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Build 14 Alpha Update 4 - Bug, Buggars and Basic Bogus

HawkerT

Sailor Apprentice
Storm Modder
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Okay Gents. A few observations and bugs when playing the new Build 14 Alpha Update 4, just uploaded today by Pieter. The observations are solely made from playing the tutorial.

First up I would like to say thank you very much to MAXIMUS for all his new additions and to Pieter for all his hard work.

Observations and bugs:

1) New game skillup multiplyer choices explanation. We need some more info about the stuff that we can choose in the 'New game' screen. Especially the new skillup multiplyer choices i.e. the ability to choose e.g trader and have 1.25x multiplyer in sailing and commerse. Somewhat self explanatory I know ... but still ... new stuff should be better documented!!!

2) Longer load. It now takes substantially longer (B14A4) to load the game after pressing the new game button from the player choices screen i.e. that greenish sea battle screen with the small fish-in-a-globe load indicator thingy spinning in the lower right corner. It is not a problem per se but what is causing the substantially longer load? Must have something to with the MAXIMUS stuff as it was the same when using his stuff from the FTP!

3) Same old stock dialog interface as always. I see that the new dialog from the MAXIMUS FTP has not been included in B14A4, not even as a toggle in BuildSettings.h. Why not? I certainly find the MAXIMUS dialog interface much less obstructive and more easy on the eyes than the stock dialog interface. Maybe it could at least be put in as an option in BuildSettings.h.

4) I can also see that the MAXIMUS mutiny stuff is not in BuildSettings.h as a toggle? Is it included in the B14A4 code witout the BuildSettings.h toggle or is it simply not included? If not then why?

5) It is cool and nice with the new skillup explanation by Malcolm during the tutorial. However the dialog does not explain what makes the individual skill tick. I think the dialog should be much better at explaining exactly what makes each skill grow e.g. 'Completing quests makes the Leadership skill grow' ... that sort of stuff. Again new stuff should be better explained. I am willing to give it a go if someone can give me the basic info!!!

6) Oxbay less lively. This is an observation that I have had with all the Build 14 versions. The harbour and town in general seems much less lively than in build 13. Have something been done to the amount of visible inhabitants roaming the town and harbour in Build 14?

7) No time penalty when trading in trade shop. Again this is an observation I have had with all Build 14 versions but I am not sure if this is intentional or a bug. In Build 13 a time penalty was experienced when trading just like when repairing your ship. I find it quite reasonable for the loading/unloading effort to take a day or three depending on amount and type of trade.

'8) Bug when pressing the 'Passengers' button in the F2 screen. A fully fledged bug this is <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> The F2 screen freeses when pressing the 'Passengers' button It is possible to press F1 and reload but nothing else. I am going to report this one on the bug tracker.

9) Cool to see the new beautiful transfer screen depicting the transfer situation when shuttling from the harbour to the ship.

All the best
Frans
 
I haven't really gotten a chance to play update 4, but while playing update 3, I did notice that there seemed to be less people on the streets. I was wondering if my low luck level had anything to do with that as I had started a new game. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Where is the update? Checked Pieters Site but could not
see it (dirty glasses!?) <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Ahoy there Sir Nosie <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Well it seems our esteemed Sir Build Compiler has not yet had the time to update the site.

But fear not me fellow pirate! Put that nose of yours into the air and smell them tell tales of fresh updates ... or simply go noseing around this here fine thread <a href="http://www.piratesahoy.com/forum/index.php?showtopic=9081&pid=177154&st=40&#entry177154" target="_blank">Build 14 Alpha Update 4</a>

All the best
Frans
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Sir Hawker T,

thank you very much, can't wait to find a Bug or two!
What would the world be without Bugs!?......Rather boring!!!!!!!! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Excellent Nosie <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

Remember to post your B14A4 observations in the bug tracker using the new structure Pieter created there. We need both the finding of bugs as well as confirmation of the mods working as expected ... both equally important!!!

Okay enough of this side tracking <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> back on topic!!!

Reposting my observations for good measure:

1) New game skillup multiplyer choices explanation. We need some more info about the stuff that we can choose in the 'New game' screen. Especially the new skillup multiplyer choices i.e. the ability to choose e.g trader and have 1.25x multiplyer in sailing and commerse. Somewhat self explanatory I know ... but still ... new stuff should be better documented!!!

2) Longer load. It now takes substantially longer (B14A4) to load the game after pressing the new game button from the player choices screen i.e. that greenish sea battle screen with the small fish-in-a-globe load indicator thingy spinning in the lower right corner. It is not a problem per se but what is causing the substantially longer load? Must have something to with the MAXIMUS stuff as it was the same when using his stuff from the FTP!

3) Same old stock dialog interface as always. I see that the new dialog from the MAXIMUS FTP has not been included in B14A4, not even as a toggle in BuildSettings.h. Why not? I certainly find the MAXIMUS dialog interface much less obstructive and more easy on the eyes than the stock dialog interface. Maybe it could at least be put in as an option in BuildSettings.h.

4) I can also see that the MAXIMUS mutiny stuff is not in BuildSettings.h as a toggle? Is it included in the B14A4 code witout the BuildSettings.h toggle or is it simply not included? If not then why?

5) It is cool and nice with the new skillup explanation by Malcolm during the tutorial. However the dialog does not explain what makes the individual skill tick. I think the dialog should be much better at explaining exactly what makes each skill grow e.g. 'Completing quests makes the Leadership skill grow' ... that sort of stuff. Again new stuff should be better explained. I am willing to give it a go if someone can give me the basic info!!!

6) Oxbay less lively. This is an observation that I have had with all the Build 14 versions. The harbour and town in general seems much less lively than in build 13. Have something been done to the amount of visible inhabitants roaming the town and harbour in Build 14?

7) No time penalty when trading in trade shop. Again this is an observation I have had with all Build 14 versions but I am not sure if this is intentional or a bug. In Build 13 a time penalty was experienced when trading just like when repairing your ship. I find it quite reasonable for the loading/unloading effort to take a day or three depending on amount and type of trade.

'8) Bug when pressing the 'Passengers' button in the F2 screen. A fully fledged bug this is The F2 screen freeses when pressing the 'Passengers' button It is possible to press F1 and reload but nothing else. I am going to report this one on the bug tracker.

9) Cool to see the new beautiful transfer screen depicting the transfer situation when shuttling from the harbour to the ship.

All the best
Frans
 
1) Good point. This is just the first release of the mod, so the documentation hasn't been made yet, but it will be important to make some documentation once we release Build 14 or Build 13.1 if the latter is to include this mod.

2) That has to do with the Skills Up system, yes. I don't know exactly why, nor what to do about it.

3) I didn't add it, because if I would, it would overwrite the stock interface. I will make the new interface available as an additional download. I'm not sure if a BuildSettings.h toggle is possible.

4) I added the mutiny without a toggle. I don't see why anyone would want to turn it off, because it's a clear-cut improvement. But if anyone thinks a toggle is required, I'll add it in Alpha 5.

5) Has Malcolm's dialog been changed for the new Skills Up mod??? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

6) I don't recall anything being changed in the amount of characters in towns. Perhaps Hook's code to make enemies in towns stronger has something to do with it? In that case the towns should also be less lively in Build 13 Update 2, because I added that code in there. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

7) That is weird. I don't recall that being turned off. I'll need to check that some time later.

'8) I posted a file on the Bug Tracker that I think should fix this.

9) Nice, isn't it? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Excellent Pieter <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Thank you for your answers and hard work - tis' much appreciated!

Ad. 3). Okay! Fair solution! Looking very much forward to that extra download Pieter.

Ad. 4). I agree! So no need to add that toggle in my opinion either.

Ad. 5). Just checked it again ... and you're absolutely right ... it has not changed, I simply read it as such while searching for skillup related changes to the dialog. I still think this would be an excellent idea, and if you could send me the specifics of what ticks the individual skill I will try to write up a new dialog!

Ad. 7). Excellent! Thank you Pieter ... looking forward to your solution!

Ad. '8). Just checked it using your new passenger.c file and it now works completely as expected. Thank you Pieter. I will put a note on the bug tracker on this solution.

Pieter while I have your attention ... remember that ekstra download originally intended for Build 13 version 1 :
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Officers and Marines Skins (English, French, Spanish) (11,2 MB)
This mod will add several great-looking officer and marine skins to the tailor shops. You can buy them if you have a high enough rank with the tailor shop's nation.<!--QuoteEnd--></div><!--QuoteEEnd-->
I seem to recall you saying that this little mod is actually already included into both Buil 13 Version 2 and all the Build 14 versions but that you had to do a tiny hack to make it work in there. What's the story then? Should I install it when playing B14A4? Same question but for B13U2?

Thank you and all the best
Frans
 
New Potentially game killing bug!

When you are on deck and you get the sail ho message you are now given to choices.

All hands to top deck and prepare to fight! and

Forget it1 We swim farther (or some such).

<b>If you choose the second, the game crashes followed qucikly by a computer crash to the Blue screen of death. </b>

Can someone point to the bug tracker?
 
Good work Jason <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Keep'em comming and we will have this baby ironed out in no time <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
The bug tracker is found at Pieters place ... and here is the linkypoo: <a href="http://swankyplace.com/potcbugs/main_page.php" target="_blank">The Track Buggar</a> <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
You can also access the track buggar just by clicking the Build Bugs subforum to this one found near the top.

All the best
Frans
 
Some more observation playing B14A4.

10) The USE_PROPER_TUTORIAL_DECK toggle still does not work correctly. This time I get no black cabin screen but instead I am left sort of standing in the ocean with my cabin hovering high above me <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
Definitely not a biggie but I will report on the pending issue on the track buggar.

11) I can confirm the 'empty chest' observation by Jason. Note that Ship Chests are not always empty but Chests are!!! I will report to the bug tracker if Jason has not already done so.

12) I have now tested the tavern games in B14A4 and it is working correctly just as it seems to have done in all the B14 versions. I will report on the buggar! This one definitely seems good2go for inclusion into Build 13!!! Has any one confirmed that it is possible to trigger the 'girl won in dice game' quest using the new tavern version of dice???

All the best
Frans
 
Some more observations.

Scratch 6) and 7) !!!

They have everything to do with going into Oxbay with Malcolm. If you leave him at the ship (not the stormy start just a quick good-bye) and start at Oxbay harbour all by your lonesome then the town will be just as bustling with traders, thieves and good-fellas as in Build 13 and there will be a normal time penalty when trading at the shop.

I am happy to have been able to dismantle this one by myself, sorry for causing any alarm if at all <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

All the best
Frans
 
More observations.

Ad. 11). This bug/issue/feature??? is not consistant. I have now also been able to find ordinary stuff in chests labelled 'Chests'!!! Hmmmm .... I wonder if this is not simply a matter of stuff in all kinds of chests being toned somewhat down at some point by someone so that you are not always certain to find anything in them chects? Can anybody relate to this?

13) The new 'Using F3 to loot corpses' mod is working very well with ordinary corpses. It does however only work when weapons are not drawn (E key). This might be realistic as I find it OK only to be able to loot corpses when not in the middle of a fight! The Maltese ghosts skeleton corpses (after you kill first the monk and then the skeleton) will rightly show the 'Using F3' grapping icon in the upper left corner when close to it. However when pressing the F3 key (or the one you have assigned) the grapping icon will simply disappear and the looting screen will <u>not</u> start. Also this mod has removed the usage of the 'T' key for looting. I can not get the 'T' key to work neither with weapons drawn nor with weapons sheeted.

All the best
Frans
 
Some observations trying to play Build 14 alpha 4.

1. Is corpse looting inteded to be automatic in this buiild? My settinngs are the same as usual and in land combat I auto get blade, firearm and gold the "o", "t", and "F3 keys are doing nothing.

2. I have found it virtually impossible to play at adventurer and extremely diffuicult to play at jouneyman with the new skill mod on.

3. It would be really helpful to know how the new sills mod is supposed to work. As in what is the relationship to those skills and the abilites points? How does this system interact with the items you can get to enhance skills? And finally there is a toggle in build settings.h right?
 
<!--quoteo(post=177257:date=Dec 29 2006, 03:38 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 29 2006, 03:38 PM) [snapback]177257[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter while I have your attention ... remember that ekstra download originally intended for Build 13 version 1 :
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Officers and Marines Skins (English, French, Spanish) (11,2 MB)
This mod will add several great-looking officer and marine skins to the tailor shops. You can buy them if you have a high enough rank with the tailor shop's nation.<!--QuoteEnd--></div><!--QuoteEEnd-->
I seem to recall you saying that this little mod is actually already included into both Buil 13 Version 2 and all the Build 14 versions but that you had to do a tiny hack to make it work in there. What's the story then? Should I install it when playing B14A4? Same question but for B13U2?
<!--QuoteEnd--></div><!--QuoteEEnd-->
This mod is NOT included in any Build version, nor any of the updates or alphas. It is compatible with Build 13, but not 100% compatible with the Build 14 Alpha versions. I'll see if I can fix that later today.

<!--quoteo(post=177281:date=Dec 29 2006, 07:36 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 29 2006, 07:36 PM) [snapback]177281[/snapback]</div><div class='quotemain'><!--quotec-->
When you are on deck and you get the sail ho message you are now given to choices. <b>If you choose the second, the game crashes followed qucikly by a computer crash to the Blue screen of death. </b>
<!--QuoteEnd--></div><!--QuoteEEnd-->
WOW! That is NOT good. Quite weird too. I tested it myself a couple of days ago and I didn't get a crash when I tried it. Although I do admit I just tried it once. I'll have to check it again. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=177284:date=Dec 29 2006, 08:36 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 29 2006, 08:36 PM) [snapback]177284[/snapback]</div><div class='quotemain'><!--quotec-->
And the chests are empty again.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I once checked this bug myself and at first I couldn't replicate it. Then, out of the blue, I started having that bug as well. I have no idea why. Then you reported not having the bug anymore, while I did have it with the same game version. Now it's back for you again as well. I don't get it. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=177293:date=Dec 29 2006, 11:06 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 29 2006, 11:06 PM) [snapback]177293[/snapback]</div><div class='quotemain'><!--quotec-->
10) The USE_PROPER_TUTORIAL_DECK toggle still does not work correctly. This time I get no black cabin screen but instead I am left sort of standing in the ocean with my cabin hovering high above me <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
Definitely not a biggie but I will report on the pending issue on the track buggar.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I know; At least I was able to fix the black screen, but this isn't much better. If you use the sidestep keys, you get on the floor of your cabin. However you can not exit it in any way, so you're stuck. I think Pirate_KK will need to check it.

<!--quoteo(post=177293:date=Dec 29 2006, 11:06 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 29 2006, 11:06 PM) [snapback]177293[/snapback]</div><div class='quotemain'><!--quotec-->
11) I can confirm the 'empty chest' observation by Jason. Note that Ship Chests are not always empty but Chests are!!! I will report to the bug tracker if Jason has not already done so.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That is becoming really annoying. We need to figure out how and when this bug occurs. I know I have seen filled chests in the Build 14 Alpha versions, but I also saw that empty chests bug. But for me this bug occurred on ships. It seems that there IS a bug there, but we haven't yet figured out exactly what the bug is. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=177293:date=Dec 29 2006, 11:06 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 29 2006, 11:06 PM) [snapback]177293[/snapback]</div><div class='quotemain'><!--quotec-->
12) I have now tested the tavern games in B14A4 and it is working correctly just as it seems to have done in all the B14 versions. I will report on the buggar! This one definitely seems good2go for inclusion into Build 13!!!
<!--QuoteEnd--></div><!--QuoteEEnd-->
EXCELLENT!

<!--quoteo(post=177293:date=Dec 29 2006, 11:06 PM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 29 2006, 11:06 PM) [snapback]177293[/snapback]</div><div class='quotemain'><!--quotec-->
Has any one confirmed that it is possible to trigger the 'girl won in dice game' quest using the new tavern version of dice???
<!--QuoteEnd--></div><!--QuoteEEnd-->
Nope, nobody confirmed that. I think it might be a good idea to re-enable the original stock dice game as well, so that everybody who wants to play that game is still able to. It might be a boring game, but at least that might trigger the "Girl won in dice game" quest.

<!--quoteo(post=177304:date=Dec 30 2006, 01:56 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 30 2006, 01:56 AM) [snapback]177304[/snapback]</div><div class='quotemain'><!--quotec-->
Ad. 11). This bug/issue/feature??? is not consistant.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That much is certain. You might be right. We should keep an eye out for chest that used to be empty that become filled again.

<!--quoteo(post=177304:date=Dec 30 2006, 01:56 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 30 2006, 01:56 AM) [snapback]177304[/snapback]</div><div class='quotemain'><!--quotec-->
13) The new 'Using F3 to loot corpses' mod is working very well with ordinary corpses. It does however only work when weapons are not drawn (E key). This might be realistic as I find it OK only to be able to loot corpses when not in the middle of a fight!
<!--QuoteEnd--></div><!--QuoteEEnd-->
It is highly annoying to not be able to loot corpses while in a fight, because the corpses do obstruct your way. It might indeed be more realistic to not be able to loot them in a fight, but it's annoying.

<!--quoteo(post=177304:date=Dec 30 2006, 01:56 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 30 2006, 01:56 AM) [snapback]177304[/snapback]</div><div class='quotemain'><!--quotec-->
The Maltese ghosts skeleton corpses (after you kill first the monk and then the skeleton) will rightly show the 'Using F3' grapping icon in the upper left corner when close to it. However when pressing the F3 key (or the one you have assigned) the grapping icon will simply disappear and the looting screen will <u>not</u> start.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Maximus said that instead of the looting interface opening, the Maltese Knight dialog should start instead. I suppose it'll still need to be checked.

<!--quoteo(post=177304:date=Dec 30 2006, 01:56 AM:name=HawkerT)--><div class='quotetop'>QUOTE(HawkerT @ Dec 30 2006, 01:56 AM) [snapback]177304[/snapback]</div><div class='quotemain'><!--quotec-->
Also this mod has removed the usage of the 'T' key for looting. I can not get the 'T' key to work neither with weapons drawn nor with weapons sheeted.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That's odd. When I tested it, the T-key did still work. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<!--quoteo(post=177309:date=Dec 30 2006, 03:15 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 30 2006, 03:15 AM) [snapback]177309[/snapback]</div><div class='quotemain'><!--quotec-->
Where to I find the passenger interface fix.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Attached to <a href="http://swankyplace.com/potcbugs/view.php?id=340" target="_blank">this</a> Bug Tracker issue.

<!--quoteo(post=177310:date=Dec 30 2006, 04:01 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 30 2006, 04:01 AM) [snapback]177310[/snapback]</div><div class='quotemain'><!--quotec-->
1. Is corpse looting inteded to be automatic in this buiild? My settinngs are the same as usual and in land combat I auto get blade, firearm and gold the "o", "t", and "F3 keys are doing nothing.
<!--QuoteEnd--></div><!--QuoteEEnd-->
No it isn't! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=177310:date=Dec 30 2006, 04:01 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 30 2006, 04:01 AM) [snapback]177310[/snapback]</div><div class='quotemain'><!--quotec-->
I have found it virtually impossible to play at adventurer and extremely diffuicult to play at jouneyman with the new skill mod on.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Why is that? Enemies are too strong? Please post your observations in the <a href="http://swankyplace.com/potcbugs/view.php?id=340" target="_blank">Automatic Skill System</a> Bug Tracker issue.

<!--quoteo(post=177310:date=Dec 30 2006, 04:01 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Dec 30 2006, 04:01 AM) [snapback]177310[/snapback]</div><div class='quotemain'><!--quotec-->
3. It would be really helpful to know how the new sills mod is supposed to work. As in what is the relationship to those skills and the abilites points? How does this system interact with the items you can get to enhance skills? And finally there is a toggle in build settings.h right?
<!--QuoteEnd--></div><!--QuoteEEnd-->
There is a toggle, AUTO_SKILL_SYSTEM. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I <i>believe</i> the mod works like this:
You get experience points and level-ups like usual, so you also get ability points like usual. However, you don't get skill points anymore. Instead you get the skill points by using the skills, so you get melee point by fighting and boarding points by boarding. Every now and then you'll see a "+ 1% for skill" message on screen and once you are up to 100% in the F2 screen, you should gain one point.

<b>You gain the skills in the following ways:</b>
<i>Leadership:</i> By talking to people and playing quests
<i>Fencing:</i> By fighting
<i>Sailing:</i> Don't know
<i>Accuracy:</i> Don't know
<i>Cannons:</i> By firing cannons or hitting enemy ships
<i>Grappling:</i> By boarding
<i>Repair:</i> Don't know
<i>Defence:</i> By failing to open chests
<i>Commerce:</i> By trading
<i>Sneak:</i> By talking to people and playing quests

Please note that this list is NOT complete. Maximus would know better than me. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Thank you Pieter.

In my game it is still melee and luck, not fencing and sneak in the skills list.
 
Those are the ingame names, yes. "Fencing" and "Sneak" are the names the game uses internally. Not that it matters what they're called anyway. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
For what it is worth, I got the oxbay movie after comming out of boarding between Dowessen and Coniecao, no where near oxbay.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Why is that? Enemies are too strong? Please post your observations in the Automatic Skill System Bug Tracker issue<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes, enemies are too strong, my skills are too low, my blade is too weak. I always play at level 35.
 
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