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Last NKPreBuild13 version

Your fleet prebuild files contain all the other pre-Build 13 stuff, like destroyable and realistic cannons and all the other stuff, right?

Have a good weekend, and see you Tuesday (Monady´s a holiday here in Germany and on weekends university is closed. I sure need i-net at home...)
 
i have problems with the game crashing when i go from world map to realistic sailing. this happens mainly near islands

i've installed the newest pre13
 
Do you have the required resource files? You need to first install a full PotCMods.zip version, then the Screwface file from the FTP with the really long filename and then the latest NK Pre Build. If you didn't do that, the game will search for the island files, not find them and crash. I don't know if that is actually the problem, but it might be... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
i did that... and it works, just tends to crash once in a while... can it be because of too many ships loaded at once??
 
If your computer can't handle it, I suppose that could happen, yes. Otherwise, I don't really know enough to know why you're experiencing crashes. Sorry I can't be of more help...
 
<!--QuoteBegin-Sofus+May 15 2005, 08:49 PM--><div class='quotetop'>QUOTE(Sofus @ May 15 2005, 08:49 PM)</div><div class='quotemain'><!--QuoteEBegin-->i have problems with the game crashing when i go from world map to realistic sailing. this happens mainly near islands

i've installed the newest pre13
<div align="right">[snapback]105403[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

When I started testing this I found that you could, in sea mode, go near all the Islands except Antigua and Guadaloupe!

I guess they are not completed yet.
 
I think that the Game Crashing near the islands of Antigua & Guadeloupe is propably because the towns (and the fort) of these islands are not "declared" in the Towntable.c

I have upload an update of the new islands mod on the ftp. This is a small pack who contains only the files i have modified for the compatibility with the last NK fleets050512 pack. The pack also contains other new stuff.

Nathan, i have fix the position of the new towns in the towntable.c and also added the rest of the new tows. I think it could be important for the random fleet generator system <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
I have also added all the cities of the new islands in the worldmap_init.c with their real positions in the worldmap.

I hope it will fix the game crash near Antigua and Guadeloupe <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
i tried your new fix, i still crash near guadeloupe.
i also have a problem with quardos des castillas or how ever it's spelled. when ever i move into it, my charecter gets paralized, i cant move!!! i've only been there regarding the main quest
 
Grimm, thanks! Hope your weekend+holiday went well in turn. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Yes, the fleets05XXYY files do have all of my pre13 code. But since Cat and Pieter and Screwface have been releasing since then, it doesn't yet have all code.

Screwface: ah, good catch!
Quite possible that's the problem, as IIRC AIFort.c makes a number of town calls. But IIRC the calls it make should do OK when the town needed doesn't exist, though--I'll check again. But of course the better solution is /making/ them exist. :]
(as you did)

Yes, town position is very important, and thanks _tons_ for adding & fixing all that!
One thing I thought of while out was to use the island radius as defined in wdmap init (as a distance from the island's radius center, the rx/rz coords) to check if fleet is inside an island and move appropriately, so as to not have fleets inside islands on reload to sea.

Sofus: Can you send me a (zipped) save from right before the crashing?
And/or error logs would be nice. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
BTW: You might want to check if the new changes you made are actually in the latest alpha version; for example: the latest one I had didn't have the Fred Bob characters in the NK character.c init file, while they were in some earlier versions. Just thought I'd mention it.
 
<!--QuoteBegin-NathanKell+May 18 2005, 05:02 AM--><div class='quotetop'>QUOTE(NathanKell @ May 18 2005, 05:02 AM)</div><div class='quotemain'><!--QuoteEBegin-->Yes, town position is very important, and thanks _tons_ for adding & fixing all that!
One thing I thought of while out was to use the island radius as defined in wdmap init (as a distance from the island's radius center, the rx/rz coords) to check if fleet is inside an island and move appropriately, so as to not have fleets inside islands on reload to sea.<!--QuoteEnd--></div><!--QuoteEEnd-->

Nathan, in the worldmap_init.c, the radius is based on the first coordanates (the position for the visible label of the island in the worldmap), the x and the z coords.
The rx and rz coords is the corresponding position of the 3D island in sea mod. With this point, the two islands (in worldmap and sea mod) are at the same position in the game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
Hi guys <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> , sorry to butt in like this with a long post <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> , but i've been checking out the new post-12 mods and pre 13's and doing a little testing/playing and i've seemed to run into a coupla pretty consistent bugs lately.
I'm not sure if it's cos i'm using an aussie version(euro) or not <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> , but anyhoos i'm running two copies of Potc, one for playing, one for testing. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

on the 1st one;

i'm running with a build 12+postmod+NKpre13050502+screwface's 1st A&M mod with them islands + nk's 050512+ screwface's 2nd A&m mod with the adaptation for nk's fleets.(basically them the works <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" /> )

so far i've caught a coupla bugs.
1. Officers can only seem to use swords and they can't use pistols or any other sort of equipment, not even potions.
whenever i pass them potions or a pistol, their swords vanish from their models and they're useless in a fight. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
2. The ship models have disappeared from the worldmap. Errrghh
well i'm not sure if this was intended or if the option to toggle hasn't been set in since it is still in alpha, but just in case...

on me 2nd one;

i've gone with the build 12 + postmod + nk''s pre13 + screwface's 1st a&m mod.

it's the most stable stack of chairs i've tried so far, only thing is the error log keeps telling me that there's something wrong with the towntable.c file.
i've caught bits here and there in other posts, but i'm a total doofus when it comes to programing. so anyhows pls advise on how to clear that towntable.c bit out?

on a totally unrelated note, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> , I'm absolutely amazed at the amount of effort and dedication placed into these mods, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> personally being an avid fan of Aos games <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> , I've definitely gotta say that i'm bloody impressed by the work done.mucha gracias from all fans. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
As for the ship models having disappeared from the map: That is intentional; it's being caused by the new fleets mod. I reckon there should be a toggle put on that, but as it is now, there's none.
As for the other things: Can't help much on that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
aye, i've about worked that bit out. heh actually tht's not too bad either, it's just the bit where my officers's can't use pistols and even potions that bother me.
sigh.. a <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Difficult questions, Capt. Leon! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

The only (presumably) stable installation in that whole list is the Build 12.2 set - if you install anything on top of that - things that have not been quite yet integrated together - you will get errors like this. Pieter's Modpack is still having bugs worked out, and the Screwface/A&M Add-on is not exactly ready either.

All the rest of those mods are in BETATEST phase, and when you pile them all on like that it really confuses everyone as to what might be causing the troubles because we don't know what's changed what. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

If you wish to help betatest, THANK YOU!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> We appreciate any input as it will be helpful in getting everything more stable for release. Try working with one package at a time on top of the Build... Pieter's modpack, for instance, is a good place to start - we are going to add that to B12 soon enough and we need testers!

Thanks again for your input! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
ouioui~

heheh actually i've been a'lil busy re-skinning some of them characters, wanted me own customized pirate*errm i mean merchant crew *arrrgghhh
i've rolled back on the mods to pieter's postbuild modpack.
thank ye kindly. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--QuoteBegin-Capitan Leon Lusignan+Jun 3 2005, 09:08 PM--><div class='quotetop'>QUOTE(Capitan Leon Lusignan @ Jun 3 2005, 09:08 PM)</div><div class='quotemain'><!--QuoteEBegin-->heheh actually i've been a'lil busy re-skinning some of them characters, wanted me own customized pirate*errm i mean merchant crew *arrrgghhh<div align="right">[snapback]109559[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd--> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> I've been wanting to do that, myself... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> WTG! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Love to see some pictures, if you would like to share. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
What file do you need to open screwface blablablabla, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> <b>Thomas The Terror,</b> and welcome aboard! Have an ale! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

The file extension on that is .rar - so you'd need a program that unpacks archived (compressed) files. Try one of these utilities: <a href="http://www.freedownloadscenter.com/Best/unpack-rar-zip.html" target="_blank">http://www.freedownloadscenter.com/Best/unpack-rar-zip.html</a> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Thanks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Do you also need a program to install all dose pre build 13 files, because I am not a star in moving files around <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
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