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    Maelstrom New Horizons


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Pre Build 13 Modpack

:eek:uch!: <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Thats too uncomfortable to think about at this time on saturday morning...well ok early afternoon!

Still i can confirm that having the comments in means you dont get a complete surrender of a fleet once the lead ship gives up when they are all close together(as they often are say during a Pirate attack on a colony when you first go to sea from dock). Not so sure if it effects things when a fleet is further spread out.

Still i'm currently testing without those comments but as of now have yet to get an opportunity to test it again.

Hook had a good idea on adding some code to sort out the problem i think - a check to change the lead ship to the next in-line when the lead ship surrenders, and so on down the line.
 
I've got that line commented out and the problem still happens. But the situation Pieter described is how is should work anyway, I think. But the second ship won't surrender automatically, it has to pass a random number check before it can surrender.

That would make an interesting scenario. A bunch of ships who are very low on morale, but won't surrender because they all have friendly ships nearby. Force one of them to surrender (because you get close to him) and they all surrender, one by one as you sail down the line.

Hook
 
well it could be possible? it would be quite funny to see as well <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=166460:date=Oct 9 2006, 03:28 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 9 2006, 03:28 AM) [snapback]166460[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=166440:date=Oct 9 2006, 05:25 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Oct 9 2006, 05:25 AM) [snapback]166440[/snapback]</div><div class='quotemain'><!--quotec-->
playing beta 2+pieter's latest+pirat_kk fix I can't board any ship.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Not? I boarded at least a couple. Does anyone else have the same problem? :?
<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, me. Just tried to help some Portugueses being attacked by Pirates, and I couldn't board any ship - and the pirates wasn't boarding me either. I'm playing with beta 1, 2,and 3.
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>Build 13 Beta 4 Released</b><!--sizec--></span><!--/sizec-->
Beta 4 is now available. Get it <a href="http://www.s31clan.com/pietersmods/b13_beta4.zip" target="_blank">here</a> (24,6 MB). It should fix the twin characters bug on loading a savegame. When using your personal flag at the start of the game, you should not be blown out of the water anymore either. It might also solve some boarding-related issues, but I'm not sure, so this will need to be tested. A new font is now used and all characters like á è ç, etc. should display correctly again. Please give your comments on the current font.
 
I found the bug where when the fleet commander surrenders, the rest of the ships in the fleet go neutral!

Look in nations.c for SetCharacterRelation() and change it to this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void SetCharacterRelation(int iCharacterIndex1, int iCharacterIndex2, int iRelationType)
{
  if (iCharacterIndex1 < 0) return; // KK, LDH 14Oct06 removed test for iCharacterIndex2<0
  string sTemp1 = "" + iCharacterIndex2;
  Characters[iCharacterIndex1].relation.(sTemp1) = iRelationType;
}<!--c2--></div><!--ec2-->

This should fix the problem nicely. Let me know if you still have problems after changing this.

Hook
 
Excellent news Hook! I'll put that in and report back on it. This is to replace the code at lines 54-57?

+Thats with leaving the comments out of line 776 "if(HPr > 20 && fdist <= enemydistance) return;" isnt it?

hey Pieter - did you get time to add this in this new beta? Also the second part of Hooks fix for the double spawning char bug?(at the end of the 'Continuing bugs in new beta' thread)?

We also have Jack Rackman back to have a look at the ammo mod - so maybe we can get all these usefull fixes in the next beta? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Hoorray ! Another bug bites the dust <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Fantastic work Hook!!!!!! Many thanks from us all!


Rums'all'around!!!!!! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

H.M.M.
 
<!--quoteo(post=167514:date=Oct 14 2006, 06:35 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 14 2006, 06:35 PM) [snapback]167514[/snapback]</div><div class='quotemain'><!--quotec-->
+Thats with leaving the comments out of line 776 "if(HPr > 20 && fdist <= enemydistance) return;" isnt it?
<!--QuoteEnd--></div><!--QuoteEEnd-->
That line is disabled in Beta 4, but it can probably be enabled again. For all I know, it isn't actually causing trouble.

<!--quoteo(post=167514:date=Oct 14 2006, 06:35 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 14 2006, 06:35 PM) [snapback]167514[/snapback]</div><div class='quotemain'><!--quotec-->
hey Pieter - did you get time to add this in this new beta? Also the second part of Hooks fix for the double spawning char bug?(at the end of the 'Continuing bugs in new beta' thread)?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I did add Hook's fix for the double spawning characters bug. However, I did not add the fix Hook for the fleet going neutral when the fleet officer surrenders, because Hook posted the fix a few seconds after I had finished uploading Beta 4. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Build 13 Beta 5 Released</b></i><!--sizec--></span><!--/sizec-->
Beta 5 is now available. Get it <a href="http://www.s31clan.com/pietersmods/b13_beta5.zip" target="_blank">here</a> (24,6 MB). I think this version should fix just about all major bugs that were discovered previously, including the twin character generation, the ships going neutral when the leader surrenders and some more. All previously outcommented lines have been uncommented again, because it has been found that they did not cause the bugs that were being experienced. I think the most nagging bugs now are the quest-related ones. Unfortunately nobody is actually working at fixing the quests at the moment, so that could be a problem. Anyway: Everybody please test this update and notify me of the bugs you might encounter. ESPECIALLY the quest-related ones.

Please note: Nothing was changed in the ammo-department, so everything related to that is still not fixed. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Good day,
just a minor bug on beta 3 (didn't check if he had been removed in the beta 4 or 5...)

When I got to St Martin (fantastic, the land battles, by the way!), I talked to a french soldier in Marigot who discovered I was serving Holland and call the other guards. But then the game was stuck because I couldn't exit the dialog. I think there's missing something in the Marigot_patrol.c :

case "Exit_fight":
// PB: To prevent the fight from starting before the dialog is closed
PlaySound("VOICE\" + LanguageGetLanguage() + "\Eng_m_a_039.wav");
LAi_group_SetRelation(NPchar.chr_ai.group, LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
int hp = sti(PChar.rank)*10 + rand(100) + 50;
LAi_SetHP(NPchar, hp, hp); // for more variation and challenge
Ambush(SelectSoldierModelByNation(sti(npchar.nation), "Soldier"), 1+sti(pchar.skill.fencing), "enemy", "friend");
break;

I think there should be this added :

DialogExit();
Diag.CurrentNode = Diag.TempNode;


So, have this bug been already corrected?
 
Pieter, I have just started to look into ammo again. The status right now is: SPOILED. Have found 1/9 bugs so far. If anyone finds out something that could help, please let me know. JRH
 
To a simple virtual sailor: THANKS for that one! That would've been my mistake. I once changed the dialogs so that fights would not be started during the dialog anymore. Apparently I forgot to add the required exit code to my new exit_fight case as you found out. Again: Many thanks for catching that! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

To Jack Rackham: What help would you be needing?
 
<!--quoteo(post=167983:date=Oct 18 2006, 09:40 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 18 2006, 09:40 AM) [snapback]167983[/snapback]</div><div class='quotemain'><!--quotec-->
To a simple virtual sailor: THANKS for that one! That would've been my mistake. I once changed the dialogs so that fights would not be started during the dialog anymore. Apparently I forgot to add the required exit code to my new exit_fight case as you found out. Again: Many thanks for catching that! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Did you change Phillipsburg_patrol.c as well? There are no comments in there <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> , but the changes look similar and result in no fighting whatsoever.

I'll put a working version on the bugtracker, as this forum still doesn't accept fileuploads:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
The requested file upload failed because suitable permissions have not been enabled on the 'uploads' directory. Please contact the board administrator and inform them of this error.
<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Pieter, I´ve fixed some easy bugs 4(10) and plan to eat my way through it all. This will take time though.

As I´m no coder I may ask the forum concerning code I don´t understand, to speed up things.

Are we in a real hurry, you think?
 
<!--quoteo(post=167989:date=Oct 18 2006, 11:21 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 18 2006, 11:21 AM) [snapback]167989[/snapback]</div><div class='quotemain'><!--quotec-->
Did you change Phillipsburg_patrol.c as well? There are no comments in there <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> , but the changes look similar and result in no fighting whatsoever.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know if <i>a simple virtual sailor</i> changed it there as well, but I know I did. It should work now. I hope. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

To Jack Rackham: Great! Thanks for working on this! We aren't in a real hurry. I would've liked to have released Build 13 before now, but I suppose we should simply wait until all important bugs are fixed. The bugs I know that are left are mostly ammo mod bugs and quest-related bugs. The ammo mod bugs are worked on by you. But nobody is working on the quest-related ones and we do need those fixed as well.
 
Just what are the ammo bugs? I think I've found some of them. I can never buy grapeshot for the blunderbuss or musket balls for the musket individually. I did discover a workaround, in that you can have the merchant restock your ammo supplies aboard ship. Then, you can go aboard to the captain's cabin, and transfer grapeshot, musket balls etc from the boarding chest to your personal inventory, and then from there to your officers' inventories.
That is kind of a pain in the butt though. I hope Jack Rackham is able to fix the ammo bugs! I don't know how to fix the bugs, but I can report on them as I find them...
 
The worst bug is that boarding crewmembers do not use their guns if ammo mod is on. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Second worst is the buy situation, it´s possible to buy (at least bullets) by a fast doubleclick on "buy".

More bugs: the restock on ships not quite allright.

There is a ghost gunpowder showing up now & then in your inventory, it shows up when opening your items, itemsbox or so I´ve heard when exchanging items with officers. I´ll try to fix this one now.

I have fixed some of the other minor bugs so far. If anyone wants to go for these bugs, I ´ll report my testing results & share my changed files so far.
 
I did not know that crewmembers won't use their guns with the ammo mod! Hmm, I hope you can fix these Jack. If they can't be fixed then I'll be wanting to disable ammo; too much aggravation... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
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