• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

You've got to admit those bottles in that picture look like they could be 7-Up, right? We need red bottles for it to be coke. Just beats me why that guy falls over from drinking 7-Up. Too much carbon-dioxide, I suppose... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
It was the force of his belch! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Pieter, you <i>must</i> know we all appreciate the work you're doing for this modpack & Build... Nathan would be the first to admit that the Build is not "his" anymore than the Build might be yours or mine. Lass is right, this is a TEAM EFFORT, and always has been. That's the whole spirit of what goes on here - our combined talents make the Build GREAT.

We all deserve a tot of our drink of choice for our dedication to such an insanely strange and unusual project! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" /> <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" />
 
<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" />

Hear, hear! I second that! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Of course, I am not strange at all*... No, no... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />


* <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> Ooo, that was such a tarradiddle! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />


"Use the Belch, Lucas! Use the Belch..." <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Arrr, it's the Proud Organization of Pirate Teetotalers! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
---
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm just afraid I'm doing half Nathan's job by putting that modpack together, because he used to put the Builds together and that's how it should stay in the end.<!--QuoteEnd--></div><!--QuoteEEnd-->
And:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm not dodging anything; I'm just not wanting to take over Nathan's work, because he wants to do it. But I also want to try and help around here, so...<!--QuoteEnd--></div><!--QuoteEEnd-->

Ah, Pieter. That is /very/ kind and considerate of you indeed, and I thank you for it. But it's neither correct of the situation of the build, of me in it, nor perhaps are you really recognizant of your own talents in doing the job.

Let me address this in sections if I may (Cat and Lass already have some already too <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ), and in reverse order.

First, I echo Lass and Cat--you're doing a terrific job on an important & difficult job. You must think nothing else on that score. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

But it's certainly not something I feel is 'my territory'--in fact, it's a job I started doing simply because no one else was, and frankly it's a job that I'm more than happy /not/ to be doing.
Now, if you also would rather be doing other things, I can get back to doing it, or we can take turns--but believe you me, no one is happier than I that you're doing it! <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" />

Now, that's me personally; but absolutely separate (though in addition to) that, the build is as Lass & Cat say a community project and a team project.
So no matter what I'm saying above, it's not up to me at all, and it never should be. It's a team project, a team effort--and these things are decided by whether the person doing it wants to do it, supported when yes and understood and not pressured when no by <i>the team entire</i>.

So as I say above--if you'd rather be working more on your own mods than merging others'--and yours, there are yours as well in this pack <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />--that's certainly fine. Don't take this as pressure to continue if you're not enjoyiong this!

But if you /do/ enjoy doing this merging and tracking, know you're doing a job no less treasured or important than any other in this team, a job we'd--certainly I'd!--love for you to continue. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

{And lastly, just to be clear. I trust it's clear that by constantly reiterating 'only if you want' it's /not/ that I '[do] protest too much'--this is not an overpolite way of saying I do want it back. This is solely because I know what it was like when I was doing it, and I don't wish that on anyone who doesn't want it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.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" /> Pieter, <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 like the new mod pack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I've been testing it out for you today and have found some issues.

Just to clarify, it was on a virgin clean build, a clean build 12 and the latest POTCMod pack and update from your link. I also used the Storm start and started on Conciao, i get board of the original Start. (Would be nice to have the skin choice as in the original start though.)

Well here goes <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

None of the land based audio dialogs are working. The texts are fine but the audio is missing.

There is an extra full stop in the numerical separators in the shipyards. instead of a , separtaing for the 1,000 units it's ".,"

I captured a Xbec CT and got the knipple bug. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> (sounds painfull) There was 1500+ knipples on board that couldn't be transfered, discarded or sold. Also couldn't load them in the guns. They didn't take up cargo space though. I needed to buy an equal ampount to get around the bug. Also when capturing other ships when the bug was still active all the other ships had 3k+ of knipples and the same problem.

There is a problem with inventory items showing up in your inventory but you cant sell them anywhere. Some of it was bought and some of it was looted. it's really strange, things like the stinkpots etc i started with I can't sell but i can sell the swaord and Glass I started with.

There is now 3 options for the Ransom menu, but there is never any gold for the ransom it is always on 0.

Also the flags aren't changing on the prize ships I take so when i try and enter a harbour to anchor the fort fires on them. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> Is it possible to put Stern flags on the ships? If so you could then put your flag above the captured flag as they really used to do <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> That'd be cool.

Also the Broadside Arcs of fire are way too narrow. They are ok for the Bow chasers and stern chasers, but they should be approx 120 degrees ish. This is because the guns could be hand spiked in an arc through the port. This angle varied for the size of the port and the sixe of the gun but on average a gun could obtain a 90 degree arc of fire from its port and with the length of the ships gun deck this gave the 120 degree field of fire. Also the caronades are simulated incorrectly. They were the CWIS of thier day. They were only used at extrelely close range as they were very heavy Claibers and they could be arced for 170 degrees as they had no wheels but were on rotationg carriages. The HMS Victiry carried 64lb carronades both on the Poop, Quarter and Forcastle decks.

The last thing is I have the defense ability but when on the ship pressing c makes me drink a potion. Very nice for me but bad for the ship <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Sorry it's a long list I'll see if I can play around with the gun settings and I'll send you the config files for it.

Great job getting it altogether though <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> . it makes it far more realistic. Al we need now is a damage area engine for areas like the rudder being shot away etc, and we'll be sorted. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
The new skins are excellent and you've managed to make it so much easier to install, keep up the good work it is very much appreciated. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

So it's late and i'm off to me cabin stay safe out there and may all your seems be tight.

BB <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" />
 
<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->...Would be nice to have the skin choice as in the original start though.
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I reckon that can be easily changed. I will do that soon (if I remember). You're quite right that this should be changed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->None of the land based audio dialogs are working. The texts are fine but the audio is missing.
<div align="right">[snapback]119428[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
In your main PotC folder, there should be a RunMe.bat file. Run that and see if that solves this bug. It sounds like your files haven't been delocalized yet and this file will fix that. Do you have a non-US PotC version?

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->There is an extra full stop in the numerical separators in the shipyards. instead of a , separtaing for the 1,000 units it's ".,"
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I checked this out and you are indeed quite right. For the ships you can buy, the prices look like 1.,000. Beats me how that happened. Should be easy to be fixed though; I just don't know how, because I don't know where the approprate code is. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->I captured a Xbec CT and got the knipple bug.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />  (sounds painfull) There was 1500+ knipples on board that couldn't be transfered, discarded or sold. Also couldn't load them in the guns. They didn't take up cargo space though. I needed to buy an equal ampount to get around the bug. Also when capturing other ships when the bug was still active all the other ships had 3k+ of knipples and the same problem.
<div align="right">[snapback]119428[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Hmm. Sounds strange. If I remember correctly, this bug was fixed by Nathan. Not quite sure though. Be sure to see if this bug is still in the next modpack version.

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->There is a problem with inventory items showing up in your inventory but you cant sell them anywhere. Some of it was bought and some of it was looted. it's really strange, things like the stinkpots etc i started with I can't sell but i can sell the swaord and Glass I started with.
<div align="right">[snapback]119428[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
The SWAK weapons (Special Weapons Assembly Kit), such as the Grenade, Sandbag, Cobblestone, Thief's knife, Poisoned Throwingknife, Blunderbuss, Stinkpot, Borgiablade and Etherbottle all can't be bought or sold; you can only find, keep and use them. The same goes for your fists (naturally), with the only difference that you shouldn't be able to find them either. You should just get them at the start of the game and never get more of them or lose them.

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->There is now 3 options for the Ransom menu, but there is never any gold for the ransom it is always on 0.
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A new feature in the modpack is that you can't ransom prisoners at sea, only release them there or execute them. Releasing them will improve your reputation, executing will decrease your reputation, but will give you skill points. If you are on land, you can ransom the prisoner for money. Or at least, that is the idea. You can change the settings from this in the BuildSettings.h file in your PROGRAM folder.

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also the flags aren't changing on the prize ships I take so when i try and enter a harbour to anchor the fort fires on them. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />  Is it possible to put Stern flags on the ships? If so you could then put your flag above the captured flag as they really used to do <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> That'd be cool.
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What the HECK? That's not supposed to happen. NATHAN!!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also the Broadside Arcs of fire are way too narrow. They are ok for the Bow chasers and stern chasers, but they should be approx 120 degrees ish. This is because the guns could be hand spiked in an arc through the port. This angle varied for the size of the port and the sixe of the gun but on average a gun could obtain a 90 degree arc of fire from its port and with the length of the ships gun deck this gave the 120 degree field of fire. Also the caronades are simulated incorrectly. They were the CWIS of thier day. They were only used at extrelely close range as they were very heavy Claibers and they could be arced for 170 degrees as they had no wheels but were on rotationg carriages. The HMS Victiry carried 64lb carronades both on the Poop, Quarter and Forcastle decks.
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Yeah. I noticed that in the new modpack as well; the arcs have become real small. I don't know how to change this though, even though I would like to. It's supposed to be more realistic this way... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->The last thing is I have the defense ability but when on the ship pressing c makes me drink a potion. Very nice for me but bad for the ship  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
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And that's not supposed to happen either. You should execute a firedrill. What does it say on the screen if you press the C button? If you don't have the Defense Ability, it should say that you don't have it and if you do have it, the firedrill should be executed. Were you sailing in first or third person perspective? Maybe that would make a difference? I executed a firedrill properly about an hour ago in the game, so it should work fine. More-or-less anyway... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Thanks for the testing! Greatly appreciated. I hope we can fix these bugs soon. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--QuoteBegin-Pieter Boelen+Jun 28 2005, 12:31 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 28 2005, 12:31 PM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->...Would be nice to have the skin choice as in the original start though.
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I reckon that can be easily changed. I will do that soon (if I remember). You're quite right that this should be changed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->None of the land based audio dialogs are working. The texts are fine but the audio is missing.
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In your main PotC folder, there should be a RunMe.bat file. Run that and see if that solves this bug. It sounds like your files haven't been delocalized yet and this file will fix that. Do you have a non-US PotC version?

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->There is an extra full stop in the numerical separators in the shipyards. instead of a , separtaing for the 1,000 units it's ".,"
<div align="right">[snapback]119428[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I checked this out and you are indeed quite right. For the ships you can buy, the prices look like 1.,000. Beats me how that happened. Should be easy to be fixed though; I just don't know how, because I don't know where the approprate code is. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->I captured a Xbec CT and got the knipple bug.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />  (sounds painfull) There was 1500+ knipples on board that couldn't be transfered, discarded or sold. Also couldn't load them in the guns. They didn't take up cargo space though. I needed to buy an equal ampount to get around the bug. Also when capturing other ships when the bug was still active all the other ships had 3k+ of knipples and the same problem.
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Hmm. Sounds strange. If I remember correctly, this bug was fixed by Nathan. Not quite sure though. Be sure to see if this bug is still in the next modpack version.

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->There is a problem with inventory items showing up in your inventory but you cant sell them anywhere. Some of it was bought and some of it was looted. it's really strange, things like the stinkpots etc i started with I can't sell but i can sell the swaord and Glass I started with.
<div align="right">[snapback]119428[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
The SWAK weapons (Special Weapons Assembly Kit), such as the Grenade, Sandbag, Cobblestone, Thief's knife, Poisoned Throwingknife, Blunderbuss, Stinkpot, Borgiablade and Etherbottle all can't be bought or sold; you can only find, keep and use them. The same goes for your fists (naturally), with the only difference that you shouldn't be able to find them either. You should just get them at the start of the game and never get more of them or lose them.

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->There is now 3 options for the Ransom menu, but there is never any gold for the ransom it is always on 0.
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A new feature in the modpack is that you can't ransom prisoners at sea, only release them there or execute them. Releasing them will improve your reputation, executing will decrease your reputation, but will give you skill points. If you are on land, you can ransom the prisoner for money. Or at least, that is the idea. You can change the settings from this in the BuildSettings.h file in your PROGRAM folder.

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also the flags aren't changing on the prize ships I take so when i try and enter a harbour to anchor the fort fires on them. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />  Is it possible to put Stern flags on the ships? If so you could then put your flag above the captured flag as they really used to do <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> That'd be cool.
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What the HECK? That's not supposed to happen. NATHAN!!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->Also the Broadside Arcs of fire are way too narrow. They are ok for the Bow chasers and stern chasers, but they should be approx 120 degrees ish. This is because the guns could be hand spiked in an arc through the port. This angle varied for the size of the port and the sixe of the gun but on average a gun could obtain a 90 degree arc of fire from its port and with the length of the ships gun deck this gave the 120 degree field of fire. Also the caronades are simulated incorrectly. They were the CWIS of thier day. They were only used at extrelely close range as they were very heavy Claibers and they could be arced for 170 degrees as they had no wheels but were on rotationg carriages. The HMS Victiry carried 64lb carronades both on the Poop, Quarter and Forcastle decks.
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Yeah. I noticed that in the new modpack as well; the arcs have become real small. I don't know how to change this though, even though I would like to. It's supposed to be more realistic this way... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 02:19 AM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 02:19 AM)</div><div class='quotemain'><!--QuoteEBegin-->The last thing is I have the defense ability but when on the ship pressing c makes me drink a potion. Very nice for me but bad for the ship  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
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And that's not supposed to happen either. You should execute a firedrill. What does it say on the screen if you press the C button? If you don't have the Defense Ability, it should say that you don't have it and if you do have it, the firedrill should be executed. Were you sailing in first or third person perspective? Maybe that would make a difference? I executed a firedrill properly about an hour ago in the game, so it should work fine. More-or-less anyway... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Thanks for the testing! Greatly appreciated. I hope we can fix these bugs soon. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

No problems mate. My fault forgot to run the Runme.bat file.

i could sell the new weapon items on the last modpack you did, but not this one.

To fix the cannon arc problem there is a variable in the build.h file that uses a scalar to change "Elevation". However it doen't. It changes the deflection arc of the guns. The elevation reamins constant with the new cannons implemented.

The problem with the prisoners was on land in a tavern where I set the ransom place. The ransom only at home island is off too. I still showed 0 gold to ransom the prisoners

I reinstalled with out the update and I still get the problem with the fire drill. I have the Basic Ship defence skill and it says "drunk small potion" when I press c,

I'll play it for the rest of the day and see what happens.

Speak with you soon. <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" />
 
<!--QuoteBegin-Beastie boy+Jun 28 2005, 03:46 PM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 03:46 PM)</div><div class='quotemain'><!--QuoteEBegin-->i could sell the new weapon items on the last modpack you did, but not this one.
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Hmm. That's strange. The only thing I can come up with is that Nathan's most recent itemtrading changes have caused you to not be able to sell them. I also remember being able to sell them. Strange. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

<!--QuoteBegin-Beastie boy+Jun 28 2005, 03:46 PM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 03:46 PM)</div><div class='quotemain'><!--QuoteEBegin-->To fix the cannon arc problem there is a variable in the build.h file that uses a scalar to change "Elevation". However it doen't. It changes the deflection arc of the guns. The elevation reamins constant with the new cannons implemented.<div align="right">[snapback]119530[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
The elevation should be how high the cannons can point. Is that what you want changed?

<!--QuoteBegin-Beastie boy+Jun 28 2005, 03:46 PM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 03:46 PM)</div><div class='quotemain'><!--QuoteEBegin-->The problem with the prisoners was on land in a tavern where I set the ransom place. The ransom only at home island is off too. I still showed 0 gold to ransom the prisoners<div align="right">[snapback]119530[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I'll try this out myself; that shouldn't happen.

<!--QuoteBegin-Beastie boy+Jun 28 2005, 03:46 PM--><div class='quotetop'>QUOTE(Beastie boy @ Jun 28 2005, 03:46 PM)</div><div class='quotemain'><!--QuoteEBegin-->I reinstalled with out the update and I still get the problem with the fire drill. I have the Basic Ship defence skill and it says "drunk small potion" when I press c,<div align="right">[snapback]119530[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
And nor should this. Will try that too.

I have a new update here, waiting to be uploaded. There should be a bunch of bugfixes in there; I just don't know which ones. I have changed Malcolm's dialog at the start a bit, so there are two extra options:
1) Skip Malcolm's storm-talk and go straight to the clothes-choosing
2) Run the stormy start after the clothes choosing
Woops. Come to think of it, the second option might not do much useful yet. Must go and check that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
<span style='color:red'>Edit:</span> I was right. You'd get yourself some other clothes, then when you end up on some beach, you're back at the default clothes. I now put a model-check in there and if you changed your model, you will keep that change. Seems to work fine now. <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" />
 
If you were using the most recent modpack (updated last Sunday or so), then you can now go to the page in my signature, download the update and extract it on top. I suppose you'll need to start a new game then, but that will enable you to test my edits in Malcolm's dialog.

I'm currently in the process of uploading the full modpack, but that'll take some more time, because it's a larger file. I'll notify you when that one is up too. <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" />

New stuff in the modpack: Some bugfixes and new features by Nathan Kell. Nothing all too major, but it should solve some annoying bugs. The tailor's shops still don't work though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
To Beasty Boy: I've just been testing the game for a bit and haven't encountered the ransom and firedrill bug you mentioned. I tried to execute a firedrill both with and without having the required ability and when I didn't have the ability, my crew would tell me they don't know what it is; when I did have the ability, they'd properly execute the drill. Beats me why it causes trouble for you then; seems to be working for me. Same for the ransom: When I opened the ransom screen at sea, the ransom option was black, but it did have a price stated. Then when I reached port, I could press the button and I received the money. So that's also working fine. Quite weird that it doesn't work for you. If you try the new modpack and start a new game, please tell me if you are experiencing the same bugs still.
 
The full modpack has been updated now too. Hope it works. Enjoy! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Bugs found:
- Loot the dead: "You got a dagger and a dagger and 435 gold" when the enemy had a dagger and a gun
- When walking through the Oxbay sewers (dungeon):
> Very many enemies without weapons (found six of them in one go)
> You end up with ridiculous amounts of badly worn dagger (when I went to sell them, I had thirty at least). Same for sabers.
 
<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" /> Wow, Pieter, you're doing a LOT of work! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

I think the "realistic cannons" can be changed in BuildSettings.h -
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define USE_REAL_CANNONS  1  // set to 0 to use old cannons, 1 to use KnowNothingBozo's new cannon code.
#define CANNON_RANGE_SCALAR  1.0      // SET TO 1.0 IF USING REAL CANNONS! set to 2.0 for build 9 or earlier cannon range.
#define FIRE_ANGLE_SCALAR  1.0  // SET TO 1.0 IF USING REAL CANNONS! scalar to how high/low your guns can point (aka elevation). This is multiplied by the build default (30 degrees) to get the final number. Set to 2.0 for stock POTC<!--c2--></div><!--ec2-->
The first line will switch back to the "default" cannons, the others can also be set as well. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Wow, yup, tons of work from you there, Pieter! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> I will try to find the time to do some more testing... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
., problem.
Sounds like a language problem where both US (,) and Euro (.) thousand-separators are being added. Will check.
Chainshot bug was fixed in my local code but not sent to Pieter until yesterday, so it wasn't in the modpack until this latest upload. Sorry 'bout that.

The item.skiptrade property was not handled correctly before the itemtrading mod; previous to IT, it was only for skipping merchants' stocking the item, not whether you could sell it. Now it is handled correctly (skips any trade at all in the item). CCC asked me to leave them on skiptrade until he implemented an underworld merchant; but if it bugs you you can just go through inititems.c and change the skiptrade=true to skiptrade=false for all SWAK items.
(Since IT was added only very recently to the modpack, that explains the different functioning.)

BB: Thanks for the headsup re: swapping of elevation & azimuth. Will get to bottom of it (that is, farside--you want azimuth not elevation <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />).

Re: models in tut. Was pchar.model not being set properly in the changeclothes nodes? (It used the old changeclothes methods, not calls to AppMod_SetModel() )

Sorry, totally forgot about tailors. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--QuoteBegin-NathanKell+Jun 28 2005, 10:08 PM--><div class='quotetop'>QUOTE(NathanKell @ Jun 28 2005, 10:08 PM)</div><div class='quotemain'><!--QuoteEBegin-->., problem.
Sounds like a language problem where both US (,) and Euro (.) thousand-separators are being added. Will check.
Chainshot bug was fixed in my local code but not sent to Pieter until yesterday, so it wasn't in the modpack until this latest upload. Sorry 'bout that.

The item.skiptrade property was not handled correctly before the itemtrading mod; previous to IT, it was only for skipping merchants' stocking the item, not whether you could sell it. Now it is handled correctly (skips any trade at all in the item). CCC asked me to leave them on skiptrade until he implemented an underworld merchant; but if it bugs you you can just go through inititems.c and change the skiptrade=true to skiptrade=false for all SWAK items.
(Since IT was added only very recently to the modpack, that explains the different functioning.)

BB: Thanks for the headsup re: swapping of elevation & azimuth. Will get to bottom of it (that is, farside--you want azimuth not elevation <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />).

Re: models in tut. Was pchar.model not being set properly in the changeclothes nodes? (It used the old changeclothes methods, not calls to AppMod_SetModel() )

Sorry, totally forgot about tailors. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
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<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> All,

No problems Nathan. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

The Elevation is fine, although it make laying the guns far more difficult at long range. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

The problem is with the broadside arcs. You're right the Azimuths for the guns aren't correct. I set the elevation angle modifier to 5 and it gives a reasonable arc now. It just isn't realisitc to have a 15- 30 degree arc of fire for a broad side.The guns still seem to elevate to the same level though. It's a really fine line from the red recticle to a yellow one. its almost impossible to elevate the guns enough to hit the T'Gallant even on the smaller ships like Brigs. Goning to be even harder on a rated ship or a line ship. Will give it a try tonight. i'm about to re-install and use Pieter's lateset mod pack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

The thing that is really getting me is the weather. it does change at sea sometimes very quickly but most of the time with warning. It would be better to model a gradual shift in the wind directions and speed. Also the sea doesn't run right with the wind speed. mostly it's far too choppy. I just turn it off right now until it gets fixed to a gradual change.

Thanks for all the hard work again Pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> , you really turn thing around fast.

Stay safe all.

BB <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" />
 
Re: guns. I'll add in a multiplier for the other too, then you can tweak to taste.
Re: weather. Sadly STORM doesn't (SFAIK) support gradual weather transitions (in terms of graphics). However, with code we can probably do that for wind.
For sea state, you'd probably want to talk to mithrandir (who doesn't seem to be around much, sadly) who did all the weather and sea work.
 
<!--QuoteBegin-Thomas the Terror+Jun 28 2005, 05:59 PM--><div class='quotetop'>QUOTE(Thomas the Terror @ Jun 28 2005, 05:59 PM)</div><div class='quotemain'><!--QuoteEBegin-->what is build 12 is it build 12.1 or....
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Build 12, Build 12.1; it's all the same. Actually Build 12.0 did also exist, but now everybody uses Build 12.1 (the default installations are also 12.1), so if we say 12, we mean 12.1 . <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--QuoteBegin-NathanKell+Jun 28 2005, 11:08 PM--><div class='quotetop'>QUOTE(NathanKell @ Jun 28 2005, 11:08 PM)</div><div class='quotemain'><!--QuoteEBegin-->Re: models in tut. Was pchar.model not being set properly in the changeclothes nodes? (It used the old changeclothes methods, not calls to AppMod_SetModel() )
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No. Everything was working fine, but if you do a stormy start, usually you do it when you're still in the bathrobe, so CCC made it so that you would be set to the Blaze model. Then I added the little mod where you can change you clothes before doing a stormy start and that was also working fine. Only when you would do the stormy start then, you would be set to the Blaze skin anyway, so you'd lose the clothes you just chose. So I added a model-check to the stormy start so you'd keep your new clothes and that seems to work fine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Note to everybody: Nathan's doing the major amount of work; I just merge it in and upload the update. So congratulations go to <i>Nathan</i>. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

A new version will be uploaded soon today. Several bugs were fixed, including the tailor's shop bug (partly). To talk to a tailor, you need to press enter; pressing space will still teleport you back outside.
<span style='color:red'>Edit:</span> The update is updated. I won't be updating the main file today.
 
Cheers to Nathan! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> Hoorah! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" />

(thank you too, Pieter!) <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" />
 
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