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Build 14 Alpha 8.5

Well, there are I believe two locations in the 1st level of the dungeon that takes you down into the cathedral dungeon, <span style='color:#000000;background:#000000'>where you run into piles of monks that morph into undead guys when you kill them.</span>

It sounds like you've found those spots.

Hope that helps!

Cap'n Drow
 
There's one auto-teleportation in the town, which is a drop into the dungeon. It's easily avoidable by not walking at the drop-spot.
You ARE using Build 14 Alpha <b>9</b>, right, and not 8.5 as per the thread title? <a href="http://forum.piratesahoy.net//index.php?showtopic=12809&hl=" target="_blank">This</a> is the thread you need.
 
<!--quoteo(post=312741:date=Apr 12 2009, 03:02 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 12 2009, 03:02 PM) <a href="index.php?act=findpost&pid=312741"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->There's one auto-teleportation in the town, which is a drop into the dungeon. It's easily avoidable by not walking at the drop-spot.<!--QuoteEnd--></div><!--QuoteEEnd-->
You can also change the following line in the internalsettings.h file:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define CCC_PITFALLS    1    // INT - set to -1 to turn off autoreload, or above 0 to set the locator radius<!--c2--></div><!--ec2-->

If you set this to zero, you won't fall into the dungeon, although you might hear your character scream when walking over it. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
A new game is required for that setting.
Where does that scream sound actually come from? Searching for CCC_PITFALLS in the PROGRAM folder, I see no reference to it.
I imagine that toggle should be made to apply to that sound as well. Though it's not exactly high-priority stuff. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=312708:date=Apr 12 2009, 04:09 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE (Cap'n_Drow @ Apr 12 2009, 04:09 PM) <a href="index.php?act=findpost&pid=312708"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Well, there are I believe two locations in the 1st level of the dungeon that takes you down into the cathedral dungeon, <span style='color:#000000;background:#000000'>where you run into piles of monks that morph into undead guys when you kill them.</span>

It sounds like you've found those spots.

Hope that helps!

Cap'n Drow<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, i found them, but skelets are pretty tough for me now <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Im still in Oxbay killing bandits, and some weak skelets.
I found these doubts for now:(the game has rly much more details then old POTC)

1. Can i have more then 6 gunpowders and bullets with me?

2. I need to buy spyglass, but none of the merchants sell it? In normal POTC the shopkeeper at port sells it.

3. I went to a cave to search for "da old Falchion"=) but i found some Shamshir there. I cant remember the correct way in that cave to find Falchion, so i dont know if there is Falchion still somewhere, or it has been replaced with this Shamshir, which is also cool =) But i dont understand something. Old Falchion was pretty expensive (i think thousands of gold). I remember and it had damage max20-25 if im correct. This Shamshir has 30-40 damage and has price 400 gold if im gonna sell it... =S I wont sell it, dun worry =)

4. When i leave the Oxbay, and press Sea, i get instantly bombarded... I guess i cant leave the Port without solving quest with Spyglass, or i need to do something else? =S
 

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Question: Since you posted in the Build 14 Alpha 8.5 thread, can I assume that's the game version you're using?
If so, I recommend you get <a href="http://forum.piratesahoy.net//index.php?showtopic=12809" target="_blank">Build 14 Alpha 9 + Patch 2</a> instead. If not, which game version <i>are</i> you using?

1. There used to be an item to increase the number to 12, but I think we already removed that in Build 13.
We might reinstate that item in Build 14, but I'm not sure. You can always turn off the ammo mod in BuildSettings.h if you really don't like it.

2. He should still have it, especially if you do play the tutorial. Try again in Alpha 9.

3. There's a mod that puts random items on those locations instead of pre-defined ones. I forgot if that mod is enabled by default though.

4. That's not because of your spyglass. What flag are you flying upon leaving port? The French take the fort, so leave port under French or Portuguese colours.
I'm pretty sure this problem was solved in the Build 14 Alpha versions. Has anybody else gotten this one recently?

I don't think skeletons are any stronger than regular pirates. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
All the street merchants in Oxbay have a spyglass. Gregor Samsa has the Masterwork spyglass.

I'm not sure which cave you're talking about. The Oxbay dungeon has a sword, the original name was dragon's tongue, it's now an called an Arabic scimitar, I think. I know there's a cave, but I've only been in it once and found a Portugese officer's sword.

If the prices on really good swords is 400, you're using an experimental inititems.c file that doesn't work well in the game. Use it at your own risk.

If you haven't raised a different flag, the fort should leave you alone. If the fort is already firing on you, reload a saved game and raise a Portugese flag before going on your ship (in the relations screen). That nation is neutral with the French.

Hook
 
<!--quoteo(post=313980:date=Apr 17 2009, 03:08 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 17 2009, 03:08 PM) <a href="index.php?act=findpost&pid=313980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If the prices on really good swords is 400, you're using an experimental inititems.c file that doesn't work well in the game. Use it at your own risk.<!--QuoteEnd--></div><!--QuoteEEnd-->He probably IS using Alpha 8.5 then. We returned to the original system in Alpha 9, but the experimental system was still in Alpha 8.
Better switch to Alpha 9, mate. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

<!--quoteo(post=313980:date=Apr 17 2009, 03:08 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 17 2009, 03:08 PM) <a href="index.php?act=findpost&pid=313980"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->If you haven't raised a different flag, the fort should leave you alone. If the fort is already firing on you, reload a saved game and raise a Portugese flag before going on your ship (in the relations screen). That nation is neutral with the French.<!--QuoteEnd--></div><!--QuoteEEnd-->Doesn't France only turn hostile to the player after going to the worldmap?
The fort isn't supposed to fire upon you even if you're flying your personal flag.
 
Pieter beat me to it.

No wonder the fort attacked you. That pic shows you flying a British flag. You should be able to get away by flying your personal flag (which is set by default) because the French aren't hostile to you at that point, or a Portugese flag.

The reason you fly a Portugese flag instead of a French one is that the Portugese are neutral with everyone. If you fly a French flag, the French won't attack you, but any enemies of France will, including Britain.

Hook
 
<!--quoteo(post=313983:date=Apr 17 2009, 08:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 17 2009, 08:25 AM) <a href="index.php?act=findpost&pid=313983"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Doesn't France only turn hostile to the player after going to the worldmap?<!--QuoteEnd--></div><!--QuoteEEnd-->
That is correct. The French go hostile if you enter the worldmap or if you directsail to another island.

Hook
 
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