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Mod Release Build 14 Beta 3.5 Internal WIP For Testing

That will do it. The Santiago has 32 cannon on board - this weighs 888 - doesn't leave much room for the prize cargo - so I increased the cargo capacity to 3200 from 1200 in the ship's init file and all good now. I get the Cinnamon, fruits and sugar from the Governor. This would also apply to any other quest ships that get automatic cargo - the Santiago had too little room for food rum and munitions. - no room for sailcloth or cargo.

Another dialogue issue with the crewman in the second hold of the Anaconda. he too has no dialogue (similar to Emilio) and the quest stops, you also cannot leave the hold.
Will try to find the culprit but any help is appreciated.

Tried the dialogue change in sidequest.c
"if(sti(GetStorylineVar(FindCurrentStoryline(), "BART_PUZZLES")) < 1)"

and did a reinit but no change?? Still cannot proceed.
 
Last edited:
Tried the dialogue change in sidequest.c
"if(sti(GetStorylineVar(FindCurrentStoryline(), "BART_PUZZLES")) < 1)"

and did a reinit but no change?? Still cannot proceed.
Unfortunately the character init files aren't included in the reinit functionality. Try a new game with ENABLE_CHEATMODE . That way hopefully you can skip ahead so you don't have to go through it all again.
 
Hello all! This is my first post as a member, always checking out new pirate games.. Since I could not find a new game worth playing.. POTBS died for me years ago, I came across your build mod! I started drooling at the features and content you all have done. It is amazing how much work you have done to this game, I played the original and was not impressed at all. I had to find the game to try your mod out and just amazed that even with OOH on the way you are still working on POTC.

I was lucky enough to find one of 5 copies on Amazon, think they sell for more now then back in the day.

To my question.....

Is it better for me to start a game with 3.5 or 3.4? Obviously I have never played any of your builds, figure I should ask the pros to get their opinion.

Thanks again and can't wait to give feedback and test your game!

Regards,

Kurt
 
Welcome aboard!

3.4 is done. It should be stable and should work.

3.5 is in progress. Some things have advanced since 3.4 and some are still in the process of advancing. Compared to 3.4, some things will work better and some might not work properly.

If you feel lucky, try 3.5. If you then run into trouble, let us know. In fact, if you run into trouble with 3.4, let us know as well! The difference is, we're expecting it with 3.5. ;)
 
Thanks for the quick reply.. still waiting for my game to come in the mail and reading over everything on the forums..

One thing I did not find yet was a list of what has been changed from the 1st build to now.. From reading 3.4 and 3.5 changes look awesome, but no idea what has been done in the past.
 
Hehe. Tons has been done. There is a decade worth of changes in the Mod and they show. Play the stock game for a bit and then copy it and install the Build Mod onto it, then hang on!
 
The change logs shown in the threads about versions 3.4 and 3.5 list only the changes made in 3.4 and 3.5 respectively. If you download and install either of them, you'll find in the game installation directory a file called "Build Info.txt", which will give more of the history.
 
I downloaded the version 2 from the link from the site moddb.. once I installed it and started the game the main screen shows beta 3.3

Is there a link to 3.4 that I might have missed?

Grey.. I found that build info.txt all I can say is WOW
 
[ You have to make a folder, call it POTC installer or what you like.
Place Beta full and the installer file in it, then run the installer.
Like this:
POTC installer.PNG
 
I forgot to update the Beta 3.4 main menu text. If you have the one from ModDB, then you have the right one.
The Beta 3.4 thread on this forum has a small archive with extra recommended fixes.

I'd recommend against Beta 3.5 WIP for now because it contains some clearly experimental and unfinished features.
 
Thank you.. I got to play for a little while and have really enjoyed the game.. Do come through some bugs, but quick save is helpful.. Feel the bugs are from me clicking buttons when I shouldn't.
 
Using the latest installer + zip from 22 april I get this in errorlog:

RUNTIME ERROR - file: cannons\cannons.c; line: 162
float function return integer value

but not anything that stops me.
 
For development purposes, I have attached a second ZIP to the opening post.
It contains whatever files I could find that I modded the past week so you guys can have a look at them already.
This is especially interesting for @Grey Roger, @J Norrington and perhaps @pedrwyth .

A more complete version with change log will be coming later this week.
At the moment I don't have access to my old game versions, so cannot do a full comparison.
 
That will do it. The Santiago has 32 cannon on board - this weighs 888 - doesn't leave much room for the prize cargo - so I increased the cargo capacity to 3200 from 1200 in the ship's init file and all good now. I get the Cinnamon, fruits and sugar from the Governor. This would also apply to any other quest ships that get automatic cargo - the Santiago had too little room for food rum and munitions. - no room for sailcloth or cargo.
See also: Santiago has unmodified cargo
This had an interesting side effect for me. I hadn't increased the cargo capacity of the Santiago, which therefore barely has enough space for minimal supplied. But I have a fast galleon under command of a companion officer which has been serving as cargo and fire support for some time. So when the governor of Sao Jorge couldn't get his reward cargo into Santiago, he put it into the galleon instead. At Hispaniola your crew are supposed to be offloading the cargo from Santiago when Pedro Rivera shows up and steals the ship, but neither of them take any notice of any companion ship you may have. Which means all that cargo is still on my galleon. xD

Another dialogue issue with the crewman in the second hold of the Anaconda. he too has no dialogue (similar to Emilio) and the quest stops, you also cannot leave the hold.
Will try to find the culprit but any help is appreciated.
I haven't had any trouble with Emilio but I did run into the crewman who says nothing. He's talking now; you can find the fix here:
http://www.piratesahoy.net/threads/list-of-fixes.21176/page-16#post-506682]
 
Another temporary ZIP added to the opening post with my latest changes.
 
Much more proper ZIP attached now to opening post, this time based on a proper WinMerge and with 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 [WIP: More to be added]
    > 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
    > Interface elements enabled and disabled as appropriate to prevent errors
  . Realistic Cargo Mod by J Norrington and Pieter Boelen
    > Crew amount and cannons included dynamically in cargo capacity [WIP: To be tested]
    > Overweight ships capsize if the problem is not resolved within a minute
    > Modified cannon weights
    > Naval ships have double capacity for supplies, but reduced extra capacity for other cargo
    > Possibility to set "supply scalars" in ships_init.c to distinguish between coastal, regular and long-distance ships
  . Hire specific officer types by talking to Tavern Owners by Pieter Boelen
    > Fix for skill values of zero
  . Improved Commissioned Player Type by Grey Roger & Pieter Boelen:
    > Gain ships, officers and uniforms as you are promoted [WIP: Done for England and France]
      - Officers are no longer placed in the location to prevent crowding
  . Improved Privateer Gameplay by Pieter Boelen:
    > Using a versatile ship with a Letter of Marque or using a navy ship may cause the crew to become envious of the player's money
  . Improved Merchant Gameplay by Pieter Boelen:
    > Using a versatile ship without a Letter of Marque or using a specific trade ship prevents the crew to become envious of the player's money
  . Stealing from item traders and town guards made much more challenging by Pieter Boelen
    > UPDATE: Using a poisoned weapon on item traders is also not appreciated
  . Escort Quests made more interesting by Pieter Boelen
    > 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
- Code Updates:
  . Pirate cargo quests can send you to different nation islands by Pieter Boelen
  . Optimized functions used by GiveShip2Character by Pieter Boelen
- Bug Fixes:
  . 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
- Storyline Updates:
  . Sidequests:
    > Animist Sidequest passenger and prison warden errors fixed by pedrwyth
  . Free Play Storyline:
    > Rebel starting location restored to Nevis Pirate Settlement by Pieter Boelen
    > American tutorial enabled by Pieter Boelen [WIP: To be completed]
  . Bartolomeu Storyline:
    > Various issues fixed by Bartolomeu o Portugues and Grey Roger
  . Hornblower Storyline:
    > Further fixes to storyline by Grey Roger
    > Quest extension added to the end by Grey Roger, with help of Jack Rackham
    > Player given archipelago map at game start by Pieter Boelen
Some of the changes made here are fairly huge again, most notable the work done on cargo capacities.
Therefore a New Game is required!

There is still room for improvements, but we need your help to make that happen.
All testing, comments and suggestions on these changes would be much appreciated!
 
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