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    Maelstrom New Horizons


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BUILD 11 BUGS ONLY

The reson I cant finish the treasor box misson on the french island is cause i killed him when I helped out the merchent eirler its the only explanation.

Also when i got to isamula I only had 2 out of 3 ships and thers a erro in one of the boxes <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> how can I fix it?
 
it keeps kicking me out of the game when i reach 62nd day of sailing. i was on a pirate`s island heading north, but it always kicks me out, even though i installed updates and textures. maybe no cd crack helps? but i cannot find it anywhere. help please! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
Don't know if this has been mentioned, since I didn't make it through the first 40 pages of this post.. (maybe we should start a new one, with only the unfixed bugs?)

anyways, I've had alot of crash to desktops, and sometimes they'd make have to lose several hours of gameplay, since the save itself would be corrupted and every time during the loading map heading to sea I would crash to desktop so I'd have to backtrack a few saves until I found one that wouldnt die at that transition.. very aggravating.

Anyways, one of the ones I have figured the precise problem out is..

while doing pirate hunting missions for the governors I'd often run into this bug and lose of play time backtracking.. at first I thought it random but then I decided to save after every action I did in port and then try to go to sea, dock again and move onto my next typical action associated with the pirate mission.

Step by step
I returned with a captured ship, no ctd - save
Talked to governor - no ctd - save
got next mission from gov - no ctd - save
sold ship's inventory at store - no ctd - save
hired more crewmembers - no ctd- save
sell looted ship - CRASH!!

and everytime I'd sell the ship and then try to go to sea the program would crash.

I tried going taking the ship to a different island to sell it.. sold it there.. no ctd.... until I returned to the island I captured it at.. when I tried entering the waters near the place I found the ship it kept ctd.

The only way to get around all of this was just to remove the captain from the ship and let it sink in the harbor.. after I did this there was no ctd.

This has probably already been picked up on..

oh.. and the error logs mentioned a problem with a ship when loading and ctd.. even though neither of my ships have had the files tampered with, and I turned off the random ship encounters in the islands coastal waters.
 
Koor,

If you press the T key just before you board your ship after accepting a pirste hunting quest then that should stop the CTD and NathanKell has added some "code fixing" code to that hotkey that should fix most problems.
 
Well I'm learning all kinds of new stuff tonight! heh

It was kinda killing my gameplay saving every few minutes in a different file just in case I got a ctd..
 
Having a problem with the quest find Danielle
I'll have to talk with the tavernkeeper at isla muelle, and then go outside and help danielle but when I talk to the tavernkeeper I don't get
the option to talk about danielle <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ib012.gif" style="vertical-align:middle" emoid=":cry" border="0" alt="ib012.gif" />
is this a bug or did I do something wrong in the quest?
 
I found somting when I beat the game I cant talk with the pirat Govener or the pirates at ther hiding spot on dowswin. Not shure why but no bigy <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Im looking for the trecurs governer shildern but since i cant talk with pirates i aint getin no whers.
 
found my problem and solution, When you free the `mine-worker` on greenford
you'll need to hire him as an officer
then the quest works normal <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I left him wher he belonged <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Hi guys, long time no see!

I just got back into POTC after surfing the web and seeing all the new stuff in the build (great job by the way), but I'm having a small problem. I can't `re-equip` my hired officers <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

I tried the old way of talking to them about themselves and the new F2 function, nothing there.
I searched through the `read-me`'s and FAQ's, nothing there.
I've searched the boards, `no-one` seems to have this problem?

I have the australian version which used to mean using the euro patch, which I did, should I have not done this or have I missed something completely?

Mabey I screwed up somewhere?
 
I've had the same "crew not consuming food/rum" problem that a lot of people have had, and after reading CCC's post on the subject, I started digging through quests_reaction.c. What I found was that Nathan <i>did</i> add in a safeguard to `re-enable` food consumption, but it apparently doesn't work. On lines `2587-2595` of 'quests_reaction.c' is this:

case "Story_DanielleWaitsInMuelleTown":
<b>DeleteAttribute(&PChar,"skipfood"); // NK `04-11`</b>
pchar.quest.Story_AppearOnIslaMuelleonAnacletoShip.over = "yes";
ChangeCharacterAddress(characterFromID("danielle"), "muelle_tavern", "goto6");
Locations[FindLocation("muelle_tavern")].vcskip = true; // NK
Characters[GetCharacterIndex("Danielle")].dialog.CurrentNode = "MetBlazeOnIslaMuelle";
LAi_SetActorType(characterFromID("danielle"));
LAi_ActorDialog(characterFromID("Danielle"), Pchar, "", 5.0, 1.0);
break;

The emboldened line is the important one. It deletes the 'pchar.skipfood' attribute, which I assume would set it back to false. Maybe if you used CCC's method of expliciting defining skipfood to false (ie. pchar.skipfood = false;), it would work. I just finished the game, so I should have a save from somewhere near that point. I'll exchange the lines and see what happens, then I'll let you know if it works.
 
I figure id let the pros hadle it in the next mod fix if one comes out <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Well, my idea about replacing one line with another didn't work. Which made me wonder, why doesn't Pinto's ship have wheat and rum on it in the first place? Seems easy enough to add in; just alter 'StoryCharacters.c' a little, then you wouldn't have to worry about disabling the food/rum consumption at all. You could add two lines into the initialization for him, like so:

ch.Ship.Cannons.Type = CANNON_TYPE_CULVERINE_LBS12;
<b>SetCharacterGoods(&Characters[n],GOOD_WHEAT,100);
SetCharacterGoods(&Characters[n],GOOD_RUM,50);</b>
LAi_SetSitType(ch);

`Ta-da`, ship with wheat and rum, so the mod doesn't have to be turned off during the quest. I've got to get some sleep, but I'll give it a try tomorrow and let everyone know if it works.

UPDATE: This works, but not the way I described above. That had no effect. However, I went into quests_reaction.c, commented out "DeleteAttribute(&PChar,"skipfood"); // NK `04-11`" on line 2588 and "pchar.skipfood = true; // NK" on line 5484, then added this:

SetCharacterGoods(pchar,GOOD_WHEAT,50); (on lines 5604 and 5627)
SetCharacterGoods(pchar,GOOD_RUM,25); (on lines 5607 and 5628)

I added it twice because one 'case' is "kill_anacleto_complete", while the other is "kill_anacleto_complete_2," and I wasn't positive if it needed to be in both. I tested it and found no ill effects, though; the pinnace you get from Pinto has 50 wheat and 25 rum, which is more than enough to feed the crew from Douwesen over to Isla Muelle. It disappears when you get your main ship(s) and cargo back, as well.

With this, it isn't necessary to turn off the food/rum mod, thus we don't have the problem of it not being turned back on. Hope this helps you guys out. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
.. must hurry.. keep losing connection...


Just took greenford to rescue clement...

Went into jail to save him, door becomes unusable behind me, danielle wont talk or do anything, and when I approach clements cell to free him, it's locked and he's cowering so I cant free him.

Is there a way to remove this damned cowering thing? It keeps messing up plot lines for me.. My guy is Dashing.. I only defended myself against the guards that were attacking me.. what gives?

Oh, and there's no way to leave the prison cell since all doors were disabled in order to force you to talk to clement..

help?
 
Koor,
I'm assuming that you have already tried pressing "i", and that fast travel doesn't work either, as a way of getting out of the prison.

Why Clement is cowering, and won't talk to you, is a new one on me. If you have a still have a save game, from prior to taking over Greenford, you may want to start it up again, choose not to attack Greenford and then go to Greenford to see what kind of reaction you get when you get to the town gates. If I remember right, there may be a problem getting from the lighthouse to Greenford, so you may want to sail to another shore on Oxbay and head thru the jungles to get there.

Also, do you have any unfinished quests in your quest book?

Like I said, that's a new one on me, but maybe someone else will know a way to get you back in the game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
ok.. another question..

since I had never played this far in with the original game.. before b11 did you actually capture the fort or just bomb it alot.. sending men in to capture forts and cities is a b11 thing right?

I attacked the fort when it told me to, and once it got down to 53% it wouldnt take any more damage, so I sent troops in to capture the fort.. is this what you need to do or did I do to much?

Earlier I had captured a town just for the heck of it and discovered that doing so removes all the locals - shops - and stuff.. so what good is capturing the town?

The only reason I can think of why he'd be cowering is if I wasnt supposed to kill everyone in the fortress...
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->since I had never played this far in with the original game.. before b11 did you actually capture the fort or just bomb it alot.. sending men in to capture forts and cities is a b11 thing right?<!--QuoteEnd--></div><!--QuoteEEnd-->

In the original game you would bomb the fort until you got the icon showing a burning fort, and then you could attack the fort, like a boarding action on a ship, and when you killed all of the soldiers you had defeated the fort and you would gain plunder from the town. The only thing added to this in Build 11 is the "landing troops" ability that has the same effect as "Musket Fire" which lowers the number of men in the fort/ship.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I attacked the fort when it told me to, and once it got down to 53% it wouldnt take any more damage, so I sent troops in to capture the fort.. is this what you need to do or did I do to much?<!--QuoteEnd--></div><!--QuoteEEnd-->

I don't think you did too much, as long as you got the burning fort icon, I think you're on track.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Earlier I had captured a town just for the heck of it and discovered that doing so removes all the locals - shops - and stuff.. so what good is capturing the town?<!--QuoteEnd--></div><!--QuoteEEnd-->

In my book it's fun, but for the purposes of the game, attacking forts gives you a lot of experience and the added plunder from the town. Other than that, not much...

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The only reason I can think of why he'd be cowering is if I wasnt supposed to kill everyone in the fortress...<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think you did anything wrong, but I had an idea; are you bringing officers with you when you fight in Greenford itself, after you've taken the fort? Try doing the Greenford town fight without bringing the officers along. I have seen where my officers will manage to hit a soldier accidently during a town fight and, even though my reputation hasn't changed, people will run, cower and whatnot from then on. This may be what is effecting Clement even though your officers don't go into the prison with you. Let me know if that helps or not.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Earlier I had captured a town just for the heck of it and discovered that doing so removes all the locals - shops - and stuff.. so what good is capturing the town?<!--QuoteEnd--></div><!--QuoteEEnd-->

In my book it's fun, but for the purposes of the game, attacking forts gives you a lot of experience and the added plunder from the town. Other than that, not much...


But doesnt that ruin the city after you've captured it? nothing will spawn in it anymore, so if you capture a city it ceases to function.. no more shops or anything.. am I wrong?
 
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