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Some questions I have

benedickt

Landlubber
I don't quite recall if I asked this before, but there are a few things that were annoying me in Build 13, and I'd like to check if they were fixed. (I could download the latest build to check this, but I'd like to wait till build 14 is finished.)
- First off, quest officers (like Lucas da Salandha) gained significantly less hp than normal officers.
- Second, companion ships didn't attack. They were following me anywhere, but they didn't fire a single shot.
- Thirdly, tavern hired officers were too strong, like over level 20, when I was below 10.
- The game crashed several times during fights when I had the crewmembers on shore mod activated. I was told that this was fixed. in the final build 13. by the looks of it, it wasn't.
- The toggle on the extended Oxbay Island didn't work properly. When I turned it off, the suburbs were removed, but the big haunted dungeon was still accesible from the caves and the smaller dungeon.
These are about it. Can anyone tell me f these were taken care of?
 
<!--quoteo(post=212784:date=Aug 22 2007, 01:46 PM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Aug 22 2007, 01:46 PM) [snapback]212784[/snapback]</div><div class='quotemain'><!--quotec-->I could download the latest build to check this, but I'd like to wait till build 14 is finished.<!--QuoteEnd--></div><!--QuoteEEnd-->That just might be a very long wait, with the extremely low amount of modders we've got nowadays.

<!--quoteo(post=212784:date=Aug 22 2007, 01:46 PM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Aug 22 2007, 01:46 PM) [snapback]212784[/snapback]</div><div class='quotemain'><!--quotec-->- Quest officers (like Lucas da Salandha) gained significantly less hp than normal officers.<!--QuoteEnd--></div><!--QuoteEEnd-->Not sure about that.

<!--quoteo(post=212784:date=Aug 22 2007, 01:46 PM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Aug 22 2007, 01:46 PM) [snapback]212784[/snapback]</div><div class='quotemain'><!--quotec-->- Companion ships didn't attack. They were following me anywhere, but they didn't fire a single shot.<!--QuoteEnd--></div><!--QuoteEEnd-->I don't recall ever noticing that. Can anybody confirm?

<!--quoteo(post=212784:date=Aug 22 2007, 01:46 PM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Aug 22 2007, 01:46 PM) [snapback]212784[/snapback]</div><div class='quotemain'><!--quotec-->- The game crashed several times during fights when I had the crewmembers on shore mod activated. I was told that this was fixed. in the final build 13. by the looks of it, it wasn't.<!--QuoteEnd--></div><!--QuoteEEnd-->Don't know about that.

<!--quoteo(post=212784:date=Aug 22 2007, 01:46 PM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Aug 22 2007, 01:46 PM) [snapback]212784[/snapback]</div><div class='quotemain'><!--quotec-->- The toggle on the extended Oxbay Island didn't work properly. When I turned it off, the suburbs were removed, but the big haunted dungeon was still accesible from the caves and the smaller dungeon.<!--QuoteEnd--></div><!--QuoteEEnd-->I never thought about that, but I can see why that would happen. It's not fixed, but since it's an easy fix, I just figured it out right now.

<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->In PROGRAM\Locations\init\Oxbay.c:<!--sizec--></span><!--/sizec--></b>
<i><b>Replace:</b></i><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    //Locations[n].reload.l11.name = "monster1";
    Locations[n].reload.l11.name = "reloadc3";
    Locations[n].reload.l11.go = "Greenford_crypt";
    Locations[n].reload.l11.emerge = "Reload3";
    Locations[n].reload.l11.autoreload = "1";

    Locations[n].reload.l12.name = "reloadc4";
    Locations[n].reload.l12.go = "greenford_m_undercroft";
    Locations[n].reload.l12.emerge = "reload2";<!--c2--></div><!--ec2-->
<i><b>With:</b></i><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // ccc new exit
    if(GREATER_OXBAY == 1)
    {
        //Locations[n].reload.l11.name = "monster1";
        Locations[n].reload.l11.name = "reloadc3";
        Locations[n].reload.l11.go = "Greenford_crypt";
        Locations[n].reload.l11.emerge = "Reload3";
        Locations[n].reload.l11.autoreload = "1";

        Locations[n].reload.l12.name = "reloadc4";
        Locations[n].reload.l12.go = "greenford_m_undercroft";
        Locations[n].reload.l12.emerge = "reload2";
    }<!--c2--></div><!--ec2-->
 
i've had my ships not fire once too. they just had the wrong ammo. it seems that if the ship wants to use a specific type of ammo, and it doesn't have it, it simply doesn't fire at all. but this only seems to count for ships in your fleet, not any other ships.
 
<!--quoteo(post=212860:date=Aug 23 2007, 02:50 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Aug 23 2007, 02:50 PM) [snapback]212860[/snapback]</div><div class='quotemain'><!--quotec-->i've had my ships not fire once too. they just had the wrong ammo. it seems that if the ship wants to use a specific type of ammo, and it doesn't have it, it simply doesn't fire at all. but this only seems to count for ships in your fleet, not any other ships.<!--QuoteEnd--></div><!--QuoteEEnd-->

Now that you mention it, I think this might be the case. I allways use bombs, and that's all I equiped my ships with. Is there a chance they don't wish to use them?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->That just might be a very long wait, with the extremely low amount of modders we've got nowadays.<!--QuoteEnd--></div><!--QuoteEEnd-->

That aint a problem. I completed the main quest just yesterday, and I don't think I'll be willing to play this game for awhile. By the time I decide to impersonate pirates again, the build is most likely to be completed.
 
How did you get the bombs? They shouldn't be available in Build 13 except if you sneaked them from one of the forts. In any case: It is very well possible that your other ships won't use bombs. Try arming them with balls and see if that works any better.
 
couldn't you turn that no-bombs mod off? anyway, sounds like a lot of sneaking into forts to me. i always save my bombs for a ship that pisses me off. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
Well, some of you may remember me complaining about how I turned the no bombs mod off, and it didn't work. I can't even remember how I got bombs after that, they just became available. Just like that. However I do prefer bombs because they seem to have a larger angle. Anyway, it seems that even though the cannons mod is turned off, I'm the only one who can use them.
 
There have been made some fixes on the cannons mod toggle; it should work properly now. However, a new game probably is required.
 
<!--quoteo(post=212949:date=Aug 24 2007, 12:42 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Aug 24 2007, 12:42 PM) [snapback]212949[/snapback]</div><div class='quotemain'><!--quotec-->There have been made some fixes on the cannons mod toggle; it should work properly now. However, a new game probably is required.<!--QuoteEnd--></div><!--QuoteEEnd-->

OK, good. Like I said, I already completed the main quest, and I won't be playing again until build 14 comes out, so I'll be startin a new game anyway.
 
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