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Build 13 bugs

Ok thats done....now for me forts problem...or am I the only one thats having it ?

I REALLY WANT TO DESROY ST MARTIN BAD . THE WHOLE ISLAND .

I want my revenge !

Tortuga is driving me nuts ...i cant find a logical reason...and it runs accross 13.9 and build 13 and the 13.1 update...I'm waiting for 14 stuff to get sorted out ..while I try to finish ONE game . But Tortuga MUST die.

someone hear my plea and help me desroy that vile place.

ITS FRENCH !

just tell me ...and let it be true that its possible to sack Both forts at St Martin...


Give me hope...FOR REVENGE !


<b> THEY SUNK MY BATTLESHIP </b> !!!!!
 
What you need is a break, eh? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Come on...all I need is ...thats normal....or.....thats ok....so I know if its right or wrong .


My bugs do not have to be yours.
 
I haven't encontered or looked into those fortbugs, so I can't tell you if it's right or wrong, sorry <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />:
 
i always like a show when trying to walk across saint martin. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> just stand in the background and enjoy. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
It was funny getting all blown to bits...the first time.

I was .." wow this is kool " ........Then it was run up kill some dudes run to next screen....save ...go back ...for exp runs... <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />


But once I blew up a fort and got the exp from that...plus all the money and loot....hehehehehehe ...me like to blow up forts...THATS my main occupation...shame you cant blow them all up.
 
in the saint martin land fights, go to the left. it is out of the range of those cannons. it could be the right, but i think that you should go to the left if the wooden fortifications are on the left.
 
<!--quoteo(post=173832:date=Nov 29 2006, 06:35 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 29 2006, 06:35 PM) [snapback]173832[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> people with lags and freezes when going to seaview: could you please check if your compile log has entries like these near the end:

SEA: Error: Group CrCuba3, Island Cuba
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_16
SEA: Error: Group CrCuba5, Island Cuba
SEA: Error: Find locators Group Quest_Ships, Locator Quest_Ship_15

Reason for this is that the old Coastraiders mod tries to spawn ships on locators that the new islands don't have (lazy island designers <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ). Usually that is no problem, the game puts the ships anywhere next to the islandcenter. But that searching in vain causes a lag, and on critical computers this may be to much for the machine.
<!--QuoteEnd--></div><!--QuoteEEnd-->
A fix for that is here
<a href="http://swankyplace.com/potcbugs/view.php?id=312" target="_blank">http://swankyplace.com/potcbugs/view.php?id=312</a>
I hope that this solves the bugs around Cuba and Hispaniola.
 
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Thanls CCC for this fix, good coin in runn'n cargo from Conceico to Havana <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
new game again? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> guess not, but anyway.
 
No new game required for that one. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
This was discussed many months ago in the summer but it looks like it's still a problem.

HP assigned to a character in "Characters_init.c" aren't reflected in the game.

Fred Bob is assigned 280 HP but only gets 96 HP

Nigel is assigned 80 HP but only gets 48 HP


Any ideas on how to fix this?
 
<!--quoteo(post=175467:date=Dec 11 2006, 05:22 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 11 2006, 05:22 PM) [snapback]175467[/snapback]</div><div class='quotemain'><!--quotec-->
This was discussed many months ago in the summer but it looks like it's still a problem. HP assigned to a character in "Characters_init.c" aren't reflected in the game. Any ideas on how to fix this?
<!--QuoteEnd--></div><!--QuoteEEnd-->That was a problem even back when Nathan Kell was still with us. I recall the problem occurred because when the characters' HP is reset (by leveling up or otherwise), the original set value is erased and a new default value for the character level is calculated. This same problem occurred with characters who increased their max HP at the apothecary (they would lose their bought bonus again). Nathan solved that problem by adding a "HP bonus" to characters so that they keep their bonus. It could be that he did add the support code for this, but did not actually add the bonus to Fred Bob and Nigel Blythe. If we can figure out how to set this bonus, we should be able to make these characters have the high HP they should have.

There is some code related to the HP bonus in the apothecary dialog:
ChangeHPBonus(&refOfficer, increasePer);
Not sure how that works though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yeah, I remember that they would loose HP at level-up which was the problem then.

Now they get low HP numbers from the start.
 
I like the idea of using the HP bonus for characters you want to have a different number of hit points than normal.

Add the following line to the character init file to add an additional 100 points:

ch.HPBonus = 100;

Fred Bob starts off at level 28. He should be starting with 310 hit points. This looks like the same kind of problem we're having with the bad guys having way too few hit points. I've posted code elsewhere that should fix this problem.

Hook
 
Ummmm I changed the HP on level up to 50 in the ...lemme go look and see what file...but it only works on my guy and the enemy.....I was fighting guys with 2800 hp.

I changed it to 30 ( I think defualt is ten ) becuse it helps me get my officers killed faster...J/K ...it makes the fights last longer...but som npc's seem to be sstuck at level one or two...and only have 90 hp...no matter what . Mostly the jungle idiots. The treasure guards...they are MUCH tougher..and some of the military ship crews can be tough nuts... I sure as hell cant figure it out...but I finally made it so I have a balance between fights on land a sea...by tweaking weapons and armor values a bit...and leabving the hp on lvl up at 30.

I'm gonna be PISSED if all the work I did to get the pharmacy stuff is lost when I go up a level.... THAT was chore and a half..

Whats the deal with the tats BTW ? do they give a bonus ?
 
<!--quoteo(post=175491:date=Dec 11 2006, 07:09 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Dec 11 2006, 07:09 PM) [snapback]175491[/snapback]</div><div class='quotemain'><!--quotec-->
I like the idea of using the HP bonus for characters you want to have a different number of hit points than normal.

Add the following line to the character init file to add an additional 100 points:

ch.HPBonus = 100;

Fred Bob starts off at level 28. He should be starting with 310 hit points. This looks like the same kind of problem we're having with the bad guys having way too few hit points. I've posted code elsewhere that should fix this problem.

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

this is the thread you posted that stuff in Hook:

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=9215" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=9215</a>

So in the light of this conversation - would that code(or a version of) be able to keep the global bonus for all chars in the game? I'm kind of thinking what happens to any new chars that are added in the newer island locations etc. Is it possible to get a 'global' fix for these kind of attributes? So you dont need individual fixes for each instance as it comes up?

I would just add that folks should go here:

<a href="http://swankyplace.com/potcbugs/view_all_bug_page.php" target="_blank">http://swankyplace.com/potcbugs/view_all_bug_page.php</a>

To keep an eye on the state of current bugs in build13. I have noticed we have an entry for Build14 in that list - i dont think that is a good idea, mixing build14+build13 bug reports?(coders will know better).
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I could use a little help.

I have been testing build 14 and I reinstalled build thirteen and the update over build 14. When I start a new game and go the cabin, I get a black screen.

What do I have to do?

If I have to uninstall the game and reinstall everyting is the sequence.

POTC -- Build 12.1 -- Build 13 -- Buid 13 update?

Thanks
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Jason<!--quoteo(post=175578:date=Dec 12 2006, 12:14 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 12 2006, 12:14 PM) [snapback]175578[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I could use a little help.

I have been testing build 14 and I reinstalled build thirteen and the update over build 14. When I start a new game and go the cabin, I get a black screen. <!--QuoteEnd--></div><!--QuoteEEnd-->

Yep, bad idea!
Anything that 14 added that 13 didn't, won't be overwritten and can cause major problems.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
What do I have to do?

If I have to uninstall the game and reinstall everyting is the sequence.

POTC -- Build 12.1 -- Build 13 -- Buid 13 update?

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

You need to reinstall this way
POTC -- Build 13 -- Build 13 update 1
 
and of course remove the DECKS and memory.mp files. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> but i guess you where going to do that anyway. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> the DECKS file had to removed with the installation of build 13 right? if not, forget that bit. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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