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Ah; ok. It's like "Petty Officers" then, right? Makes sense.

What about the suggestion that you can hire crewmembers as real officers (for the time being?) though?
They'd start out with 1 or even 0 in pretty much all departments, but they'd get experience as time progresses and might eventually learn to be officers equivalent to hired officers.
 
<!--quoteo(post=310132:date=Apr 1 2009, 03:38 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 03:38 PM) <a href="index.php?act=findpost&pid=310132"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Ah; ok. It's like "Petty Officers" then, right? Makes sense.

What about the suggestion that you can hire crewmembers as real officers (for the time being?) though?
They'd start out with 1 or even 0 in pretty much all departments, but they'd get experience as time progresses and might eventually learn to be officers equivalent to hired officers.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi Pieter,

yes, it is a very good idea. In this way you could tailor your officers exactly according to your needs/playing style.
I like it.

Regards, Oldtimer
 
<i>Aaaand</i> they'd be really useless to begin with. Especially if they have 0 for their skills. What if in some departments, they'd actually have NEGATIVE skills?
This to simulate a clumsy "cadet officer" kind of character? <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
Maybe you should have a certain leadership skill before you can do this. After all, how can you train somebody without a leadership skill?

How would you be able to tailor your officers to your own needs using the Auto Skill System? After all, they gain their experience on their own.
Would it be possible to somehow teach your own experience to low-level officers?

( Hmm... for whatever reasons, my brainstorming sessions tend to become really quite philosophic every now and then! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> )
 
I might be able to answer that if I had any idea what this meant:

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->If you have one leadership ABILITY, your officers also get experience if you do.<!--QuoteEnd--></div><!--QuoteEEnd-->

Your officers will gain 1/4 of your experience, including autoskill points, if you do not have the Shared Experience ability. If you do have it, they gain 1/2 the experience you do. I believe that works in reverse as well, so that an officer gaining experience will give you experience as well. The way this is coded may be the reason you *appear* to gain experience twice for the same thing.

Hook
 
<!--quoteo(post=310137:date=Apr 1 2009, 03:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 1 2009, 03:51 PM) <a href="index.php?act=findpost&pid=310137"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>Aaaand</i> they'd be really useless to begin with. Especially if they have 0 for their skills. What if in some departments, they'd actually have NEGATIVE skills?
This to simulate a clumsy "cadet officer" kind of character? <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
Maybe you should have a certain leadership skill before you can do this. After all, how can you train somebody without a leadership skill?

How would you be able to tailor your officers to your own needs using the Auto Skill System? After all, they gain their experience on their own.
Would it be possible to somehow teach your own experience to low-level officers?

( Hmm... for whatever reasons, my brainstorming sessions tend to become really quite philosophic every now and then! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi Pieter,

in auto skill I can still choose the abilities and that is where "tailoring" is done.

Regards, Oldtimer
 
<!--quoteo(post=309865:date=Mar 31 2009, 11:44 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 31 2009, 11:44 AM) <a href="index.php?act=findpost&pid=309865"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Nothing was changed in the food consumption code, so I am not sure why the consumption would suddenly have gone up. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

I wonder how the "escort quest destination choice" works. If it selects any random location, there is a slight chance that it selects the one you're at.
There should be added a check to ensure that whichever location is chosen, it must not be the present one.
And the price paid should depend on the distance; I imagine it should already do that and it might be working like that,
but your 800 000 value for transport to the same place suggests otherwise. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

In the simplification of the ammomod, only you and your officers are limited by their ammunition.
Additionally, you can freely restock your ammo at the gunpowder storage in your ship's cargo hold.
Theoretically you could make infinite amounts of money by taking items from the powder storage and selling them at a merchant.
Logically, this doesn't make much sense; should we do something about this?
Perhaps have the amount of gunpowder items dependent on the amount of gunpowder goods aboard (I think it already works like that)
and add a new good for bullets that you can buy in bulk from the traders?<!--QuoteEnd--></div><!--QuoteEEnd-->
Hi Pieter,

re appetites it must have been some fluke. I had to reinstall and food usage seems to work OK now.

Regards, Oldtimer
 
Re "tailoring"; ah, I get it now. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Glad to hear the food issue has been consumed now. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
<!--quoteo(post=310986:date=Apr 5 2009, 12:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 5 2009, 12:10 PM) <a href="index.php?act=findpost&pid=310986"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Re "tailoring"; ah, I get it now. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Glad to hear the food issue has been consumed now. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Hi Pieter,

unfortunately the food thing seems to appear first after a few saves. As I said I did a clean reinstall and everything was OK for a few saves. But now they are eating me out of the house again...

Regards, Oldtimer
 
Does anyone else have that bug too??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Hi all,

I have a game destroying problem/bug:

- after a few hours of playing I cannot leave Grenada which I could earlier. I start OK after switching to world map but after leaving port I get runtime error, abnormal program termination, press OK and get thrown back to desktop.
This happened on two different installs, so it`s no fluke. I have savegames with this.

- leaving Bonaire I somehow get teleported to S Martin and CTD when leaving port.

Regards, Oldtimer
 
I can affirm that if you repair your ship on Bonaire and you then go to it's deck, your ship will be in Saint Martin.
 
<!--quoteo(post=312834:date=Apr 13 2009, 09:53 AM:name=Oldtimer)--><div class='quotetop'>QUOTE (Oldtimer @ Apr 13 2009, 09:53 AM) <a href="index.php?act=findpost&pid=312834"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Hi all,

I have a game destroying problem/bug:

- after a few hours of playing I cannot leave Grenada which I could earlier. I start OK after switching to world map but after leaving port I get runtime error, abnormal program termination, press OK and get thrown back to desktop.
This happened on two different installs, so it`s no fluke. I have savegames with this.

- leaving Bonaire I somehow get teleported to S Martin and CTD when leaving port.

Regards, Oldtimer<!--QuoteEnd--></div><!--QuoteEEnd-->

Hi,

error log re Grenada enclosed below:

- RUNTIME ERROR - file: locations\locations_loader.c; line 683
missed attribute: location
RUNTIME ERROR - file: locations\locations_loader.c; line 683
no rAP data

Hope it is possible to make a fix for this.

Regards, Oldtimer
 
<!--quoteo(post=312837:date=Apr 13 2009, 10:27 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Apr 13 2009, 10:27 AM) <a href="index.php?act=findpost&pid=312837"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I can affirm that if you repair your ship on Bonaire and you then go to it's deck, your ship will be in Saint Martin.<!--QuoteEnd--></div><!--QuoteEEnd-->WHA? I think there's some code in the Development Resources that would fix that though.
 
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