• New Horizons on Maelstrom
    Maelstrom New Horizons


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Pre Build 13 Modpack

Yep, downloaded the 2/7/06 update which appears to be a full update, and I'm assuming superceeds the 28/6/06.

Thanks Pieter, <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->This is a program made by Inez Dias. It doesn't seem to work entirely right yet.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks Pieter.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Boatswain, first mate and navigator are now default for three officer slots, so you won't need to open the passengers screen every time you hire a new officer. You still can manually change it though.<!--QuoteEnd--></div><!--QuoteEEnd-->

I am sorry but I don't understand this. What are you talking about?
 
Long John Silver & Souive!
Please STAY! This forum is NOT gonna be a better place if you´re leaving! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--coloro:#006600--><span style="color:#006600"><!--/coloro-->Ahoy all. I haven't played for a while but with the movie on the horizon it peaked my interest to play again.
I downloaded <b>the</b> latest mod and there are sooooooooo many new additions. They are GREAT!!!

So far 2 small glitchs to tell about: I started a new game 6-8 times (yes on purpose) and out of those times only 2 did I get the leather and chocolate to sell. The other times I got random stuff (silk/clothing etc). Thus that "quest" is not checked as done.

As was instructed I went in and changed <i><b>some</b></i> of the games settings, mainly the character name. When I got to land and was addressed by the locals, or gave my name all I got was Captain . <!--colorc--></span><!--/colorc-->
 
The game has changed so that you get random goods to sell. If you sell these goods, the quest is marked as completed, even if the goods aren't chocolate and leather.

The following table shows the average sell price of each tradable good (not contraband) at Oxbay, adjusted for import/export status. Notice how little Leather is worth. If you get silk and clothing, you're still doing pretty good. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I've gotten Sailcloth a few times.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
Chocolate  79
Gold       75
Silk       68
Cinnamon   60
Mahogany   60
Silver     53
Sandal     38
Wine       38
Linen      30
Clothing   30
Fruit      30
Sugar      23
Tobacco    23
Copra      23
Leather    23
Cotton     23
Oil        19
Sailcloth  17
Planks     15
Wheat      15
Rum        11
Ale        11
<!--c2--></div><!--ec2-->

Hook
 
Pirate KK is working on this. The cause is that when you started the game, it had default selected the "Red" flag (which I think is some, personal nation flag). This causes the player start location to change, however if you play the tutorial, it breaks because it puts you in Oxbay, when your ship is elsewhere (ever turn around and notice your ship isnt in the habor?).

Nasty bug. If you select the English flag, then the tutorial seems to work just fine. Although I seem to get Leather and Sailcloth instead of Chocolate ... EDIT: Oh... well hook just explained that <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=153975:date=Jul 6 2006, 04:56 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 6 2006, 04:56 PM) [snapback]153975[/snapback]</div><div class='quotemain'><!--quotec-->
- The sell loot button won't sell skill-enhancing items anymore. You can also let it sell blades you might not want by enabling it in BuildSettings.h.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Hmm... Maybe I misunderstand. But there's no BuildSettings.h in the update pack. Which setting would that be then? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

EDIT: Sorry. It's there. Maybe I'm the one, that's going insane...
 
Here some statements after playing first island with the last update:

<b>Tutorial:</b>
Tutorial is seriously broken, when you start with Nathaniel Nation: There's a lot of switches, where to go (island, tavern, store, shipyard, etc.) in tutorial, depending on which nation you are. In most cases the node for NATHANIEL_NATION is missing.

I started fixing it, but it's rather hard. Now I succeeded at least to get to the port, but I'm reloaded somewhere out in sea, not able to move. Have to figure out, which reload locator to use.

<b>Stormy Start:</b>
This issue also "breaks" stormy start option, because the <i>Arrival at Guadelope</i>-QuestHeader is never closed. I was swapped to some shore at Oxbay and was a bit confused bythe quest record. Thought, I was at Guadelope... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<i>Suggestion:</i> Another thing I recognized is: you have to start a search for your ship. But you can easily cheat (if island's nation is not hostile) in going straight to the next shipyard and start repairs. Maybe that could be changed: you cannot start repairs before you found your ship. I think, I know how this could be done, but I'm not sure, if I find the time (bugfixing comes first <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )

<b>Dialogs with Malcolm:</b>
Also some suggestions: each dialog node that gives you the option for a stormy start mentions the french battlefleet as cause for running. That seems a bit senseless if you can choose France as your nation.

<b>Character's Name:</b>
The character's name (as defined in BuildSettings.h) didn't show up in the character's interface at game start. Reason was in choose_character.c, line 10:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
CharFirstName = XI_ConvertString(FIRSTNAME);
CharLastName = XI_ConvertString(LASTNAME);
<!--c2--></div><!--ec2-->

The call of the function isn't appropiate here, because AFAIR it's for getting localized strings from a ressources file that contains Key-Value pairs. There's no Key FIRSTNAME or LASTNAME in this file, so it wouldn't return anything.

Change to
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
CharFirstName = FIRSTNAME;
CharLastName = LASTNAME;
<!--c2--></div><!--ec2-->
should work (did it already in my game, but haven't uploaded now, because I'd wait, if I get some other fixes ready.
 
Hey swindler:

The tutorial, yeah, pirate KK said he is fixing that (it was reported on the bug tracker). As well as the standing out in the sea when you leave the cabin someplace that is not oxbay port. It all got broken somehow, but pirate KK said he is working on it. I hope <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

You could add the character name thing to the bug tracker... just so pieter doesn't lose sight of it. However, the setting in BS.h is almost unimportant now that you can change your name in the Begin interface. However, having a default name would be a nice setting, right? Wonder who thought that the player name needed 'translation' ?!?!?!
 
I have not bothered to load the new update. Just can't wait for the full build 13.
But come monday I be playing POTC2 to see if that can be modded or not. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

But right now I got 3 new ship's I been testing, but to be fair I don't think we need any more.
 
<!--quoteo(post=154069:date=Jul 7 2006, 04:25 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 7 2006, 04:25 PM) [snapback]154069[/snapback]</div><div class='quotemain'><!--quotec-->
The tutorial, yeah, pirate KK said he is fixing that (it was reported on the bug tracker). As well as the standing out in the sea when you leave the cabin someplace that is not oxbay port. It all got broken somehow, but pirate KK said he is working on it. I hope <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

I see... It's all related. There's to be recoded a lot of stuff for being reloaded at correct port and location, for guiding Malcolm to the store etc. I have done a lot of fixing already, not knowing pirate KK's working on it too. But there's one point, that could be a problem: How to buy the spyglass, if there's no street merchant at guadelope <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

I'd never encountered this stuff, if it hadn't left the open quest book entry. I always play stormy start now.

<!--quoteo(post=154069:date=Jul 7 2006, 04:25 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 7 2006, 04:25 PM) [snapback]154069[/snapback]</div><div class='quotemain'><!--quotec-->
You could add the character name thing to the bug tracker... just so pieter doesn't lose sight of it. However, the setting in BS.h is almost unimportant now that you can change your name in the Begin interface. However, having a default name would be a nice setting, right? Wonder who thought that the player name needed 'translation' ?!?!?!
<!--QuoteEnd--></div><!--QuoteEEnd-->

Done. Fixed file is attached and also in my folder on FTP, called ChooseCharacter_<Date>.zip.
 
Dialog file of Pedro Ortega (storekeeper of Santo Domingo) was broken. Potential fix is on FTP. Potential, because I don't know the intention of the low_trade-stuff and maybe some if-else nesting is wrong. But at least dialog works.
 
<!--quoteo(post=154025:date=Jul 6 2006, 08:24 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jul 6 2006, 08:24 PM) [snapback]154025[/snapback]</div><div class='quotemain'><!--quotec-->
The game has changed so that you get random goods to sell. If you sell these goods, the quest is marked as completed, even if the goods aren't chocolate and leather.

The following table shows the average sell price of each tradable good (not contraband) at Oxbay, adjusted for import/export status. Notice how little Leather is worth. If you get silk and clothing, you're still doing pretty good. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I've gotten Sailcloth a few times.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
Chocolate  79
Gold       75
Silk       68
Cinnamon   60
Mahogany   60
Silver     53
Sandal     38
Wine       38
Linen      30
Clothing   30
Fruit      30
Sugar      23
Tobacco    23
Copra      23
Leather    23
Cotton     23
Oil        19
Sailcloth  17
Planks     15
Wheat      15
Rum        11
Ale        11
<!--c2--></div><!--ec2-->

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

Thank you Captain Hook! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I <i>did</i> notice the price difference!!
 
You are quite welcome! Can you tell I spent many hours in spreadsheets with the goods numbers? That was before I figured out that playing free trader wasn't profitible enough to make it worth it.

If you want to haul cargo, do trade missions for the shopkeepers. It's usually worth more money than buying and selling goods yourself, and you get a boatload of experience points as well. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
<!--quoteo(post=154027:date=Jul 6 2006, 08:25 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 6 2006, 08:25 PM) [snapback]154027[/snapback]</div><div class='quotemain'><!--quotec-->
Pirate KK is working on this. The cause is that when you started the game, it had default selected the "Red" flag (which I think is some, personal nation flag). This causes the player start location to change, however if you play the tutorial, it breaks because it puts you in Oxbay, when your ship is elsewhere (ever turn around and notice your ship isnt in the habor?).

Nasty bug. If you select the English flag, then the tutorial seems to work just fine. Although I seem to get Leather and Sailcloth instead of Chocolate ... EDIT: Oh... well hook just explained that <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


<!--coloro:#006600--><span style="color:#006600"><!--/coloro-->*knocks on wood* Haven't lost the ship <b>YET</b>. Guess I'm "okay" flag wise then since I choose to do the tutortial. I have yet to be asked which flag I want to fly. Is that a good thing or bad thing?<!--colorc--></span><!--/colorc-->
 
Sorry for the Nathaniel Nation/Guadeloupe errors. <b>DON'T</b> bother fixing this. The Nathaniel nation start nation will be removed from the next pack. This code is supposed to work for AoP Point a Pitre, but I didn't add that yet. And even for that it doesn't work entirely right. I added the code in just to see what would happen. It will be gone next time, so that should solve most tutorial-related bugs.

I think the entire tutorial should be rewritten. It doesn't explain many of the latest features, so beginning players won't know how to play the game properly, even after playing the tutorial. When the tutorial is being fixed, we can also remove the French fleet references from the stormy start option. That's bothered me for some time as well.

About the character's name: I should <i>remove</i> the BuildSettings.h change for that. Instead, you can change the name ingame by clicking your name in the choose character screen, then pressing backspace and typing your new name. Enter to confirm. The same works for your ship's name. Changing the BS.h name doesn't work properly, because of the language change mod.

<!--quoteo(post=154007:date=Jul 6 2006, 10:47 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Jul 6 2006, 10:47 PM) [snapback]154007[/snapback]</div><div class='quotemain'><!--quotec-->
Boatswain, first mate and navigator are now default for three officer slots, so you won't need to open the passengers screen every time you hire a new officer. You still can manually change it though.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I have to admit I don't entirely understand it either. Maximus coded it in and I added it in, so that we could test what it does. I think it has to do with when you usually hire an officer, he immediately replaces one of your current officers. I think this code prevents that or something like that.

<!--quoteo(post=154069:date=Jul 7 2006, 04:25 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jul 7 2006, 04:25 PM) [snapback]154069[/snapback]</div><div class='quotemain'><!--quotec-->
Wonder who thought that the player name needed 'translation' ?!?!?!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Maximus did that for the Russian translation. Doesn't matter though, as long as you change your name in the game instead of in BS.h.

<!--quoteo(post=154084:date=Jul 7 2006, 05:57 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jul 7 2006, 05:57 PM) [snapback]154084[/snapback]</div><div class='quotemain'><!--quotec-->
How to buy the spyglass, if there's no street merchant at guadelope <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
There IS a street merchant in the AoP version of Point a Pitre. But the Nathaniel Hawk start nation optin will be removed from the next update anyway. Don't bother fixing this!


<!--quoteo(post=154084:date=Jul 7 2006, 05:57 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jul 7 2006, 05:57 PM) [snapback]154084[/snapback]</div><div class='quotemain'><!--quotec-->
Done. Fixed file is attached and also in my folder on FTP, called ChooseCharacter_<Date>.zip.
<!--QuoteEnd--></div><!--QuoteEEnd-->
What did you change to the choose character interface? The player DOES have a default name: Nathaniel Hawk. If you start the game without changing anything, you start as Nathaniel Hawk.

<!--quoteo(post=154115:date=Jul 7 2006, 11:16 PM:name=Eliza Turner)--><div class='quotetop'>QUOTE(Eliza Turner @ Jul 7 2006, 11:16 PM) [snapback]154115[/snapback]</div><div class='quotemain'><!--quotec-->
Guess I'm "okay" flag wise then since I choose to do the tutortial. I have yet to be asked which flag I want to fly. Is that a good thing or bad thing?
<!--QuoteEnd--></div><!--QuoteEEnd-->
You can change your starting nation in the choose character screen at the start of your game. DON'T choose the red Nathaniel Hawk flag, because it doesn't work right. To change your flag, do it through the F2>Nation Relation screen or by talking to a hired officer. You can't change your flag during the tutorial though. If you play the Oxbay tutorial, raise French or Portuguese colours before leaving to sea!
 
<!--quoteo(post=154093:date=Jul 7 2006, 07:53 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jul 7 2006, 07:53 PM) [snapback]154093[/snapback]</div><div class='quotemain'><!--quotec-->
Dialog file of Pedro Ortega (storekeeper of Santo Domingo) was broken. Potential fix is on FTP. Potential, because I don't know the intention of the low_trade-stuff and maybe some if-else nesting is wrong. But at least dialog works.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks a lot for that. It looks right to me. TradeLow is a new feature. Sometimes, traders won't do business with you, because you have a low reputation or are at war with their nation. If you have a commerce skill of > 5, then you can trade with them anyway, but for a lower profit.

This code might need to be changed for <i>all</i> traders' dialogs though. That is no fun. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Also: At the moment, the text strings are not added to the dialog.h file, but instead to a RESOURCE\INI file. I would like to see this changed to normal .h dialogs. Is anybody willing to work on this?
 
<!--quoteo(post=154201:date=Jul 8 2006, 12:53 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 8 2006, 12:53 PM) [snapback]154201[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=154084:date=Jul 7 2006, 05:57 PM:name=Swindler)--><div class='quotetop'>QUOTE(Swindler @ Jul 7 2006, 05:57 PM) [snapback]154084[/snapback]</div><div class='quotemain'><!--quotec-->
Done. Fixed file is attached and also in my folder on FTP, called ChooseCharacter_<Date>.zip.
<!--QuoteEnd--></div><!--QuoteEEnd-->
What did you change to the choose character interface? The player DOES have a default name: Nathaniel Hawk. If you start the game without changing anything, you start as Nathaniel Hawk.
<!--QuoteEnd--></div><!--QuoteEEnd-->

I changed the mentioned:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
CharFirstName = XI_ConvertString(FIRSTNAME);
CharFirstName = XI_ConvertString(LASTNAME);
<!--c2--></div><!--ec2-->

to

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
CharFirstName = FIRSTNAME;
CharFirstName = LASTNAME;
<!--c2--></div><!--ec2-->

Because, if you set FIRSTNAME in BuildSettings.h, that's the lines, where the name is assigned to the PChar. XI_ConvertString doesn't work here and the name is always blank at game start.
 
The name isn't blank when you don't change the BS.h setting. I am removing the BS.h setting completely. You can change your name ingame instead. Then the translation also still works. Thanks for your fixes anyway! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> I have tryed to fix playing dice. Well i think if the captain plays dice he plays on his own money and lots of other thing should be changed to personal wealth, like trading street merchants. so:
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
AddMoneyToCharacter changed to AddWealthToCharacter (this works fine)

The problem is here:
Habitue_dialog.c

case "go_2000":
gameBet = 2000;
npchar.money = rand(10)*gameBet; //added to ensure the money. works fine
Log_SetStringToLog("Gamebet is " +gameBet+ ".");//gameBet is 2000
dialog.snd = "Voice\HADI\HADI019";
Dialog.text = DLG_TEXT[43]+gameBet+" "+XI_ConvertString("betpiastres")+".";
link.l1 = DLG_TEXT[44];
link.l1.go = "gambling_opponent_strike";
link.l2 = DLG_TEXT[45];
link.l2.go = "exit_sit";
break;

case "gambling_opponent_strike":
Log_SetStringToLog("Gamebet is " +gameBet+ "."); //gameBet is 100

well try it and u'll see that gameBet value changes back to 100. <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#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Edit: also i didn't saw the place where to check for enought wealth(money)
 
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