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    Maelstrom New Horizons


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My experience with Build 12.1 together with Modpack

Hi, all. Nathan, I did everything what you suggested to me and everything works. And now it is really better. My reputation is even neutral now. I changed this value 2 to 0.5 and I think it isn´t exaggerated but quite optimal. Thanks for your advices. I would like need to know further how could I revert the default bombs to balls, or at least so as the shells stayed the way how I adjusted them last time. But after my setting out at sea every time bombs appear as my default ammunition. How could I change it ?
The Blacksmith mod looks very nice now but the blasksmith enhanced only one my sword. When I activated my another damaged sword a notice will appears so as I equip myself with proper sword before I approach the blacksmith. I do everything the same way as I did in previous version in which all worked well. Would you know what happens here?
 
Sure. Happy to hear things are working better for you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I'm afraid I've actually not had a chance to _play_ POTC since I returned, so I don't know much about the new version of the Blacksmith mod. But a quick look at dialog seems to say that it should work exactly as you say: that whatever sword you equip will be the one the blacksmith operates on.
Oh, there is one thing. Apparently each blacksmith has one quality level that he/she cannot upgrade to; try talking to a different blacksmith with the same sword equipped and see if you get a different response.


In re: bombs. In BuildSettings.h, there is a line
#define DEFAULT_CHARGE 3
Change the 3 to 0 and balls should be again your default.

Also while you have it open look above and make sure the autobuy settings are as you desire.

{I usually set it to 5/15/10/0, then 0/0 and 10/5 (I plunder my repair goods and consumables, and need only grape and chain ammo.)}
 
Hi all. It seems to me I discovered very unpleasant and important bug which was never present in the game and Builds in the past. When I am playing the main storyline and was sent by Silehard to Flaise de Fleur so as to destroy the bark Oiseau with ammunition, after my talk with port commander and captain of the bark Oiseau, he said me as usually, so as I would bring my ship to the port. So, I went to my ship at Octopus Bay and sailed to the port of Flaise de Fleur. This matter always proceeded without any problem and I always anchored in the port without problem met captain Oiseaus anew, set out for Oxbay and then sunk this ship on the sea. But now French don´t allow me to anchor my ships in the port and constantly are shooting at me from the fort and all the ships in the bay. I even tried to change my flag to flag of some Frenches´ friends, but nothing help here. I think such a cardinal bugs shouldn´t happen here already, when the mod or Modpack is opened to the public. Please help me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" />
 
Hi, Nathan. I will do it. Only please, give me some feedback as soon as possible whether you obtained it and whether is working in your game and on your computer. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Yup, received it today, will examine.
I have to clear out my PROGRAM folder because it's currently `post-build`-12, so it'll take a little while to get it running, but I'll get back to you ASAP. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thank you for you help. Which was caused by ?
And again, how can be in this version increased amount of wheat ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I don't know why you were set hostile to France. :
The error was that while your relation should have been set to neutral with France (which it wasn't in your case and I don't know why), the _fort_ may not have been reset to neutral.

Re: wheat. There is no easy way to increase wheat qty without some pretty big code changes.
Hmm.
This _may_ work for you. It will require a good number of changes though.
open towntable.c
find
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(bstore)  wheatQ = GetStoreGoodsQuantity(store, GOOD_WHEAT);<!--c2--></div><!--ec2-->
replace
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if(bstore)  wheatQ = GetStoreGoodsQuantity(store, GOOD_WHEAT) / 4;<!--c2--></div><!--ec2-->

find
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SetStoreGoods(store, GOOD_WHEAT, wheatQ);<!--c2--></div><!--ec2-->
replace
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->SetStoreGoods(store, GOOD_WHEAT, wheatQ * 4);<!--c2--></div><!--ec2-->

find
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->pRef.Goods.(goodName).Quantity = makeint(TT_NORMAL_SCALE * makefloat(tsize)*(1.0 - GQTY_VARIANCE/4.0 + frand(GQTY_VARIANCE*2.0/2.0)))*sti(goods.Units);<!--c2--></div><!--ec2-->
replace
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->pRef.Goods.(goodName).Quantity = makeint(4*TT_NORMAL_SCALE * makefloat(tsize)*(1.0 - GQTY_VARIANCE/4.0 + frand(GQTY_VARIANCE*2.0/2.0)))*sti(goods.Units);<!--c2--></div><!--ec2-->

Lastly, paste this code into console.c above the logit() line, load your game, and hit F12.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    InitTownTable2(true);

    if(LogsToggle) Log_SetStringToLog("Towns...");

    for(int n=0; n<STORE_QUANTITY; n++)

    {

 FillStoreGoods2(&Stores[n]);

    }

    UpdateAllTowns(true);

    if(LogsToggle) Log_SetStringToLog("Stores...");<!--c2--></div><!--ec2-->

Then see if that leaves enough of a margin for you. Note: don't buy too much wheat or the town's size will plummet.

If the towns go too low in pop, hit F12 again.
 
Thank you, I will print it and try it. Provisionally, I switched off all the wheat issue and I have rest from that for now. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I think in this version all incomes from the lands and even from smuggling were reduced exagerately and it isn´t good. Smuggling was always performed just for a big profit. I think those incomes were set better in Build 12 version than in the 12.1 + Modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Nothing in my modpack should change that stuff, so I don't know what happened. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
 
I apologize to you Pieter because now it seems to me the incomes from smuggling are quite OK at least in some cases. But what happen with incomes from lands I don´t know. I had to somehow tweak that matter and increase them. Even interests from savings at loansharks was decreased from span 5 -11% to span `3-7`%. Charles, didn´t you do anything with that? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
No code differences in either case in the pack; in fact, no difference between build 12 and build 11 in that regard.
I don't think we've _ever_ changed landshark percentages, nor changed land income once it was added to the game (b10 IIRC).

Maybe you have a different skill set / different perks, than last time?
 
In the case of interests from savings at loansharks? Maybe some phantom of the Builds rampages here. But maybe you are right. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Yeah, or we may have modified it and I forgotten it, of course. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
 
In the course of the last few days I am playing the quest with kidnapped children from Dowseen. In the course of my investigation the trace led me to Quebradas Costillas where the trace somehow disappears. In the logbook is stated.
"Alas, I am out of luck, all I managed to find out in the pirates´s den is that the black frigate really was here and that the members of the frigate´s crew even killed someone on the seashore."

This place of the quest seems to me extremely difficult and miss some logical continuation. I talked almost with anybody here but without any trace, or hint. I think this place in the logbook should be replenish by some clue so as the quest could proceed somehow logically further. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" />
 
This is the fix Cat is working on, I believe.
But in the mean time, if you ask people for local rumors, someone should point you to Redmond (or they should, if my coding worked).

I agree it's not a `well-put`-together quest. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Nathan, I asked anybody but I didn´t any hint. Maybe it doesn´t work or maybe I omitted by chance this important person. I don´t know. But with this issue of asking various people coincides onother issue.
In the past in original game when I wanted to ask anybody after anything, when I approached a person this person stopped and wait. Now very few asked people are willing stop and hear Nathaniel´s questions. They usually ignore Nathaniel and he must circulate around them which is bothering and ridiculous again. Could be done anything about it, so as those iquired people would stop after approaching Nathaniel to them? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
Nobody mentioned the priest at Redmond?

Hmm. The normal citizens have not been changed; perhaps you speak of the vagabonds that are now randomly generated in towns?
It may be that they have a walk type rather than citizen type and thus don't stop to talk to you.
 
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