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    Maelstrom New Horizons


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Mod Release Build 14 Beta 3.5 Internal WIP For Testing

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
This contains some huge changes compared to Beta 3.4 and is still being worked on for further improvements.
However, it is also quite playable by now.

RECOMMENDATION:
Keep your Beta 3.4 Install as well! This version needs to be tested and developed further!

Download:
http://piratesahoy.net/build/b14_beta3_installer_internalWIP.exe (Updated: 13 August 2015)
Installation: Proper installer file, use in combination with Part 2 like usual
Extra Fix: See attached (if available)
Compatibility: Works on top of all earlier Beta 3 releases
New Game Enforced!

Change Log:
Code:
Build 14 Beta 3.5:
- New Features:
  . Improved Select Storyline Interface by Levis and Pieter Boelen
  > Possibility to change starting date
  > Possibility to choose from Specific pre-defined characters
  > Many settings linked to character models as set up in initModels.c
  > Nelson, La Croix, Jean Lafitte and Jack Aubrey storylines changed to pre-defined characters
  > Free Play storyline added that enabled various custom game starts linked to player background profession
  > New "Cursed" player type added
  > Interface elements enabled and disabled as appropriate to prevent errors
  > Full selection of starting characters added by Pedrwyth and TechnicJelle
  > Corrected display of starting location for Naval Officers whose nation doesn't have an island
  . Hire specific officer types by talking to Tavern Owners by Pieter Boelen
  . Improved Nation Relations by Pieter Boelen
  > Player loyalty (Served Nation) impacts game functionality:
  - Loyalty is indicated in the Questbook Interface by the large yellow nation name
  - Player relations will automatically follow random relation changes affecting his/her Served Nation (but not for Pirate and Personal loyalities)
  - Loyalty is set to your chosen nation at game start
  - Loyalties are updated on each promotion
  - Having multiple Letters of Marque (LoM) will set your loyalty to Personal
  - Large acts of piracy, repeated small acts of piracy and joining the pirates will set your loyalty to the Pirates
  - If your loyalty lies with the pirates, you may be recognized for this by citizens of non-pirate towns
  - When your loyalty lies with the pirates, the only way to undo this is to stop serving the pirates and get a single LoM
  > Relation Changes from player actions completely rewritten:
  - You gain point with a nation only if you have a LoM with them
  - Having multiple LoMs decreases the amount of points you get per nation, though you still get more in total by Grey Roger
  - You lose points with nations allied to the nation you attacked if you have no legal reason to do so or if you have multiple LoMs
  - You lose your LoM if you attack one of your nation's allies
  - Pirates are more forgiving of attacks against them than other nations are, but such an act will still lose you any positive points you had with them
  - You gain points with the pirates through acts of piracy; if you have gained enough points, your loyalties shift to the pirates
  - A small act of piracy is attacking without having a legal reason for it, which applies to ALL ships you sink/capture without having a LoM or navy commission
  - A large act of piracy is actively betraying a nation you were serving or one of their allies
  > False Flag detection rewrite [WIP]
  - FOR TESTING PURPOSES: 100% chance of false flag detection
  - RefreshBattleInterface adapted to not update relations every frame
  - RefreshBattleInterface rewritten to correctly set the relations between ALL ships at sea; most other relation-changing code has been deleted
  - Allow changing flags during battle
  - Relation update from being recognized only done once
  - Fort relation to pirates exceptions work both ways and also affect player
  - Skip several superfluous double calls to SetCharacterRelationBoth related to the Group_SetTaskAttack function
  - Skip AI updates and false flag detection for the first two seconds at sea to prevent errors
  - Reset the memory of specific nation forts when buying amnesty, a LoM or on each promotion
  - Allow trade if you are friendly to the pirates, flying a pirate flag and the town is tolerant of pirates (Tortuga and in The Spanish Main also Port Royale)
  - Corrected CTD on worldmap when flying a Personal Flag
  - Included false flag detection overrides in chance function
  - Call generic functionality for when firing on and hitting friendly ships at sea; skip turning nations hostile when doing this
  - Set all ships and forts neutral when entering 3D sailing mode to prevent errors and inappropriate "Victory Music"
  - Reduced amount of double function calls for relation changes and false flag detection to improve efficiency
  - Ensure newly generated ships do not remember you due to characters being reused
  - Prevent surrendered and sinking ships turning hostile again
  - Generic behaviour for firing on friendly ships, including betrayal
  - Flag and betrayal factored into relation change upon capturing/sinking a ship
  - Sinking surrendered ships gives you relation points
  - Custom ship log entry for sinking surrendered ships
  . Distinguished between Player Types by Grey Roger, Levis and Pieter Boelen
  > Current Player Type is indicated by your captain type in the bottom of the Character Interface
  > Commissioned Player Type:
  - Gain ships, officers and uniforms as you are promoted
  - Paying crew and officers restored
  - Only gain land after rank 6 (Commodore)
  - Can only give Captured Towns to your Served Nation
  - Free Crew Hire in towns of your Served Nation
  - Cannot Swap Ships until rank 7 (Commodore)
  - Cannot Buy ships and cannot Sell player ship
  - Cannot Sign Articles
  - Random Relation Change code rewritten and fixed
  - Rank and promotion rewards correct for selected uniform
  - Reduced sale price for ships
  - Promotion ships are always given supplies
  > Improved Privateer Gameplay by Pieter Boelen:
  - Soldier crew, ship rewards and navy officers removed
  - Different promotion titles
  - Reduced sale price for ships
  > Improved Merchant Gameplay by Pieter Boelen:
  - Carrying a "Merchant Passport" prevents your crew from becoming envious of the amount of money you have
  - Starting as a merchant gives you a "Merchant Passport"
  - Possible to buy a "Merchant Passport" from the WIC office on Curacao and the EITC office on Jamaica
  > Improved Pirate Gameplay by Pieter Boelen:
  - Can join the pirates if you have no LoM and are not hostile to them
  - Pirates sell their design ships if you have no LoM and you are not hostile to them
  - Can gain ranks with pirates after joining them
  - Improved Nevis blacksmith functionality after joining them
  - No land given upon promotion
  - Distinguished promotion ranks from fame level
  - Pirate governors avoided where necessary for quest purposes
  . Stealing from item traders and town guards made much more challenging by Pieter Boelen
  > Reinforcements are sent when you are caught
  > Location is locked until all enemies are taken care of
  > Huge penalty for killing item traders
  . Escort Quests made more interesting by Pieter Boelen
  > Looting trader while still in your squadron prevented
  > Ship turns hostile if you hoist a hostile flag
  > Talk to the escorted captain to inform him if you wish to use a false flag
  > Possibility for enemy ship to be generated at destination
  > Cumulatively increasing reward for defending the trader from such an enemy
  . Improved Smuggling by Levis
  > Your actions towards the smugglers may lead them to like/dislike you
  > "Smuggling for Thomas O'Reilly" unlocked only after a certain amount of smuggling
  > Possible to buy opium from the Jamaica Opium Den
  > Possible to place a wager with the soldiers to gain the smuggling schedule
  > The coastguard can show up at any moment, so even before you talked to the smugglers
  > Possibility to send officers on scouting duty for smuggling
  . New musket style guns added by Jack Rackham
  > Errors with half-loaded guns fixed
  > Errors with resetting guns when equipping fixed
  > Added missing item description
  > Rarity and period assignments adjusted by Grey Roger and Pieter Boelen
  . More Additional Personal Flags added by pedrwyth and Grey Roger
  . Rewritten Skill and Ability Assigning on Level-Up by Levis
  > Explanation of officer types added when you first hire an officer
  > Money restored for random characters
  > Officers now get XP
  > Added multipliers for different types of xp to balance
  > All characters have an offictype assigned and will advance accordingly
  > When changing an offictype the importances of the skills should change too
  > Perktypes init error fixed
  > "merchant" officer type renamed to "shop merchant" to prevent Select storyline Interface errors by Pieter Boelen
  > Further corrections to XP gain per officer
- Code Updates:
  . Pirates will trade with friendly privateers by Grey Roger
  . Full shared dialogs for Governor Functionality by Pieter Boelen
  . Shared dialogs added for Tavern Owners by Pieter Boelen
  . Beach and Smuggler added to Cartagena by Pillat
  . Devil's Throat disabled as smuggling shore by Pillat and Levis
  . Pistol sound volume toggle added by Jack Rackham
  . More randomized level for officers by Levis
  . Unrandomized "guard resident from burglar" reputation increase by Grey Roger
  . Removed random female Captains and Mates from taverns by Pieter Boelen
  . Shotgun removed in Realistic and Iron Man Mode by Pieter Boelen
  . Dialog text files loaded from storyline folder if available by Pieter Boelen
  . Pirate cargo quests can send you to different nation islands by Pieter Boelen
  . Modified cannon weights by J Norrington
  . Minimum Ship Initialization Values Enforced by Pieter Boelen
  > Default "Auto Buy" supply will always fit into each ship's cargo hold
  > Changes to ensure ship randomization doesn't cause less capacity than the pre-calculated minimum
  > Possibility to set "supply scalars" in ships_init.c to distinguish between coastal, regular and long-distance ships
  . Changing Relations setting removed, now linked with storyline by Pieter Boelen
  . Treasure Quest pistols adapted for period by Grey Roger
  . Antigua disabled in Early Explorers period by Grey Roger
  . Player nation relations linked to Served Nation by Pieter Boelen
  . Always random name and outfit for governors after Town Capture by Pieter Boelen
  . Dialog order code updated by Levis
  . Custom promotion code and special blade for Francis Drake, including promotion to "Sir", by Grey Roger
  . Three new abilities added by Levis
  . Tortuga Tailor added by Jack Rackham
  . DeleteCharacter function expanded and fixed to completely erase all traces of deleted characters by Pieter Boelen
  . Early Explorers corsairs given better items to defend themselves against the Spanish by Grey Roger
  . Alternate curse added at game start for Davy Jones by Pieter Boelen
  . Allow gambling even after playing a lot by Pieter Boelen
  . Ship location code replaced in several places by Pieter Boelen
  . Safe Port Leave code rewritten to simplify use by Pieter Boelen
  . Improved Performance in Shipyard Interface by Levis
  . Further updated handling of character ranks and titles in dialogs and interfaces by Pieter Boelen
  . New Cheatmode Functionality: Numpad 9 trigger an instant promotion by Pieter Boelen
  . Captain skills updated by Levis
  . Ships at the shipyard may have upgrades by Levis
  . Changes to amount of XP gained by Levis
  . Early Explorers some sidequests disabled as appropriate by Pieter Boelen
  . One attribute to control random encounters instead of two by Pieter Boelen
- Bug Fixes:
  . Officer skill and ability contribution fixed by Levis
  . Ship sale price fixed by Levis
  . Tortuga brothel fixed by Jack Rackham
  . Armor display on character model disabled for new armor types by Pieter Boelen
  . Reduced anchoring time by Pieter Boelen
  . Fixed Holland royal name by Pieter Boelen
  . Portuguese promotion reward officer fixed by Pieter Boelen
  . Blade Kit skill contribution fixed by Pieter Boelen
  . Clint Eastwood fixed by Pieter Boelen
  . Custom self dialogs restored after use by Pieter Boelen
  . PinnaceMedium ship walk file restored by Hylie Pistof
  . Stuck at sea after taking enemy ship for self fixed by Pieter Boelen
  . Character type for stunned and looted characters restored upon location reload by Pieter Boelen
  . Restoring stunned characters fixed by Pieter Boelen
  . Textures for town boarding fixed by Pieter Boelen
  . Day Adding on the Hour skipped if DirectSail is not active by Pieter Boelen
  . Characters in Player Party are NEVER considered soldiers by Pieter Boelen
  . WorldMap quest updates always disabled while on shore by Pieter Boelen
  . Store Interface multiplier code fixed and re-enabled by pedrwyth
  . Add multiple skill points to prevent >100% values by Pieter Boelen
  . "Protected" quest companion ships will never mutiny by Pieter Boelen
  . Wrong name upon death fixed by Pieter Boelen
  . SetRank rewritten to work correctly for NPCs and promotions/demotions by Pieter Boelen
  . Missing governor dialog texts restored by Pieter Boelen
  . Emissary dialogs fixed by Pieter Boelen
  . Correction to store interface by Grey Roger
  . vcskip attribute enabled for Tortuga Atmosphere by Pieter Boelen and Grey Roger
  . Smuggling fixes by Levis
  . Error log entry due to equipping promotion officers fixed by Pieter Boelen
  . Nation for promotion rewards fixed for Emisarries by Grey Roger
  . Fast Travel issues in Guadeloupe and Charlestown fixed by Pieter Boelen
  . No Blackbeard on Isla de Muerta if you are Blackbeard yourself by Pieter Boelen
  . Musket/Musketoon on Back code completely rewritten and improved by Jack Rackham
  . More fixes to smuggling by Levis
  . Delete unhired officers from tavern upon leaving by Pieter Boelen
  . Shipyard Interface upgrade exploit fixed by Levis
  . Error in boarding code fixed by Pieter Boelen
  . Display spelling improved for navy officer titles by Pieter Boelen
  . Distance factor in Escort Quest pay fixed by Levis
  . More Fetch Quest errors fixed by Levis and Pieter Boelen
  . More fixes to abilities by Levis, including icon updates by Armada
  . Missing .island attributes added to Khael Roa locations by Pieter Boelen
  . Fixes to island code, including corrected display for fort names, by Pieter Boelen
  . Fixes to Maltese Knight Abbey, including ability to kill immortal enemies there in Shotgun Mode, by Pieter Boelen
  . Prevented too low ship HP on Stormy Start by Pieter Boelen
  . Correct address form for all characters by Pieter Boelen (WIP: To be tested)
  . Tortuga Fast Travel fixed by Pieter Boelen
  . Scroll functionality added to Questbook Interface by Levis
  . Store looting crash fixed by Pedrwyth
  . Personal Shipyard crash fixed by Pieter Boelen
  . Persistent items added to prevent reinit errors by Levis
  . "Nathaniel Hawks" in personal forts fixed by Pieter Boelen
  . Nighttime weather-related error logs fixed by Levis
  . Appearance of Itemsbox Interface opened through F2 menu fixed by Levis
  . Corrected display of rank titles in Character Interface title by Pieter Boelen
  . Display of reputation change for female characters fixed by Pieter Boelen
  . Nation Relations Interface only shows your relation green (=awaiting promotions) if you actually have a LoM so you can receive that promotion by Pieter Boelen
  . Code removed that may remove a LoM at game start when this shouldn't happen by Pieter Boelen
  . Distance to forts shown correctly by Pieter Boelen
  . Consequences of firing on friendly ships restored by Pieter Boelen
  . Error in Pirate Pennant DLL file corrected by Pieter Boelen
  . No Save Monks fixed further, including re-enabled third relic and immediate update of skill modifiers, by Pedrwyth
  . Sail-To disabled when close to a hostile fort by Pieter Boelen
  . Display of label for Hispaniola Treasure Cave fixed by Pedrwyth
  . Removed double text on mutiny screen by Pieter Boelen
  . Fetch quests should expire correctly by Levis
  . When talking to the quest giver for an expired fetch quest, the questbook is updated correctly by Levis
  . Attempted fix for smuggling where expiring didn't work by Levis
  . Attempted fix for smuggling where battling coastguard made smugglers not talk anymore by Levis
- Storyline Updates:
  . Sidequests:
  > Sidequests split from Standard Storyline by Pieter Boelen
  > Generic sidequests disabled where a custom version is available by Pieter Boelen
  > Arabella Silehard last name changed to match with period-correct governor by Pieter Boelen
  > Marc Blacque can be hired as officer by Salonikasurf
  > Girl Won in Card Game ending fixed by Pieter Boelen
  > Completing Turks Help sets you neutral to the pirates by Grey Roger
  > "Sink the Vogelstuijs" sidequest dialog rewritten by Salonikasurf
  > Animist Sidequest passenger and prison warden errors fixed by pedrwyth
  > Edgar Attwood sidequest enabled in all storylines by Pieter Boelen
  > Fix for "sink pirate ship at Martinique", including update for period, by Pieter Boelen
  > Mateus Santos reward items changed to normal type by Grey Roger
  > Turks Help potential lock fixed by Pieter Boelen
  > "Smuggling for Thomas O'Reilly" made independent from Standard Storyline by Pieter Boelen
  > Artois Voysey quest loop error fixed by Pieter Boelen
  > Vigila Mendes quest rewritten to improve reliability by Pieter Boelen
  > Patric Cardone quest bypass fixed by Grey Roger
  > Moulin sidequest corrected for Early Explorers by Grey Roger
  > Church Help sidequest corrected for Early Explorers by Grey Roger
  > Strange Things Going on in the Caribbean sidequest corrected for Early Explorers by Grey Roger
  > Saving Toff's Daughter sidequest corrected for Early Explorers by Grey Roger
  > Governor Ship Hunting quest expires after a month so you get a new one afterwards by Pieter Boelen
  . Tutorial in Standard and Free Play storylines:
  > Locked locations after French Tutorial fixed by Pieter Boelen
  > American tutorial enabled by pedrwyth
  . Standard Storyline:
  > Black Pearl boarding deck texture fixed by Pieter Boelen
  > Black Pearl stats improved by Grey Roger
  > "Become Old Man" code removed by Pieter Boelen
  > Boarding certain quest ships fixed by pedrwyth
  . Jack Sparrow Storyline:
  > Appearance of Pintel and Ragetti as officers fixed by Pieter Boelen
  > Montanez code corrected by Pieter Boelen
  . Free Play Storyline:
  > Malcolm Hatcher hostile nation randomized by pedrwyth
  > Availability of Artois Voysey sidequest fixed by Pieter Boelen
  > Ensure characters without a starting island are friendly with the Pirates by Pieter Boelen
  > Ensure safe port leave for Tortuga starts by Pieter Boelen
  > Fixed Brave Black Flag tutorial by Pieter Boelen
  . Assassin Storyline:
  > Repeated rewards exploit fixed by Grey Roger
  . Bartolomeu Storyline:
  > Cartagena Firecracker Quest fixed by Bartolomeu o Portugues
  > Various issues fixed by Bartolomeu o Portugues and Grey Roger
  > Give custom personal flag to Roxanne Lalliere by Grey Roger
  . Hornblower Storyline:
  > No salary requirement, cannot hire officers and cannot gain ranks until after main quest by Pieter Boelen
  > Relations throughout fixed by Grey Roger
  > Quest officers added and removed as appropriate by Grey Roger
  > Stuck during Fight on Guadeloupe fixed by Pieter Boelen
  > Further fixes to storyline by Grey Roger
  > Quest extension added to the end by Grey Roger, with help of Jack Rackham
  > Lieutenant Quelp appearance on Antigua fixed by Grey Roger
  > Quest loop after end fixed by Pieter Boelen
  > Served nation restored to England by Pieter Boelen
  > Prevent changing nationality on temporary companion ships at game start by Pieter Boelen
  > Provided Common Long Rifles to Riflemen by Pieter Boelen
  > Corrected NPC ranks and titles throughout the storyline by Pieter Boelen
  > Corrected various potential quest loops and repeated dialogs by Pieter Boelen
  > Moved "C.S. Forester" to less obvious location at game start by Pieter Boelen
  > Further dialog and quest corrections by Grey Roger
  . Woodes Rogers Storyline:
  > Corrected equipping of characters throughout the story by Jack Rackham
  . Gold-Bug Storyline:
  > New WIP content included by Jack Rackham
- For Future Development:
  . Whip added for quest purposes by Jack Rackham
  . Realistic Cargo Mod by Pieter Boelen
  > Disabled with SHIPS_WEIGHT toggle at the bottom of PROGRAM\globals.c, enabling requires New Game!
  > Crew amount and cannons included dynamically in cargo capacity
  > Overweight ships capsize if the problem is not resolved within a minute
  > Naval ships have double capacity for supplies, but reduced extra capacity for other cargo
  > Minimum and maximum crew overwritten if set too low in ships_init.c
- Model and Texture Updates:
  . Sao Feng, Sao Feng's guards, Pintel, Sri Sumbhajee, Sri Sumbhajee's aides, Francis Drake, Michiel de Ruyter and Eduardo Villanueva characters models added by Jack Rackham
  . Golden Hind ship model with extra details added by Jack Rackham, Hylie Pistof and Armada
  . Satanist Fleut retexture added as 'Mefisto' replacement in Early Explorers and The Spanish Main by Grey Roger
  . Wider pier added to Antigua Port by Hylie Pistof and Pieter Boelen
  > Corrected location of Cellar Entrance by Jack Rackham
  . San Juan "sea locators" turned 180 degrees by Jack Rackham
- Modder Tools:
  . Skill debug dialog option by Levis
  . Globals.c added DEBUG functionality: Reinit functionality updates player and companion ship stats by Pieter Boelen
- ADDITIONAL INSTALLATION OPTIONS:
  . Unfinished Storylines by Pieter Boelen
  > Contains Devlin Opera storyline

When using the ZIP update on a prior 3.5 savegame, always use F11 at the start of your game to make sure everything is set right again.
 
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Cheats and sidestep were enabled in internal settings h was that meant to happen ?
 
Well i found a problem rather fast that is if you start in 1500s you start cursed.

I started a new game to make sure its not a one off thing and it was not.
sfdafasfasd.jpg

Also happens in Spanish main, golden age of piracy but does not happen in colonial powers or later periods.
 

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Cheats and sidestep were enabled in internal settings h was that meant to happen ?
Oops, forgot to disable that. Always have it on for testing in my own game.
Oh well, doesn't do much harm. Especially not on an internal test version.

Well i found a problem rather fast that is if you start in 1500s you start cursed.

I started a new game to make sure its not a one off thing and it was not.

Also happens in Spanish main, golden age of piracy but does not happen in colonial powers or later periods.
Which storyline is that?

That is actually NOT the "real" curse that I did, but either a stock game joke or a very, very old mod.
It only triggers a particle effect and changes your model, but doesn't do everything else that the full curse does.
Until I tested and fixed it myself, you should be able to use the Choose Outfit interface to restore you back to your old look and that should be the end of it.

Strange though; that is set up to happen after playing 40 game years, not right at the beginning.
So does this always happen? And on the first day?

This is the relevant code from quests_reaction.c:
Code:
      pchar.quest.becomes_oldman.win_condition.l1 = "Timer";
       pchar.quest.becomes_oldman.win_condition.l1.date.day = 1;
       pchar.quest.becomes_oldman.win_condition.l1.date.month = 1;
       pchar.quest.becomes_oldman.win_condition.l1.date.year = GetDataYear() + 40; // KK
       pchar.quest.becomes_oldman.win_condition = "becomes_oldman";
[...]
    //NEW
     case "becomes_oldman":
       if (isEntity(&characters[0]))
       {
         GetCharacterPos(GetMainCharacter(), &locx, &locy, &locz);
         CreateParticleSystemX("blast", locx, locy, locz, locx, locy, locz,0);
       }
       Log_SetStringToLog(QUEST_MESSAGE3);
       pchar.model = "skel1";
     break;
 
It happens on day one every time on tales of a sea hawk prior to colonial powers. and cool i will change my outfit and hopefully all should be good :)
 
It might be funny to do a swap to the "Old_Man" model instead of the skeleton one after 40 years of game time.
But even then, to what end? It would only be a bit of a joke that doesn't impact gameplay.
With so many other things to do, should I even bother to maintain this at all?

It also doesn't really make logical sense. Why would you be cursed if you've never seen an Aztec Coin throughout the game?)
Plus there is a proper curse now so it hardly serves any purpose either.

So I might just go for the simple solution there and remove that code I posted altogether. If it isn't there, it cannot possibly be triggered.
 
It would be funny, if you are married you automatically have a child and after x years you die and your child is your next character model and so on...
 
that would be cool i think the timeline needs to be fixed
because when for example in 1699 the year changers to 1700 and noing changes like ships soldier models gov and relations
 
It would be funny, if you are married you automatically have a child and after x years you die and your child is your next character model and so on...
:rofl

Might be an idea for Hearts of Oak. I think in PotC, GOOD LUCK playing for 40 game years or substantially beyond that.
That is also part of the reason why the Periods remain fixed throughout the game and you don't progress to the next one, simply because that will hardly ever happen.
 
I'm sorry for not contributing at all lately (especially in terms of the commisioned player type that I kind of feel responsible for). I've been feeling a bit sceptical about changes and I think Grey Rogers has been speaking for most of the critique and objections I should have been voicing. I'm not sure that I'll be an effective tester (due to my slow playing style), but I'll start playing with the internal version now as well. Maybe I can pull myself together and start giving you some feedback!
 
I've been feeling a bit sceptical about changes and I think Grey Rogers has been speaking for most of the critique and objections I should have been voicing.
"Rogers"? Plural? How many of me are there? :rofl

I won't be able to do much testing until the weekend, and then it will probably take me a while to get going until I've built up my Melee skill and preferably acquired some armour so I don't die in every fight. But I certainly intend to try out the new style commissioned officer, having now completed my play through of the old style Nelson. I've yet to decide whether I'll play in character or try to push the limits and see what I can get away with - let's just say that the real Horatio Nelson would probably not be pleased with the way I played him in the last game. xD
 
I've yet to decide whether I'll play in character or try to push the limits and see what I can get away with - let's just say that the real Horatio Nelson would probably not be pleased with the way I played him in the last game. xD
Do at least try to "break" the current system. Refer to the Change Log and see which of those do not work as intended/as you would like to see.
Of course more needs to be added to truly make things navy-like, but this is a start, not an end.

I've been feeling a bit sceptical about changes and I think Grey Rogers has been speaking for most of the critique and objections I should have been voicing. I'm not sure that I'll be an effective tester (due to my slow playing style), but I'll start playing with the internal version now as well. Maybe I can pull myself together and start giving you some feedback!
If I am not mistaken, most of the changes made for Commissioned are Grey Roger's ideas anyway.
Not sure what kind of critique you might be having, so please do elaborate on that. After all, one of the things I am hoping to accomplish is to make things better for players like yourself.
Making things worse would not exactly be a good way to spend my time. :no

I'm not sure that I'll be an effective tester (due to my slow playing style), but I'll start playing with the internal version now as well. Maybe I can pull myself together and start giving you some feedback!
It was pretty much your idea. So even if you don't get fast results, you do know the way you want it to work so your feedback would obviously be very useful indeed.
 
My personal record is 27 game years. Normally I only get 2-4 game years in before starting a new game.
Thanks for that! Definitely not 40 then. And if YOU don't manage it, I can't imagine many people would.
So I'll be removing that code and be done with it. I do like simple solutions. :cheeky
 
Yes, but my namesake, although a pirate, isn't from the Caribbean. Or, for that matter, Earth. :D
 
ZIP file added to opening post with some new changes:
Code:
Build 14 Beta 3.5:
- New Features:
  . Improved Commissioned Player Type by Pieter Boelen:
  > Added custom ship names for "Horatio Hornblower" character progression
  . Improved Pirate Gameplay by Pieter Boelen:
  > No land given upon promotion
- Storyline Updates:
  . Hornblower storyline: No salary requirement and cannot gain ranks until after main quest by Pieter Boelen
  . Brave Black Flag: Do not receive promotions straight away by Pieter Boelen
  . "Become Old Man" code removed by Pieter Boelen
Basically, this fixes the one error that was already found and should make the Hornblower storyline fully playable.
It also gives you command of the Atropos at the end and removes the "not in command" quest behaviour,
so you can continue playing and be promoted by the governor afterwards. You'll even get command of many ships from the Hornblower books. :cheeky
 
Playing Nelson first Command. When I go to Clint Eastwoods house , the game brings me to
the HTC storyline, Brocks line.
 

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