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    Maelstrom New Horizons


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Boarding bug x2

Sounds good. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Woot! I think I found the problem for the boarding bug <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

This is for the one where I get CTD when exiting the plunder/capture enemy ship and what was a class 3 ship turns into a smaller ship with error as its name.

I have tried this a few times, I test a few more to see if im right

to get the bug :- I get an enemy ship to strike it`s colours when boarded I ask the ships captain to join me, with out paying him I get the bug.

not getting bug :- I get an enemy ship to strike it`s colours when boarded I ask the ships captain to join me but I pay him to join I dont get the bug.

not getting bug :- when I get the option to board and fight through the ship and kill the captain I dont get the bug.

Hope this makes sence lol its a little hard to explain <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />, if you want more clarification let me know ad il try and explain as best I can lol.
 
That's been my experience as well. I never ask a captain to join me when I first meet him. If I want him as an officer I put him in the hold, then talk to him later. Also, when you talk to him and hire him, don't do *anything* else on that deck as it can cause a crash. Go back to another deck and return if you have something else to do on that deck.

I'm not entirely sure letting a captain go after plundering his ship is bug free. Seems like the only safe path through that part of the game is to either kill the captain right then or put him in your hold, where you can make him an officer or kill him as you wish. I'm not sure ransom works properly either.

Hook
 
<!--quoteo(post=305849:date=Mar 10 2009, 08:30 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 10 2009, 08:30 AM) <a href="index.php?act=findpost&pid=305849"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->That's been my experience as well. I never ask a captain to join me when I first meet him. If I want him as an officer I put him in the hold, then talk to him later. Also, when you talk to him and hire him, don't do *anything* else on that deck as it can cause a crash. Go back to another deck and return if you have something else to do on that deck.

I'm not entirely sure letting a captain go after plundering his ship is bug free. Seems like the only safe path through that part of the game is to either kill the captain right then or put him in your hold, where you can make him an officer or kill him as you wish. I'm not sure ransom works properly either.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->


so far not hiring an enemy captain free of charge I havent had any bug`s or CTD`s. Im still testing <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
what works for me is turning the old prisoner mod back on. i haven't been stuck on boarding ever since.
 
It's too bad the ransom system apparently doesn't work anymore. If you enable the old system, do you keep the "talk to enemy captain in cabin" mod? It might be slightly buggy, but it's sooo cool. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
yes. you can still use all the options regarding the negotiation with the enemy captain after he surrenders, but you can't talk to them in your hold anymore. you only have the options to either kill, ransom or release them in the passenger menu.
 
Maybe we should consider setting that as default again; I don't think the current ransom system really works.
Which is too bad, because ransoming enemy captains should be fun. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
well, the main thing i found annoying about the new system was that you had to get to a certain island to get rid of the sucker. which is why i always killed them after i captured them. i would use the mod way more often if you could just ransom him anywhere you liked. i never go on my ship when it's in a port anyway, only on open sea.
 
I like having to be on land to ransom a captured enemy captain, but that should be an option with the old system too:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PRISONER RANSOM OPTIONS Based on code by Stone-D and Nathan Kell, all credit and thanks to them :)
// You can't get ransom for your prisoners at sea anymore but at certain landlocations only. Choose ONE locationtype from the list. Can be changed during saved games.
#define RANSOMSITE                    "all"         // STRING - You can change 'all' to: 'town', 'jungle', 'dungeon', 'residence', 'church' or 'tavern'.
#define RANSOM_AT_HOME                0            // BOOL - If you set this option to 1 you must take the prisoner to his 'homeisland' to get ransom (i.e. the island with the prisoners nation)
#define RELEASE_AT_SEA                1            // BOOL - If enabled, you can only 'release' captives at sea (for 0 gold); you must go to the ransomsite to ransom them. If ransomsite 'all', you must go to land.<!--c2--></div><!--ec2-->
 
interesting. i don't remember that setting. anyway, i prefer to keep the old system for the sake of dodging the boarding bug.
 
Those settings are in PROGRAM\InternalSettings.h and should also be there in Build 13. Unless they're in BuildSettings.h in that case.
Those settings ARE for the old system, BTW.
 
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