• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Mod Release Build 14 Beta 3 Progress

Wow, strange. If it persists, try deleting your "options" file and starting anew. :modding
 
New fix attached. Now the Open Sea Mod should REALLY work. EVEN when you load a savegame. :boom:
 
I have just started to play Beta 3 WIP 10 - sailed to Grenada from Elutheria.

Saved on Grenada jetty when I landed - went to store bought stuff and saved again, - noticed that jetty save said bad save and game won't let me load it.

I am not sure if it is just an error in my game or anything to do with the new World map and the relocation of the Port and island in it. The store save works OK.

EDIT: Think it was just my game that went Weird - have saved at other Ports & shores OK and went back and saved at St George Grenada port OK. :modding

I sometimes get random bad saves for no good reason as well. Now I just go to the Load screen after each save to make sure it worked properly. :shrug
Often saving again in the exact same place will work if it fails the first time.
 
Bug reporting time:

With WIP 10, there now appears to be less food and rum supplied to the player at the start of the Sea Hawk storyline.
This, alongside the new World Map, makes sailing from Barbados to Jamaica very difficult. I managed to arrive with half my crew dead from starvation. :ko

Speaking of dying, I was just killed by some bandits in a jungle, and the game didn't actually end or revive me. It just made me stare at my dead body.
 
Sounds familiar... I experienced the same a few days ago, while I tried to get rid of that dead albatross. The quick command menu was still usable after dying, so I was able to enter my ship deck.
 
And another quest reaction problem... this time later in the main quest (Sea Hawk storyline) when landing at Bridgetown with Ewan Glover and having to meet an agent.
 

Attachments

  • compile.log
    271.6 KB · Views: 135
  • error.log
    2.5 KB · Views: 144
Speaking of dying, I was just killed by some bandits in a jungle, and the game didn't actually end or revive me. It just made me stare at my dead body.

Yep, me too.

BTW - I sometimes find stuff/items, that have no real in-game reference, it seems. Instead they have their file names displayed. Like LTM_Notebook or LTM_Red_Uniform. They never are good for anything. I am quite certain that the Notebook is from the Barthomeleu campaign. But I 've found it spawning in other campaigns as well. Don't know about the red uniform.
 
Speaking of dying, I was just killed by some bandits in a jungle, and the game didn't actually end or revive me. It just made me stare at my dead body.
Sounds familiar... I experienced the same a few days ago, while I tried to get rid of that dead albatross. The quick command menu was still usable after dying, so I was able to enter my ship deck.
Which location on which island is that? I saw that myself when I died on an island that didn't have a town for me to resurrect in, but I fixed that.

And another quest reaction problem... this time later in the main quest (Sea Hawk storyline) when landing at Bridgetown with Ewan Glover and having to meet an agent.
Hum; it seems the game STILL doesn't like that SetFrenchSoldiersForOxbay line. Maybe I should put my quest-checking code somewhere else.

BTW - I sometimes find stuff/items, that have no real in-game reference, it seems. Instead they have their file names displayed. Like LTM_Notebook or LTM_Red_Uniform. They never are good for anything. I am quite certain that the Notebook is from the Barthomeleu campaign. But I 've found it spawning in other campaigns as well. Don't know about the red uniform.
Must be this stuff from the Woodes Rogers storyline:
Code:
  //-----------------------------------------------------------------------------------------------------------------------------------------------------------------
  // JRH MORE (QUEST) ITEMS:
  //-----------------------------------------------------------------------------------------------------------------------------------------------------------------
  n = InitItem(n, "drawing_kit", "",   "JRH11", 12, 0.30, 0, 5000, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//JRH quest item + 1 navigation perk
  n = InitItem(n, "tin_jug",     "",    "JRH11",  7, 0.18, 0,  340, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//
  n = InitItem(n, "silver_bar", "",    "JRH11",  8, 0.18, 0, 6250, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//
  n = InitItem(n, "foreign_items","",  "JRH11", 10, 0.18, 0,  263, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//
  n = InitItem(n, "strange_shells","", "JRH11", 11, 0.18, 0,   54, 0,  1, 0, 1,      0,  0,  0,  0,  0,  0,  0,  0,  0, +2,  0,  1,  1,  1);//
  n = InitItem(n, "notebook",    "",    "JRH11", 14, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  1,  1);//DOCUMENT_ITEM_TYPE
  n = InitItem(n, "red_uniform", "",   "JRH11",  6, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  0,  1,  1);//OUTFIT_ITEM_TYPE

  n = InitItem(n, "tankard","",        "JRH16", 14, 0.01, 0,  180, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//tankard
  n = InitItem(n, "plate","",          "JRH16", 15, 0.01, 0,   95, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//plate
  n = InitItem(n, "copper_cauldron","","JRH16", 16, 0.01, 0,  350, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//copper_cauldron
  n = InitItem(n, "fish","",              "AS",  2, 0.01, 0,    1, 0,  6, 0, 1,     -2,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//fish
  n = InitItem(n, "bible_shot","",      "JRH3", 14, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0, +1,  0, +1,  1,  1,  1,  1);//selkirk damaged bible
  n = InitItem(n, "jewelcross","",     "JRH14", 10, 0.00, 0, 1971, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//church treasure
  n = InitItem(n, "fake_reliquary","", "JRH14", 12, 0.00, 0, 1050, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0, +3,  0,  1,  1,  1);//church treasure
  n = InitItem(n, "fake_chalice","",   "JRH14",  9, 0.00, 0, 1575, 0,  1, 0, 0,     +1,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1);//temp use
  n = InitItem(n, "fake_censer","",    "JRH14", 11, 0.00, 0,  945, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0, +4,  0,  0,  0,  1,  1,  1);//temp use
  n = InitItem(n, "fake_candelabre","","JRH14", 13, 0.00, 0, 1260, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0, +2,  0,  0,  1,  1,  1);//temp use
  n = InitItem(n, "sealed_map","",     "JRH11", 15, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//
  n = InitItem(n,"rolls_of_bandages","","JRH9", 15, 0.00, 1,  800, 0,  1, 1, 1,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  0);//JRH quest item

  n = InitItem(n,"coin1",    "",    "JRH15",  1, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//swedish silver
  n = InitItem(n,"coin2",    "",    "JRH15",  2, 0.00, 0,   47, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//swedish copper
  n = InitItem(n,"coin3",    "",    "JRH15",  3, 0.00, 0,  750, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//spanish gold
  n = InitItem(n,"coin4",    "",    "JRH15",  4, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//spanish silver
  n = InitItem(n,"coin5",    "",    "JRH15",  5, 0.00, 0,  375, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//english gold
  n = InitItem(n,"coin6",    "",    "JRH15",  6, 0.00, 0,   47, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//english silver
  n = InitItem(n,"coin7",    "",    "JRH15",  7, 0.00, 0,   70, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//chinese brass
  n = InitItem(n,"coin8",    "",    "JRH15",  8, 0.00, 0,   47, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//chinese copper
  n = InitItem(n,"coin9",    "",    "JRH15",  9, 0.00, 0,  375, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//arabic gold
  n = InitItem(n,"coin10",    "",    "JRH15", 10, 0.00, 0,   94, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//arabic silver
  n = InitItem(n,"coin11",    "",    "JRH15", 11, 0.00, 0,   23, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//arabic small silver
  n = InitItem(n,"coin12",    "",    "JRH15", 12, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//french gold
  n = InitItem(n,"coin13",    "",    "JRH15", 13, 0.00, 0,  375, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//dutch gold
  n = InitItem(n,"coin14",    "",    "JRH15", 14, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//dutch square silver
  n = InitItem(n,"coin15",    "",    "JRH15", 15, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//dutch round silver
  n = InitItem(n,"coin16",    "",    "JRH15", 16, 0.00, 0,  187, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//portuguese gold
  n = InitItem(n,"coin4_bad",    "",    "JRH14", 14, 0.00, 0,    0, 0,  1, 0, 0,      0,  0,  0,  0,  0,  0,  0,  0,  0,  0,  1,  1,  1,  1);//spanish piece of eight, not of any use
That.... is not supposed to be showing up at all. :shock
 
And another quest reaction problem... this time later in the main quest (Sea Hawk storyline) when landing at Bridgetown with Ewan Glover and having to meet an agent.
Wow, according to your compile.log, it is going wrong A LOT! Looks like your computer is great for testing storyline problems!

Those French soldiers for Oxbay are doing my head in though. See how this works. :modding
 
Which location on which island is that? I saw that myself when I died on an island that didn't have a town for me to resurrect in, but I fixed that.

I was in a jungle on Barbados at the time.

Wow, according to your compile.log, it is going wrong A LOT! Looks like your computer is great for testing storyline problems!

Is that supposed to mean my PC is struggling with the game? Or I'm just playing the game more often than you? :p
 
I was in a jungle on Barbados at the time.
Even Barbados? YUCK!!!

Is that supposed to mean my PC is struggling with the game? Or I'm just playing the game more often than you? :p
Probably a bit of both. But I am inclined to say that your PC does have a knack for forgetting which files it was supposed to have loaded.
Which is a GOOD thing, because at least you can REPLICATE the problem quickly and I can't seem to.
Not often anyway. :facepalm
 
I'm a little calmer now.

Tried seven times and died seven times.

The Assasin game starts with you on a dock and your ship has a load of ale. You wanrt to sell it to the Spanish, but the dutch and spanish are at war! Well, you are a

smuggler anyway. So of you go. I chose Puerto Rico.
The "we are recognized" message appeared when the island was just a line on the horizon time after time, and here came the ships to intercept. Game over time after time.
One time there was a battle with pirates going on so I thought I could sneak in while they were fighting. Wrong! They all forgot their fight and came after me. Game over.

I gave up and played WIP 9 for a while. Nice game.

Gave WIP 10 another try and this time the winds did not trap me and I was not intercepted! Went in and talked to the smuggler, then made it to the beach, meeting only

neutral ships. Finally! Now the game could begin after getting me grubstake.

No officers makes it a different game and it seems that most of my dying was caused by training them in melee out in the jungle. No officers, no jungle. Also no treasure

quests. 8 to 1 odds don't work for me. So now I find that it is much easier to collect money. No officers to pay and equip!

I'm up to level 13 now and have three good size merchant ships.
 
Oh, the Santo Domingo fort was hitting me at 3600-4400 yards, and the Sao Jorge fort was hitting me at 2200-2400 yards.
 
After a LOT of getting REALLY pissed off at the game and my computer, these files appear to NOT cause error messages anymore, yet still have the quest fail-safe built in.​
Hopefully this will FINALLY put a end to it, because I've had ENOUGH of this crap! :boom:
Bonus stuff:
- Governors tell you the number of guns and type of ship when they give you a Ship Hunting Quest​
- Woodes Rogers storyline items can no longer appear in other stories​
(This works on top of Beta 3 WIP 10; you don't need my other small fixes for it to work)​
 
With WIP 10, there now appears to be less food and rum supplied to the player at the start of the Sea Hawk storyline.
This, alongside the new World Map, makes sailing from Barbados to Jamaica very difficult. I managed to arrive with half my crew dead from starvation. :ko
I don't think I touched any code related to that. There's a LOT of randomization and complex formulas going on to calculate the stuff you get at the beginning of the Standard storyline though.
Could it be random that you don't have enough?

Edit: I think I might know what is going on. You get 30 days' worth of rations and rum at the beginning of the game.
Refitting your ship takes around 15 days. So by the time you're done, you've got only 15 days' worth of rations left.
That isn't quite enough to make it to Jamaica.
We could multiply the amount you receive at the beginning of the game by 1.5; see if that helps?
 
Back
Top