :ninja)

In any case, something is seriously wrong with your game. It shouldn't be saying '#stown_name# Fort', it should be giving the actual town name. And why is it generating ships for "Golden Age of Piracy"? The pictures show the year to be 1755, and that's "Colonial Powers".

You're using the version from 2nd April 2016, which is out of date. You could follow the link at the bottom of @Pieter Boelen's signature and get the most up to date version, though you'd need to start a new game as it won't recognise saved games from older versions. Mind you, that game looks so thoroughly fouled up that you probably need to start a new game anyway.
- Get another type of ship that the fort doesn't remember (@Grey Roger added this option)
But note that you need to get rid of your existing ship. If you assign it to one of your officers, the fort will still see it as part of your fleet and will recognise you. (You can buy or capture any other ship, berth your big battlewagon in some other port, then sail to Bridgetown in your new ship. Once they've logged you in your new ship as British, you can go and retrieve the battleship.)
 
But note that you need to get rid of your existing ship. If you assign it to one of your officers, the fort will still see it as part of your fleet and will recognise you. (You can buy or capture any other ship, berth your big battlewagon in some other port, then sail to Bridgetown in your new ship. Once they've logged you in your new ship as British, you can go and retrieve the battleship.)
Good catch on the older mod version.
When did you add that feature? Maybe it wasn't yet in the version that @GAZ Vodnik is playing with.

In any case, something is seriously wrong with your game. It shouldn't be saying '#stown_name# Fort', it should be giving the actual town name.
Solution here: Fixed - "#stown_name#" Showing in 3D Sailing Mode (Sail-To + Spyglass)
Apparently that occasionally happens (or happened?), but I never understood how or why.
Whichever might be the case, one console command sets it right again.

And why is it generating ships for "Golden Age of Piracy"? The pictures show the year to be 1755, and that's "Colonial Powers".
Played a REALLY long time in the same save?
Or perhaps changed the period chance values somehow?
 
Uuuuh, I just wanted to say that they are shooting me again despite having my sexy swimming "Pirates of the Burning Sea"-fortress berthed up at Port Royal and having bought a new ship.

But know what, I think I'll just start a new game after downloading the new version, since there were a lot of improvements, fixes and new stuff added over a year. :)
 
Last edited:
Good catch on the older mod version.
When did you add that feature? Maybe it wasn't yet in the version that @GAZ Vodnik is playing with.
I'm not sure. It's in "Screwface_functions.c", and the version included in the 7th January 2017 install is dated 13th July 2016. So the fix to allow the fort to forget about you if you get a new ship might indeed not have been present in the 2nd April 2016 version.

Edit: while I was checking that, @GAZ Vodnik was finding that dumping the ship doesn't stop the fort from shooting at him, so that pretty well answers that question!
 
Uuuuh, I just wanted to say that they are shooting me again despite having my sexy swimming "Pirates of the Burning Sea"-fortress berthed up at Port Royal and having bought a new ship.
Did you try the governor dialog? I thought that would be in Beta 4.0 already, but I'm not certain.
Swapping ships may be new in Beta 4.1.

But know what, I think I'll just start a new game after downloading the new version, since there were a lot of improvements and new stuff added over a year. :)
Sounds like a good idea!
There were definitely a fair few important changes made, including a few game stability ones.
Hopefully the latest version will fare better for you. :doff
 
Just one more reason for downloading the later version, then. :D

Another reason, if you're playing "Tales of a Sea Hawk", is that some other bugs in that storyline have been fixed. Also, when you went to a governor, which one did you try? Because if it was Silehard, he didn't use standard governor dialog in that early version. So even if the option to talk about forts firing on you did exist, Silehard wouldn't have offered it.
 
Also, when you went to a governor, which one did you try? Because if it was Silehard, he didn't use standard governor dialog in that early version. So even if the option to talk about forts firing on you did exist, Silehard wouldn't have offered it.
Ah, that's a good point! Forgot about that. :facepalm
 
Silehard, but it doesn't matter now, I have already deleted the old version. ;)

I'm just missing my marvelous Man-O-War. :(
 
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