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Playtest: 12.1(full)+prebuild13+21 Aug 06+ a few fixes

Black Bart

Corsair
Storm Modder
<b>12.1(full)+pre_build13(base)+Update 21 Aug 06+Decimal money Fix+Mass Surrender Fix:</b>

well after last weeks extensive playtesting i managed to do, i have come up with what i think may be the best base build to carry on from - make a new beta out of etc. I dont know the history of this particular build, but after my tests it is a contender due to not having introduced many of the recent main bugs we had been finding. Other people could/should try out their best guess also and look for the main tell-tale bugs we had been finding in the recent betas. There are not that many of us, but if we each take(and keep note of) our own builds etc and report our bug findings it may help clarify which stage in the process Pieter should start from for a new beta?

I'm taking my time with this game/build - playing it like a regular game, so hopefuly i can find as many issues as possible - i'm not rushing straight to the points of known issues(i did plenty of that last week!), but rather enjoying the ride and digging deeper into the game. I'll keep a running report/update on what issues i'm finding as i go.

I will precede the bug/issue with the terms Fixed/Minor/Medium/Major to indicate level of problem as far as i can tell.

<b>recent bugs this build doesnt have:</b>

1. Double char bug
2. Starvation bug
3. Locked out bug.
4. 'Earthquake' dialogue correctly clears the showcase buildings on re-visit to Oxbay.

<b>Issues/bugs:</b>

<i>23/10/06:</i>

1. (medium)being too easy to barter down hireable officers with just 2 points on leadership(Introduced in pre-build13(base) + this continues is all later versions)

2. (fixed)first case of Decimal Money bug - so i've applied the Fix from Hook and in my game its fixed.

3. (minor)first case of party Officers not using up ammo+gunpowder when they fire(not a big bug in my book?)

4. (minor)Party officers disapeer going to store in Falaise de Fleur+extended greenford(introduced in Pre_build13(base)

5. (minor)Red flag bug(Franch hostile towards) - solution raise portugese flag to sail under in opening main quest.

6. (major)cant hire 'Beatrice' (char from AoP) in tavern - she will only talk to you for first bit of conversation, then impossible to talk to after(fixed in later versions)

7. (major)cant adjust Gamma/Brightness - sliders dont change the settings they should(fixed in later versions)

<i>24/10/06:</i>

8. (minor)When hull is damaged, underneath the ships name(in the Ships menu) it always says "full speed" - i've noticed this in later builds/betas also.

9. (fixed)Wilfred dialogue in the 'escort Albion to greenford' quest has wrong directions. We have the fixed files for this.

10. (minor)Govenor Silehards dialogue in the 'jail' sequence has a few cases of showing the '\n' in the dialogue e.g. "\nThey clearly mistook you for the spy" - "\nI think this money...." - "\nI have important matters to discuss with you." This is in later versions also.

11. (joke!)Some old grey beard stopped me to insult my mullet hair style!!! - lol <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> (NOT a bug - just testing your paying attention <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> )

12. (minor/medium)Sails on the 'Cutter' class of ship dont 'billow' with the wind, the top sail does but not the main sail of the two fore sails - This might be a problem from base game?

13. (minor)Ref random char conversations(yes i'll go there again!) - when you get interupted by someone and they say "I'm sorry monsieur but i'm talking with mister Bolliard, you'll have to wait your turn." This is a little crazy. Am i right in thinking the new routine for this great mod(i DO like it very much! - its way better than the stock dullness) first defines a random chance for a passer by to interupt you - then picks a random conversation from a shared list that both the player and random npcs can access?
I dont have an issue with it - just trying to show what i had been talking about before. None of my remarks here will ever be made to critise something in the mods, i'm just going to post straight up impressions of the game and any little things that i notice - and your perfectly within your rights to tell me to shut up! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

14. (minor?)With the Armour description in the inventory or shop/trade screen "Coverage 67% chance to stop/Percent of damage taken if <b>not</b> stopped, for: Sword 40%/50%, Gun 25%/50% - shouldn't it be 'Percentage of damage taken if stopped'? - so if the armour doesn't work you take full damage as normal? It might work like that but the description is a little confusing(or not?)

15. (medium)Who is 'Gordon Carpenter' in the cursed chest/black pearl info quest? you meet him after talking to Henry Peat when trying to leave Falaise de Fleur. He greets you like an old friend(and you do too?!) - but there is no reference of him in the quest book later.

Suggest: change dialogue to something like "Hey you! My name is Gordon Carpenter, Henry Peat told me you were looking for information about the Black pearl? Listen buy me a drink and i'll tell you what i know."

your reply: "Alright then matey, lead the way."

Then it can cut to the tavern scene as usual. I think this makes more sense as i dont think you know this guy at all? Also the last part of that quest log needs to include the info he gives you - at present the quest book entry ends with the info about Henry Peat, Gordons more specific info about a special artifact lost in the jungles being a way to stop the Black Pearl is quite important no?

16. (medium/major)Forts fireing at 'invisible' ships bug. I've seen this again, i had reported this before for a later beta also. I think what is happening is the forts now have a huge range to their cannons, extending beyond the distance in the radar/map icon when at maxed out zoom(so covering the largest area) - that means the forts cannons can fire over 2000yards(and much more i suspect). Is this normal? it weird seeing a fort fireing its guns at apparantly nothing!

17 (major)CTD! - in the 3D sailing mode when picking up floatsum from a sinking ship. After the voice "Cargo aboard!" i got this message in the log readout(top left):

"Captain we are out of gunpowder" then
"We have found 5cwt of gunpowder" then the CTD with an engine.exe error.

Could this be an issue with overloading the cargo space? i had a full hold prior to picking up he cargo. This isnt an issue in later versions - so i'm guessing this was a known issue at the time?

25/10/06:

18.(minor)In the find Raoul Rheims quest: quest book mentions going to the Pirate Island, but it might not be clear if this is Quebradas Costillas or possibly the pirate fort on Douwesen? Neither are marked on the in game map.

Suggest: a clearer entry in quest book for the player to refer to e.g. "govenor told me to go to the pirate island of Quebradas Costillas to look for Rhiems. I wonder what's the best way to approach the pirates?"

something like that? that gives a small clue that the player should think about what happens when they get there.

19.(minor) same quest(Rheims): encounter with Nigel Blythe on Quebradas Costillas - you interupt fight he asks what you want and you respond; "You can see this fellow is not resisting. I wont let you kill an unarmed man. Drop your sword."
Problem is the guy is armed+resisting(they are sword fighting when you meet them)!?

Suggest: different dialogue e.g. (you)"Hey! whats going on here - stop this nonesense at once i have to get past." - well something better than that, but then Nigel can be all piratey and attack you anyway as normal.

20. (major) Rhiems quest - when in smugglers lair in Conceicao and you enter Rheims old house to look for clues. The guy Evaristo Filho that interupts your search has no dialogue - it doesnt stop the quest as when you press akey the fight starts, but its weird having the blank dialogue box waiting for your input.

21. (medium)I've noticed a few times that there might be an issue with Patrol ships(belonging to a fort?) surrendering way too easily. I'm pretty sure its nothing to do with damage they are taking. latest example in this current build test game.
Sailing out of greenford to find the fort fireing on 2 pirates(class5 and class6) - in the vicinity are 4 british ships of varying class - all seem to surrender to the pirates(i guess?), even with one of the pirate ships surrenderd due to the forts attack? Also if you watch the log update when sailing around a port you will notice lots of updates over this ship and that ship surrendering(often not on screen). So whats up doc?

26/10/06:

Update for:

"12. (minor/medium)Sails on the 'Cutter' class of ship dont 'billow' with the wind, the top sail does but not the main sail of the two fore sails - This might be a problem from base game?"

I found the same problem with 'dead sails' on the galeoth also. Both the Foresail and Aftsails on this ship remain flat while the mainsail and topsails all look like they work(catch the wind). I think i'm going to call this a bug["dead-sail bug"] and having looked through Inez Dias help files for the TOOL modding utility here:

<a href="http://home.arcor.de/swigard/Downloads/TOOL/Help/" target="_blank">http://home.arcor.de/swigard/Downloads/TOOL/Help/</a>

I'm wondering if this extract might have something to do with it?

"To work in the game with sails etc., ship models need a set of locators. The Easiest way to put those in is by loading a model from the game and saving its locators to a text file (via the locators menu). Then load your new model and import the locators form that text file (again via the locators menu). The view / locators menu allows you to edit the locators for the purposes of the new ship"

Anyway it will be a while before i learn to use 3DMax and get to the bottom of this(if there is anything to fix!).

22. (very minor)Noticed all the replaced maps of the game world used in the game are the old origonal game maps(like in the origonal ships cabin+in csrtain shipyards)

23. (very minor)Is it possible to randomise wether or not a random loot spot will have loot or not each time it is revisited? I know this has been tweaked often - but i find certain places always have loot when re-visited. Im not sure how its all calculated, but can this be randomised - so the player doesnt always know where to go to find loot? combined with the great new looting bodies feature we can probaly tone down the random loot treasure quite alot?

On that note and Pieters confirmation about heavily reducing the finds of the really exclusive blades in the game(after my suggestion on that) in beta5. I'm thinking untill those blades can be sold exclusively in either stores or at the blacksmiths, we could go with tying to balance more finds of rare blades in random loot which when added with a random chance of the loot spot being empty might be a good compramise? this is getting a little complicated - sorry.

Still in terms of lesser/common goods in random loot(that you usualy sell for the money) coupled with now finding plenty on corpses - those goods could be toned way down in random finds? worth thinking on?
 
28/10/06:

Getting Quest bugs:

Everything had been going ok(other than any reported issues so far), but once i got into the "find Daniella" set of quests the game kind of broke down on me?

24.(Minor/Medium)Quest Bug: Task to capture the papers from Ferro Cerezo for padre Domingues. The Quest book updates you as having sunk the ship you need to defeat, even if you capture her instead of sinking her:
"Ferro's ship is no ship at all - its no more than a cockel-shell. I fired a couple of volleys and it sank. But the papers have disappeard beneath the waves, and that should satisfy Domingues." I didnt fire any shots(just boarded the ship) and it didnt sink(i later sold it in the shipwrights) and i also had the papers in my inventory?

25.(minor to major)Quest Log bugs: Lots of entries that either dont make much sense or are not entered in the log at all! e.g. "I talked to a soldier and told him i work for Silehard. It made an impression on him and he called an officer" - when you talk directly with that officer from the start.

cont:"The Officer was a good fellow and now i am free" - ??? I was free anyway.

Section where your told in your log to go to Oxbay to catch up with Daniella at the mine - its only in the conversations you get advised to land at the lighthouse - no mention in the Quest log, so you can spend alot of time running around? Through this whole section of the main quest i was finding the info in the log book lacking to the extent its very possible to forget what it is and where you were meant to be going next, especialy if you dont act as soon as having the relevant conversations with quest-line npcs.

Suggest: Look at this whole section of the main quest(Find Daniella) and check Quest Log entries.

26.(minor/medium)Daniella questline: After capturing the english Frigate with the golden idol on, then sailing to the lighthouse, you meet the old guy(Clement Arentius) on the beach and he tells you Daniella has not arrived. No quest log updates for this quest after that? It left me with with only 'Artois Vassey' and 'Speak to Corsair in Isla Mulla' quest entries in my logbook? Part of the errors seen in No:25 above.

27.(medium/major)Quest bug?: immediatly after no:26 above, i set sail to leave the english islands as they are now hostile(correct for this part of quest) after betraying govenor Silehard. As soon as i went into the mini-map navigation sailing screen it cut to a blank screen and i found myself on a beach in Douwesen, where this guy tells me there had been a terrible storm and i was lucky to be alive etc.

Anyway i now have no ships, no officers, just the items i had been carrying in my inventory. This may be ok i'm thinking, i have some money(personal) and can sell items to raise a little if needed. Anyway for some reason the tavern in Douwesen is shut, as in locked, even in the day when other shops are open?

I buy a new ship(a tartane) and some wheat from the store - i cant buy rum as its an illegal good in Douwesen. I cant hire any more officers, to get a Quartermaster with 'Trustworthy lad' trait which would allow me to buy rum.

Anyway with no rum i cant seem to leave the island, as in enter the mini-map sailing mode(no navigation icon appears anywhere). So i'm stuck. Time to reload.

Thoughts: was this CCC's stormy start mod triggering for some reason? Also i've seen being locked out of the mini-map sailing mode mentioned by others - maybe this is an issue when you can not get hold of rum??

NOTE: when i bought my new ship, the log mentioned an emergency purchase of rations for my new crew - this didnt include rum, only wheat - is that default or was it just because i was on an island(Douwesen) that rum was illegal on?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->12.1(full)+pre_build13(base)+Update 21 Aug 06+Decimal money Fix+Mass Surrender Fix:<!--QuoteEnd--></div><!--QuoteEEnd-->
The September 6 version has a lot of fixes. You might try using that one instead of the Aug 21 version.

Hook
 
I'll upload the September 6 version somewhere so that one could be tried instead. At the moment there is no link to that version anywhere, I think.
 
It was also this update(Sept 10) that introduced the first case of the 'locked out bug' though. In this build i'm attempting to find the last version of prebuild13 which had the least amount of the recent bugs we had been finding in Beta4+5. I tested many builds and was able to isolate where each of the more recent bugs(like 'double char','starvation bug','decimal money' etc) were introduced and in which build/update/beta.

I put all these findings in a thread somewhere - i'll link to it if i find it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

@Pieter i found it on your website? next to the Aug 21 one

Edit: Ignore some of the above i was getting confused with Sep 6 and Sep 10(locked out bug) versions.
 
I uploaded the file <a href="http://www.s31clan.com/pietersmods/BM13_beta6_update_6_9_2006.zip" target="_blank">here</a>. Please download it and install it on top. With a bit of luck, this will fix a lot of the issues you're having.

This file should be installed on top of the 21 August update and a new game is required.
 
ok i'm getting it - it will be interesting to see if the 'locked out' bug is in this version, as it is in Sep 10.

ok the file is called BM13_beta6_update_6_9_2006.zip

(beta6??) Testing comence <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

hey! shouldn't you be doing your school stuff! or is the lure of PotC too great <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> We will test as heavily as we can while your busy in rl - it will probably be a good thing for this period you are busy, if maybe a slightly frustrating thing. rl is important - build13 can wait a little.
 
I am especially interested if you will or will not experience weirdness with the Oiseau quest. Some things with that quest were changed in this update. It was reported that this quest <i>was</i> passable in this update, but I'm not sure if the person to test it sank/captured the ship with or without the captain surrendering. I can imagine that this quest will work just fine if the captain does surrender.

This is an update made by Hook and IncredibleHat for the 21 August update and all fixes should have included into subsequent versions. But perhaps something went wrong in that. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

I'm keeping up-to-date with the forum for a bit right now. When I'm done, I'll get back to schoolwork. I need to finish a project which will be a lot of work. And next week I have a RADAR-training which will take quite a bit of effort as well. And then I still need to finish some other things the week after. I'll be busy, but if I find some spare time, I'll try to get some PotC work done as well.
 
Black Bart: keep in mind, the update of september 6th was called Beta6, not to be confused with the official betas Pieter had released following (starting with Beta 1, and now currently a recent Beta 6).

This has caused some confusion.

The fix updates Hook and I posted were based off the Bug Tracker versioning for issues. I had been labeling all of Pieter's updates as 'beta' once he went to "Pre Build Mod 13" updates after "Post Build Mod 12".

The versioning was a requirement on the bug tracker, so I had filled in the blanks. A full list of fixes and progress on versions is at:

<a href="http://swankyplace.com/potcbugs/changelog_page.php" target="_blank">http://swankyplace.com/potcbugs/changelog_page.php</a>

No fixes since the posting of sept6th beta6 have been filed though, so the changelog is vastly out of date now. Maybe when pieter posts beta7, I will spend some time and go through the bug tracker and try to file all fixed issues as beta 7, and then we can leave all that confusion behind us <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Hi IncredibleHat! It's good to see you sailing these waters today. Thanks for all the work that you've put into the build. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=169159:date=Oct 29 2006, 06:21 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Oct 29 2006, 06:21 PM) [snapback]169159[/snapback]</div><div class='quotemain'><!--quotec-->
Black Bart: keep in mind, the update of september 6th was called Beta6, not to be confused with the official betas Pieter had released following (starting with Beta 1, and now currently a recent Beta 6).

This has caused some confusion.

The fix updates Hook and I posted were based off the Bug Tracker versioning for issues. I had been labeling all of Pieter's updates as 'beta' once he went to "Pre Build Mod 13" updates after "Post Build Mod 12".

The versioning was a requirement on the bug tracker, so I had filled in the blanks. A full list of fixes and progress on versions is at:

<a href="http://swankyplace.com/potcbugs/changelog_page.php" target="_blank">http://swankyplace.com/potcbugs/changelog_page.php</a>


<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks for the info - i thought the beta6 tag was probably coincidence, the dates of the respective files were different enough for me not to worry about it - oh and its great you'll be taking a look later as we get through some of the final hurdles <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=169159:date=Oct 29 2006, 06:21 PM:name=Peiter Boelen)--><div class='quotetop'>QUOTE(Peiter Boelen @ Oct 29 2006, 06:21 PM) [snapback]169159[/snapback]</div><div class='quotemain'><!--quotec-->
............
I'm keeping up-to-date with the forum for a bit right now. When I'm done, I'll get back to schoolwork. I need to finish a project which will be a lot of work. And next week I have a RADAR-training which will take quite a bit of effort as well........<!--QuoteEnd--></div><!--QuoteEEnd-->

That bit about RADAR reminded me of when i had hitched a ride on a ship(large cargo type) from singapore and at some point in my two week journey i was told to go to the bridge to find one of the crew. When i got there it was completely empty! And i was attracted to the green glow of the Radar scope - it was full of small green blobs, and it caused me to peer nervously out of the windows, i couldn't see anything as it was night time and rough stormy weather. But it was rather sombering thinking of this 12,000 tonne vessel charging through the pacific with all those blobs out there!

<b> Playtest build as thread title+BM13_beta6_update_6_9_2006:</b>

Note this overwrote the few fix files i had already included in the build(namely Decimal Money+Mass surrender fixes). I didn't change them back to the fixed state.

Quick observations:

1. Decimal money bug not seen, but i only tested 10 hireable officers, so i'm not sure it isnt in this version(it was in the previous 21 AUG 06 update).

2. no double char bug that i could see, tried lots of cheating at dice to find it as usual.

3. Video settings contrat/brightness does not work as in previous test build.

<b>BUGS+ISSUES etc:</b>

1. <b>(major?)GAMEPLAY BUG:</b> I think the surrender bug is present:

On leaving Oxbay(under portugese colours) there were two british ships that came under attack from the fort+french ships. After a few exchanges the largest surrenderd(log text info) and the fireing stopped. When looking through the spy glass its flag was white and the legend was surrendered. The other british ship, a sloop kept its british flag and didnt say it had surrenderd, but it didnt fire nor was fired upon; it just sailed away flying its british colours, which was strange?

I'll watch out for this kind of thing before applying the 'mass-surrender fix' and report for definate on this.

2. <b>(major)GAMEPLAY BUG:</b> Party officers dont use up ammo(JRH has made a fix for this, but i cant use it in this build version)

3. <b>(major)GAMEPLAY BUG:</b> Cant hire Beatrice or Blaze chars if you talk to them first before hireing.
 
<!--quoteo(post=169135:date=Oct 29 2006, 11:18 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 29 2006, 11:18 AM) [snapback]169135[/snapback]</div><div class='quotemain'><!--quotec-->
I am especially interested if you will or will not experience weirdness with the Oiseau quest. Some things with that quest were changed in this update. It was reported that this quest <i>was</i> passable in this update, but I'm not sure if the person to test it sank/captured the ship with or without the captain surrendering. I can imagine that this quest will work just fine if the captain does surrender.

......
<!--QuoteEnd--></div><!--QuoteEEnd-->

Aha! this really must be the first case of the "locked out" bug - not Sept 10 version as previously thought.

<b>Main bugs in this update verison: 06 sept 06</b>

1. Has 'starvation bug'
2. Has 'locked out bug' - tested in usual manner, sail to greenford with Osieau and let fort sink the french ship.
3. Has party officers dissapeer when visiting trade shop in Falaise de Fleur and exiting from that extended greenford section.
4. Has french officer teleports through extended Oxbay section bug(Pirate kk fixed this in later betas) when doing the "visit aunts daughters" section of the opening quest.

<b>Other bugs/issues cont:</b>

Update: still not seen decimal money bug - hired some moe officers, but i just cant see why it doesnt have this bug when the 21 Aug 06 + 10 sept 06 versions do?

4.<b>(major)Interface/Icons:</b> When using 'sail to' icon in the 3D sailing mode(while testing 'locked out bug'), the selection of land locations to sail to got messed up. As in you would only get the text description for the the first few locations then all the text would disapear and selecting your final destination got very tricky. I havent seen this before in any other version, but i rarely use 'sail to'.

OK as i've found the 'locked out bug' - which was my main reason for testing the 06 sept 06 update - it kind of means i'm bound to have difficulties following the main quest so i'm tempted to go with the latest beta6 and give that a run through(i know it has the locked out bug also, but i can get past that) and maybe test more of the main quest line? Or should i stick with the earlier pre-beta version(playing currently) and do the same for that? What is most useful for the programmer guys?
 
<!--quoteo(post=169171:date=Oct 29 2006, 01:57 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 29 2006, 01:57 PM) [snapback]169171[/snapback]</div><div class='quotemain'><!--quotec-->1. <b>(major?)GAMEPLAY BUG:</b> I think the surrender bug is present:

On leaving Oxbay(under portugese colours) there were two british ships that came under attack from the fort+french ships. After a few exchanges the largest surrenderd(log text info) and the fireing stopped. When looking through the spy glass its flag was white and the legend was surrendered. The other british ship, a sloop kept its british flag and didnt say it had surrenderd, but it didnt fire nor was fired upon; it just sailed away flying its british colours, which was strange?
<!--QuoteEnd--></div><!--QuoteEEnd-->
That is simply normal behavior. The other british ship most likely went into "flee" mode. When the AI gets set to that (randomly based on morale, power, luck etc), ships don't fire, they just keep trying to sail away from you as fast as they can.

<!--quoteo(post=169249:date=Oct 30 2006, 07:18 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 07:18 AM) [snapback]169249[/snapback]</div><div class='quotemain'><!--quotec-->2. Has 'locked out bug' - tested in usual manner, sail to greenford with Osieau and let fort sink the french ship.<!--QuoteEnd--></div><!--QuoteEEnd-->
I wish I knew what this was. Based off the code, if the ships dies (zero HP) then the quest should end. Somewhere the quests are not being checked while in sailing mode. That is what must be fixed for this bug (and most likely many other quests that require the death of a ship).

<!--quoteo(post=169249:date=Oct 30 2006, 07:18 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 07:18 AM) [snapback]169249[/snapback]</div><div class='quotemain'><!--quotec-->3. Has party officers dissapeer when visiting trade shop in Falaise de Fleur and exiting from that extended greenford section.<!--QuoteEnd--></div><!--QuoteEEnd-->
This 'bug' existed since day one in the original game. Extended oxbay simply uses the exact same location from FdF, and thus inherited the lack of officers. A few stores as well never let officers in as well. I never fixed this, as I am not the locations expert... pKK is.


<!--quoteo(post=169249:date=Oct 30 2006, 07:18 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 07:18 AM) [snapback]169249[/snapback]</div><div class='quotemain'><!--quotec-->Update: still not seen decimal money bug - hired some moe officers, but i just cant see why it doesnt have this bug when the 21 Aug 06 + 10 sept 06 versions do?<!--QuoteEnd--></div><!--QuoteEEnd-->
They may not have the bug out of sheer luck. At any time its converted to a float (or used as a float) it may show up with the decimal and extra zeros. I would venture a guess that some new code alters the hiring cost of officers using float methods, and randomness, or whatever. Then their gold gets goofed, and thus the 'sti()' must be added to all the interfaces when showing gold and wealth etc.


<!--quoteo(post=169249:date=Oct 30 2006, 07:18 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 30 2006, 07:18 AM) [snapback]169249[/snapback]</div><div class='quotemain'><!--quotec-->OK as i've found the 'locked out bug' - which was my main reason for testing the 06 sept 06 update - it kind of means i'm bound to have difficulties following the main quest so i'm tempted to go with the latest beta6 and give that a run through(i know it has the locked out bug also, but i can get past that) and maybe test more of the main quest line? Or should i stick with the earlier pre-beta version(playing currently) and do the same for that? What is most useful for the programmer guys?<!--QuoteEnd--></div><!--QuoteEEnd-->
Since many changes have occurred since sept 6th, I suggest gearing your efforts on making the 'current build' working. It is FAR less things to concern coders with to get it to a good state.

Simply put, what exists are just some elusive bugs that must be cleaned up in the current beta 6 (oct29). Trying to go ALLLLL the way back to sept6th, and start again from there, would be counter intuitive, even though sept6th was a really good working version.

Isolate the bugs in whats current.
Fix.
Post new update.
Isolate.
Fix...

Its the only way to progress. And using the bug tracker for this purpose, instead of mile long posts that get burried and lost, is a far better method for tackling important bugs and cleaning up the Build Mod.
 
Black Bart, do you know code?

If so, try this out for the 'locked out bug':

In file /PROGRAM/QUESTS/quests_reaction.c
Find:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // TIH --> two different ways to end this quest Aug31'06
        case "Story_Sink_Oiseau1":
            Pchar.quest.Story_Sink_Oiseau1.over = "yes";
            Pchar.quest.Story_Sink_Oiseau2.over = "yes";
            LAi_QuestDelay("Story_Sink_Oiseau", 0.0);
        break;
        case "Story_Sink_Oiseau2":
            Pchar.quest.Story_Sink_Oiseau1.over = "yes";
            Pchar.quest.Story_Sink_Oiseau2.over = "yes";
            LAi_QuestDelay("Story_Sink_Oiseau", 0.0);
        break;
        // TIH <--<!--c2--></div><!--ec2-->

And replace with:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        // TIH --> two different ways to end this quest Aug31'06
        case "Story_Sink_Oiseau1":
            LogIt("BOONE SHIP SUNK!");
            Pchar.quest.Story_Sink_Oiseau1.over = "yes";
            Pchar.quest.Story_Sink_Oiseau2.over = "yes";
            LAi_QuestDelay("Story_Sink_Oiseau", 0.0);
        break;
        case "Story_Sink_Oiseau2":
            LogIt("BOONE SHIP SUNK!");
            Pchar.quest.Story_Sink_Oiseau1.over = "yes";
            Pchar.quest.Story_Sink_Oiseau2.over = "yes";
            LAi_QuestDelay("Story_Sink_Oiseau", 0.0);
        break;
        // TIH <--<!--c2--></div><!--ec2-->

If this makes it say "BOONE SHIP SUNK!" when you (or a fort) sink boones ship, then something is wrong with the "LAi_QuestDelay" function call (meaning its not calling to actually finally complete the quest).

Let us know if this works or not for you. I cannot get into the game to try anything I come up with, I can only look at code.


EDIT:
Oh, wanted to also ask, when you get 'locked out', have you ever looked into your Quest Log to see if it marked the Virgile Boone quest as completed? If yes or no, that wil REALLY help with working on this situation.
 
I tested this bug myself and this what I found happened:
1) I took to Oiseau away from Falaise de Fleurs
2) Entered map sailing mode
3) Went back to 3D sailing mode at the open ocean
4) Fought the Oiseau and captured her - I did NOT get to speak to the captain; he must have died during the fight
5) I captured the ship
6) There was NO "quest update" sound and I could not enter into mapmode
7) I went to my captain's cabin and immediately heard the "quest update" sound
<img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> After returning to 3D sailing mode, I could enter the map again

It has been established that if this occurs while sailing near an island, that the "locked out" bug occurs.

The reason seems to be that the quest doesnt update until you get to a location where you can walk around with your characters. The quest does not update in 3D sailing mode for some reason.
 
The action of "ShipDead" calls the questscheck function. During this quest check, it should see that Virgile Boone's ShipHP is zero. Upon that, it will activate the quest completion primer, and the primer will then result in the finalization of the quest.

The code I posted above, is to even see if the primer is getting called properly like it SHOULD. If THAT isnt even being called, then something is conflicting with the root "ShipDead" function, to prevent it from actually sinking.

Now, if you BOARD the ship, the character dies at the end of ransack. This should also cause a event check for quests. At least, it does for half the ransack exit code if you assign an officer to the ship. The other half (if you dont assign/take the ship) calls "ShipDead" function... which itself should set the ship HP to zero, and then call the questcheck.

Now, if someone fooled around with that godaweful evil twin character junk, and the WRONG ship is being killed (IE, the ship of the twin, and NOT the actual virgile boone character), then the quest wont complete, because the ship that must die, must be the one of the character index of virgile boone, and only virgile boone (not any clones).

This one will take more work, with some trace lines to see exactly which character (original or twin or clone) is being used for the processing of ShipDead, or ShipTaken, etc.

Hmm.
 
The quest does complete, but for some reason it only completes after you go to your captain's cabin. It doesn't complete straight away. According to Black Bart, this bug was even in your latest fixpack. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

I know reiFukai reported that the quests did work in your fixpack, but it is possible that he got to talk to the captain after capturing the Oiseau and that the quest does update in that case.
 
<!--quoteo(post=169273:date=Oct 30 2006, 04:44 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Oct 30 2006, 04:44 PM) [snapback]169273[/snapback]</div><div class='quotemain'><!--quotec-->
.......

EDIT:
Oh, wanted to also ask, when you get 'locked out', have you ever looked into your Quest Log to see if it marked the Virgile Boone quest as completed? If yes or no, that wil REALLY help with working on this situation.
<!--QuoteEnd--></div><!--QuoteEEnd-->

As Pieter mentioned you dont get an update to the quest log(often shown as a little white feather thing above ships icon in bottom left of screen) unless you go to the captains cabin(which is a new feature). However using my normal method of dealing with this quest, sail to greenford fort and let it sink the Osieau for you, even if you go to the captains cabin and come back to the 3D sailing mode(to update your quest log) you wont be able to dock(no anchor icon appears). from this point on you will remain 'locked out' of docking in greenford.

You can travel to Redmond to complete the quest and get the next stage from the govenor(escort Albion+troops to greenford), but as you can no longer dock at greenford its not much use!

In stock potc and upto pre-build13(base)+21 Aug 06 update, the quest book always updated as soon as the Osieau was sunk/captured in the 3D sailing mode. After 06 sept 06 version this doesnt happen anymore+ can cause the locked out thing, unless you sink/capture the ship in the open sea. It seems to be an issue with being close to a land location for some reason???

This might also be related to i think it was nice1689 comments on finding himself unable to get the navigation map icon to leave one of the new islands? Certain circumstances are causing the normal icons to not show up where they normaly would.

Hope that helps.

As for knowing the code i'm not a coder i'm afraid, but am computer literate enough to try out that test code for you. I should have an answer sometime tomorrow.

I pre-guessed your replay(well it could have been either yours/Pieters/Hooks/Pirate_kk etc) and have started playing with the new beta6 - i think i have found enough decent evidence recently of which of the post pre-build13 updates/betas have introduced some of the more recent bugs seen, so yeah test the latest build is a good plan. Please feel free to suggest things i could do to help you all further in all this <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I have been putting most of the new bugs issues on the bug-tracker, but for a general blog/record of overall impressions on a specific build and its issues i find the forum easier to post more extensively as is needed sometimes. when i find and can confirm major new bugs i'll then enter it on the bug-traker for you guys to look at.

<!--quoteo(post=169273:date=Oct 30 2006, 04:44 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Oct 30 2006, 04:44 PM) [snapback]169273[/snapback]</div><div class='quotemain'><!--quotec-->
That is simply normal behavior. The other british ship most likely went into "flee" mode. When the AI gets set to that (randomly based on morale, power, luck etc), ships don't fire, they just keep trying to sail away from you as fast as they can.<!--QuoteEnd--></div><!--QuoteEEnd-->

Ref this surrenderd bug thing - well what specificaly happens(in beta6 also, i tested it earlier) is that the second british ship in the example i gave may be in flee mode, but is this meant to also effect the other ships it had been in combat with, specificaly the french invasion fleet at Oxbay+ the now french fort? They stopped fireing on all the british ships when the first surrendered - even if the second one hadn't given up/gone into flee mode.

I tested this a few times today in my beta6 build - without Hooks 'mass-surrender' fix(a nations.c file dated 17/10/06) all ships involved go 'passive' after one surrenders. With his fix the french ships+fort are still hostile and try to attack the remaining british ship, which once i saw engage and was sunk, and once i saw it run away. Its the effect on the french, previously hostile forces that is concerning me in the none-hook fixed version? Keeping them hostile untill each enemy ship is dealt with just feels more 'right'? Its a bit more exciting atleast <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
If this issue occurs in Beta 5 or 6:
Hook said that the "Update Group Leader" code that he wrote doesn't work properly and should be removed from the modpack. I forgot to actually do that though. Perhaps doing that will fix something?

I will remove this code from the next beta once I get to work on that. Sorry for this; I should have removed it straight away. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
Hey Hat <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Saw you did a lot of checking on the bugtracker. Great, with your project management knowledge and Pieters superhuman industry and dedication combined we may finally finish this build <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
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