• 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!

PotC Build 12 Release Announcement

You only need to run RunMe.bat once.
If you used my full installer file, you shouldn't need to first install Build 11. The Build12.exe and Build12 update.exe in the updates folder from my installer are the official Build 12 installator file and the update file. I put them in there to make sure you would be able to update with my installer.
 
aye fred bob, been a bit busy pillaging merchant ships at the mo (a.k.a studdying for exams <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> !) Pieter Boelen, downloaded the full version of the build - worked a treat, dunno wot the problem was but who cares, it runs now ! Thanks for that.
 
A few things I noticed yesterday while playing for earnest the first time with B12:
- The status bars in sailing mode are blank, even if I´ve got full points (crew, sail, hull). No problem, as soon as I get hit, they show the damage done correctly.
- When I capture ships I can still take the whole crew of the captured vessel. Flipping through the files, I´ve read comments suggesting that only part of the crew might want to join me, and I can either take or refuse them, and take the others (or all, if I refuse the volunteers) as slaves or kill them. Is that function still a work in progress or do I need to tweak it in the Buildsettings (though I´ve found no entry for that)? Right now, I´m playing as journeyman (if that´s of importance)
- As moving goods now takes time (which I very much like, though I consider half an hour a _bit_ too long, but that can be tweaked), it takes forever to move ammunition from captured vessels. Is it possible that the `time-scaling` function for this feature ignores the fact that ammo is moved in `20-unit` blocks?
- Much related with the point above: Does it make sense that the crew consumes food and rum while in habour?
 
That status bar issue is known, and I think NathanKell was working on a fix when he got really busy with "real life"...

The crew surrender mod is a work in progress, although I am unsure who might be working on it. Perhaps CCC?

I usually disable that time mod for transferring goods; I don't mind the time passing, but I really hate it when I have to go to the tavern to spend a night before I can go complete my transactions at the shipyard and then leave. Perhaps you are right, some kind of adjustment needs to be made in allowance for all that ammo...

And I agree with you on the crew in port still consuming food on the ship. It does not make sense. That should be disabled somehow - and maybe something should be set up so that when you land at a port, somehow your crew being ashore adds to the economy in a positive manner - impacting your "known as" reputation too, perhaps...
 
And your rep, hee hee -- "We caught your crewman, Jemmy Ducks, trying to get `familiars-like` wif the farmer's daughter, captain..."

And then you should divide the plunder at the start of your stay in town, and give the lads a week or so to enjoy themselves, and maybe we could take that time out of the "days at sea" count, to lessen the impact on morale.
 
Maybe there should be a function to add some time when you divide the plunder like in Pirates!, that should help as well with the moral status after dividing the plunder (unless one day passes, the moral status remains the same as before). Of course, in *this* case, we´d really have to do something about consumption while in port.
 
Good thought. The morale SHOULD go up after you divide the plunder - at least for a bit, anyhow...

I like having my men on my ship at full food and double rum rations. They're happy, they have a drunken brawl once in a while, and they fight like demons... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
After you divide the plunder the moral DOES go up, as soon as the day passes (at least, I´ve yet never had so few plunder that my men were unhappy about it). In the current version, now you have either to go to the tavern and stay a few days, have your ship repaired (that´s a clever thing to do, time passes in harbour and the crew doesn´t mind the rreduced money as much as one would if you repair the ship before dividing the plunder) or do some big purchases at the merchant, so that time passes. Or, of course, you can put out to sea, then morale starts to rise as well with the passage of a few days. Something better would be indeed a function that a couple of days pass and your ship gets automatically repaired and provisioned (the provisions would have to be for maximum crew, not current, as it is in the `Auto-Buy` function).
Arr, so much to do and so little knowledge...
Sad thing the coders like NK aren´t much around any more.
 
No worries Grimm,NK jest busy wid real life,he will be back when he gets a chance <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" />
 
I think he's been doing things that have kept him from his computer, or he'd be here a bit more... But I think he will be back... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <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" />
 
Back
Top