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Mod Release Build 14 Beta 3 Progress

There might be a new bug. Sometimes but not every time it seems that when you complete a merchant mission the merchant cargo is not taken out of your ships hold. The last mission I did last night was to haul silver in my Hoy. I got $31,000 for hauling it and also carried a small cargo of my own.
After completing the mission I sold my cargo and then when scrolling along looking to replace depleted stores, there was a load of silver! I sold it and now have $445,000 piastres. :aar
 
Really? YUCK! But only sometimes? Wha???? :shock

Edit: Looks like it's ALWAYS, based on the code. A line went missing.
Extract attached to your PROGRAM folder to fix this. I hope. :confused:
 

Attachments

  • MAXIMUS_Functions.zip
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Just confirmed that it happens for sure. Was not sure last night, probably because of too much smuggling.

I sure was getting rich too. Unlike a normal game where I am always as poor as a church mouse, missing payrolls and dealing with mutinies.
 
what about adding in internal setting in "already included in realism setting" section the ability to choose if "our icon become red with enemies in area (in advance)" ?

so in arcade mod we can be "surprised" by assassins (as we discussed in another thread :p)
 
Consider it done. Will be in the next update. Not tested yet, but give it a try. :cheeky
 
i bet at end, every settings will be in internalsetting.h :rofl

by the way i will test it for sure ! ;)
 
Speaking of internalsettings.h, the option to turn off things like jewels and statuettes giving skill bonuses does not work for me. I have that set to 1 and still get the skill bonus until I sell the things.
 
I'm uploading WIP 8 now. That'll probably be the last version for a week or so because I'll be on holiday.
So I tried to tackle all issues that might impair enjoyment. All random quests, including escort should work now.
Quest log messages have been disabled to prevent further confusion and I put in a temporary solution for the Strong Town Guards:
they're not strong on Apprentice difficulty, which is the default for the Standard storyline.
Hopefully people can enjoy this version now without running into problems left, right and centre. :facepalm

Speaking of internalsettings.h, the option to turn off things like jewels and statuettes giving skill bonuses does not work for me. I have that set to 1 and still get the skill bonus until I sell the things.
That one has to be turned on at the moment you start a new game. Doesn't take effect later. Same with Realistic Ship Inertia and Realistic Abilities.
 
Opening post updated again. NEW GAME NOW REQUIRED!
More fixes and updates made:
Code:
- Bug Fixes:
  . Escort Quests Fixed by Pieter Boelen [WIP: To Be Tested]
    > Alice Town, Saint John's and Port au Prince
  . Strong town guards limited to actual town guards and patrols only by Pieter Boelen
    > Standard Storyline TEMP SOLUTION: No strong guards on Apprentice difficulty level
  . "Saint George" display error fixed by Pieter Boelen
- Code Updates:
  . Store Owners use Town Gold instead of personal money for item transactions by Pieter Boelen
  . Kraken Attack enabled if you have the cursed Flying Dutchman in your fleet by Pieter Boelen
- Texture, Model and Sound Updates:
  . Additional music tracks added and unused music repurposed by Pieter Boelen
- Storyline Updates:
  . Quest Cases not executing fixed by Pieter Boelen
When you're playing, please pay special attention to:
- Alice Town Port and the entirety of Port au Prince (location ID search-and-replace could have caused weird stuff, though I didn't find any yet)
- Escort Quests
- Music selection: Anything you like/don't like?

Also, the following still stand:
- Completing AND failing to complete Cargo Haul Quests
- Nation, Ship Selection and Character Skills for:
Governor Ship Hunting
Treasure Quest Enemies
Smuggling Coast Guard
Enemies From Shore
Loanshark Avengers

As said in my previous post, this will be the last release for probably a week. I tried to make it as playable as I could get it on "short notice".
 
A whole week of play without interruption? :8q There is so much I could never get to before to test. :sail

Your work is very much appreciated. POTC is already much much better than it was. This just goes to show just how completely trashed POTC was. :cheers
 
A whole week of play without interruption? :8q
That's the idea! I may not be able to resist to post a thing or two, but I don't think I'll have very fast Internet, so I won't be able to replace the file in the opening post anyway. :razz

There is so much I could never get to before to test. :sail
I know the feeling. I hope I'll get round to some actual playing soon too.
Whenever I DO have an actual game going, I always find myself being forced to make new-game-requiring fixes and have to start over. Again.
Haven't gotten very far in YEARS. :shock

Your work is very much appreciated. POTC is already much much better than it was. This just goes to show just how completely trashed POTC was. :cheers
Thanks! And to think we used to call Build 14 Beta 2.3 "playable"! :rofl

Well, I reckon this here is going in the direction of REALLY playable. Hopefully playable without any actual frustrations.
Weird stuff is OK for now, but enough with the game-breaking bugs already! :whipa
 
One Small Additional Update
Extract to PROGRAM\INTERFACE . This will disable the Resume and Save buttons in the Main Menu when you press Start New Game.
There IS a confirmation window before this happens, so you have to be doing this on purpose.
This is required, because Select Storyline reinitializes the Periods and Nations Relations, which would otherwise mess up your active game.

Sometimes I would just look at the Select Storyline menu and resume the game afterwards, only to find out that all nations were now friendly to me.
Including the pirates! Don't want that, now, do we???
 

Attachments

  • mainmenu.zip
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Everyone on the Build Forums should be reading this thread, so I'll just use it to notify you all of this:
I have been going round the forums, moving threads to more appropriate places, applying pre-fixes as appropriate and filing all "finished" things to the Build Beta & Brainstorming forum.
This leaves only active discussions on the main PotC Build Mod forum, which will hopefully help with not losing sight of those.

I also renamed the "Build Technical" forum to "Build Support & Troubleshooting", so that is where all people's specific issues and fixed bugs went.
Also, I updated the "Need Help With" links in the opening post.

Anyone got any questions or comments on the above, let me know. Just trying to reduce any confusion. :wp
(And you've got to admit the amount of GREEN around the forums now is quite nice to look at! :rofl
 
I discovered an exploit last night. I got a merchant mission and on the way out of town stopped by the shipyard and Lo! There was a big fastmerchantman for sale! So I bought it.
Now the Hoy had full holds but the FM is easily twice as big. So I sold the Hoy for $248,000 and bought the FM for $192,000. I got a bunch of money back plus got to keep all the cargo. Now that is a sweet deal. :aar
 
How does that exploit work then? Did it take the value of the quest cargo into account, but let you keep it anyway? :shock
 
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