• 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!

Sparrow Search

No, it was an escort mission. The guy I escort was standing in the store when I entered and asked, if I could do an escort to Falaise de Fleur. Never happened to me before, I use to ask the storemanager. Maybe I encountered a quest?
 
There is indeed one quest escort mission in the game. I think it's the Conceicao store where you get that quest. Or the Isla Muelle one.
 
isla muelle. the quest is followed by another one, by the way, which also starts in isla muelle, on one of the docks.
 
THANK YOU ALL FOR YOUR EFFORTS. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

O.K. This is what I've taken from the various posts so far.

BUG SUMMARY - Build 13 Full

Key X - bug to be fixed. Y - Bug with known fix
The more characters (X or Y) the more reports of given bug

GOODS Transfer arrows missing ........ YYYYYYYYYYYYYYYYYYYY
Price goes negative ........................... X
CHARS __ Bad/Poor Animation ........... XXXXXXXXXXXXXXXXX Blaze/Beatrice
View Blocked .................................... XXX
Missing Dialog (Coxon) ...................... YYYYYYYYYYYYYYYYYYYY
Officers - No Rank ............................ XXXXXXXXXX
- No Swords ..................................... XX

SAVE GAME - Land after skin change .. XXXXX
(Bad Save) Land after sail change ...... X
World Map 2D ..................................... XX

QUESTS Nigel Blythe/Artios Voisey ..... XXXXXXXXXX
Locked locator - Cayman Kai ............. YYYYYYYYYYYYYYYYYYYY
(Oxbay-Redmond)
Sandal goes missing .......................... X

Crash to Desktop (CTD) __ after battle . X
______________________At sea Cuba . X
_______________________Phillipsburg . X
__________________________At save . X

What I would like to do next is to ask Players / Testers who have not yet encountered a specific "X" bug to try to confirm its existence by playing that part or type of game action.
Reviewing the previous posts should give a close indication of how/where etc.
Again, please report on this post section.
Obviously, the "Y" Bugs already have a fix - therefore the cause is known.
Thanks again.
 
i'd like to note that it's not the quantity that goes into negatives, but the price. that's an important difference.
 
<!--quoteo(post=221457:date=Nov 14 2007, 03:19 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Nov 14 2007, 03:19 PM) [snapback]221457[/snapback]</div><div class='quotemain'><!--quotec-->i'd like to note that it's not the quantity that goes into negatives, but the price. that's an important difference.<!--QuoteEnd--></div><!--QuoteEEnd-->
Duly noted and amended - thanks. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I see a lot of "–" in your post, Short Jack Gold. I don't think you meant to add that. Could you possibly fix it? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
it wasn't there last time i looked. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> strange.
 
<!--quoteo(post=221467:date=Nov 14 2007, 03:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 14 2007, 03:32 PM) [snapback]221467[/snapback]</div><div class='quotemain'><!--quotec-->I see a lot of "–" in your post, ...<img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I see it also.

BTW, <!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->QUESTS Nigel Blythe/Artios Voisey ..... XXXXXXXXXX<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't tell me the Nigel quest is messed up again.
What is wrong this time?
 
i've been having random bugs with it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> they didn't really seem to be related to anything. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=220094:date=Nov 4 2007, 05:28 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 4 2007, 05:28 AM) [snapback]220094[/snapback]</div><div class='quotemain'><!--quotec-->i know those two bugs. the second is caused by the female captain prisoner bug, which was especially reported with that skin, and i've seen the other bug with those prisoners you left in your hold when you sold it. i would check for that if i where you.<!--QuoteEnd--></div><!--QuoteEEnd-->

I haven't posted here yet but having played a lot, I can confirm this. I wanted to set all my crew to be girls and the BuildSettings.h file configuration #define BOARDERMODEL could be set to Girl. I thought that sounded cool because then I could easily recognize my crew from the enemy. But this definition only works in the beginning of the game: if you hire more crew, they look like what they were (pirates, soldiers etc.) So I went the the crew quarters and actually told them what to wear. It works fine, but my crew quarters has that pastel prism effect. I think it is caused by the lack of a "sitting down" or "walking" texture model.

You'll get a bad save game in the tattoo parlor on Redmond every time...

I had tremendous problems in the start of the game leaving Oxbay in tact. The second I left, instead of the movie, I actually had to sail through the docking waters to where I could use the Worldmap. The French ships were there, and they fired upon me. I circumvented this by going overland to Greenford, transferring my ship by way of the Shipyard, and setting sail from there. Having just installed 14A.6 I noticed the Keira Knightly cutscene was triggered when I sold my cargo at the merchant. I think the error may lie there...

I also had problems with the Treasure Quests, though I can't say for sure any of them are "broken." I know I fell into a catacombs in the Turks TQ, about where the chest should be. I noticed that if you accept a TQ you need to do it immediately - it doesn't seem to do any good to accept another into your quest log without finishing the previous one. Basically, you need to go after that treasure immediately, before doing any other quest book update quests, and I think people should be made extremely aware of this... maybe by adding something to the Treasure Quests sticky post. Which leads me to another semi-major point (while I'm on my forum soapbox). Who wrote that POTC Walkthrough that is stickied? It's HORRIBLE. Like 27 I.Q. Horrible. The single most major improvement to the game, imho, would be to edit the walkthrough and make it 1. In English and 2. Accurate.



Anyone noticed the bonus dungeon in the Oxbay dungeon (Order of the Maltese Knights, I believe)? If you have lowbie henchmen, one way to level them up is to assign them as officers and go in there - it's "self only" so your officers just soak XP.

What's the difference between Apprentice and Swashbuckler difficulty? I believe the idea comes from Sid Meyers, and affects the ammount of money your character makes.
This is just a theory, but I believe Swashbuckler, by throwing harder mobs at you, just gives you insane XP. Once you have all the skills, the game is basically over, regardless of how far you've progressed with the main quest.

I hope this gives the Build editors something to think about. If I think of anything else, I'll post it here.

Henry Avery
 
<!--quoteo(post=220607:date=Nov 8 2007, 12:02 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 8 2007, 12:02 PM) [snapback]220607[/snapback]</div><div class='quotemain'><!--quotec-->Yeah, I turn if off as well.
Sorry, Pieter, but I have no desire to use it.

Another mod I turn off is ammo mod.
That is not because I can't be bothered with counting bullets, I really don't mind hat especially in the beginning of the game. It is because it still doesn't work! Merchants don't sell ammo.<!--QuoteEnd--></div><!--QuoteEEnd-->


I turn off the degrading weaps mod too, no desire to use it. I already spend enough time Berthing my ship for a month to upgrade my weaps to fine for my crew, last thing I need is to have to go back to the Weapons Locker and discover the weapons that were already there have degraded and I need to spend another month at the armorer.

I do use the bullets mod and it works. (In Build 13 Final) (Hope that's what we're discussing here).

Henry Avery
 
<!--quoteo(post=220917:date=Nov 10 2007, 01:13 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 10 2007, 01:13 PM) [snapback]220917[/snapback]</div><div class='quotemain'><!--quotec-->i'd recommend you'd look at pieter's site in the build 13 downloads. that might clarify a few things.<!--QuoteEnd--></div><!--QuoteEEnd-->

I'm sorry Pieter and Morgan, but it doesn't really clarify things...
The way it's arranged, it seems Build 13 Full Version Final Version (312 MB) is the file we're testing here, and that includes the Update 3 and that's what we're testing here.

But it's confusing because if you say "We're testing Build 13 Full with Update 3" I might conclude I need to install 12.1 (from elsewhere) and then the Pre Build Base 13 (296 MB) and then the Update 3 (38.3MB).

With the way people stress the importance of it being "Update 3" I might also conclude that I need to install the 312 MB version and then install the Update 3 (38.3 MB) version on top of that (even though it's in a separate section on the page implying the Update 3 is only for Pre-13 builds).

For a second there, I thought I'd been running it without the "3" because I was "Build 13 Final" and I went back to the site to check and, well, now I'm still confused. Especially after reading all these posts.

Also, Pieter, you need to fix the link in your sig file to download the thing.

Henry Avery
 
It seems there is still confusion on the Build versions, so I'll try to explain. The original release of Build 13 was <b>Build 13 Full</b>. <b>Update 3</b> was released later as a fix to be installed on top of Build 13 Full. <b>Build 13 Final</b> includes the files of Build 13 Full AND Update 3 for easier installation. The <b>Pre Build 13 Base Version</b> was an old version made during the development of Build 13. By installing <b>Build 13 Update 3 Full</b> on top of the Pre Build 13 Base Version, you get the same result as installing Build 13 Final or Build 13 Full + Update 3. Right now we are still testing <b>Build 13 Full</b> for the Sparrow Search project, so not Build 13 Final and not any of the Build 14 Alpha versions either.

<!--quoteo(post=221706:date=Nov 16 2007, 07:37 AM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 07:37 AM) [snapback]221706[/snapback]</div><div class='quotemain'><!--quotec-->I turn off the degrading weaps mod too, no desire to use it. I already spend enough time Berthing my ship for a month to upgrade my weaps to fine for my crew, last thing I need is to have to go back to the Weapons Locker and discover the weapons that were already there have degraded and I need to spend another month at the armorer.<!--QuoteEnd--></div><!--QuoteEEnd-->Weapons degrade in quality only by actually being used a lot by the same character. Only blocking and being blocked counts. Only worn blades can break. When they're broken, you'll keep the broken blade in your inventory and you can get it repaired at the blacksmith. It doesn't matter if you switch weapons; if your blade is about to break and you switch weapons, your new blade will be about to degrade in quality as well.

<!--quoteo(post=221705:date=Nov 16 2007, 07:29 AM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 07:29 AM) [snapback]221705[/snapback]</div><div class='quotemain'><!--quotec-->I haven't posted here yet but having played a lot, I can confirm this. I wanted to set all my crew to be girls and the BuildSettings.h file configuration #define BOARDERMODEL could be set to Girl. I thought that sounded cool because then I could easily recognize my crew from the enemy. But this definition only works in the beginning of the game: if you hire more crew, they look like what they were (pirates, soldiers etc.)<!--QuoteEnd--></div><!--QuoteEEnd-->This setting only applies to your BOARDER models, not the crew walking around on your ship.

<!--quoteo(post=221705:date=Nov 16 2007, 07:29 AM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 07:29 AM) [snapback]221705[/snapback]</div><div class='quotemain'><!--quotec-->I had tremendous problems in the start of the game leaving Oxbay in tact. The second I left, instead of the movie, I actually had to sail through the docking waters to where I could use the Worldmap. The French ships were there, and they fired upon me. I circumvented this by going overland to Greenford, transferring my ship by way of the Shipyard, and setting sail from there.<!--QuoteEnd--></div><!--QuoteEEnd-->Try to raise a French/Portuguese flag before leaving port.

<!--quoteo(post=221705:date=Nov 16 2007, 07:29 AM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 07:29 AM) [snapback]221705[/snapback]</div><div class='quotemain'><!--quotec-->I also had problems with the Treasure Quests, though I can't say for sure any of them are "broken." I know I fell into a catacombs in the Turks TQ, about where the chest should be. I noticed that if you accept a TQ you need to do it immediately - it doesn't seem to do any good to accept another into your quest log without finishing the previous one. Basically, you need to go after that treasure immediately, before doing any other quest book update quests, and I think people should be made extremely aware of this... maybe by adding something to the Treasure Quests sticky post.<!--QuoteEnd--></div><!--QuoteEEnd-->When you accept a second treasure quest, the information from the first one is erased. So we should make it so that you can't start a second treasure quest while you still have one unfinished.

<!--quoteo(post=221705:date=Nov 16 2007, 07:29 AM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 07:29 AM) [snapback]221705[/snapback]</div><div class='quotemain'><!--quotec-->Which leads me to another semi-major point (while I'm on my forum soapbox). Who wrote that POTC Walkthrough that is stickied? It's HORRIBLE. Like 27 I.Q. Horrible. The single most major improvement to the game, imho, would be to edit the walkthrough and make it 1. In English and 2. Accurate.<!--QuoteEnd--></div><!--QuoteEEnd-->That one is extremely old and was made for the stock game by what seems to be a Chinese guy. There used to be a better, but unfinished, version, on a website, but the website has long since disappeared.

<!--quoteo(post=221705:date=Nov 16 2007, 07:29 AM:name=Henry Avery)--><div class='quotetop'>QUOTE(Henry Avery @ Nov 16 2007, 07:29 AM) [snapback]221705[/snapback]</div><div class='quotemain'><!--quotec-->What's the difference between Apprentice and Swashbuckler difficulty? I believe the idea comes from Sid Meyers, and affects the ammount of money your character makes.
This is just a theory, but I believe Swashbuckler, by throwing harder mobs at you, just gives you insane XP. Once you have all the skills, the game is basically over, regardless of how far you've progressed with the main quest.<!--QuoteEnd--></div><!--QuoteEEnd-->As far as I know, increasing the difficulty level makes your enemies stronger and gives you less money.
 
would that website be the piratehideout, by any chance?

basically, it shouldn't make a difference what you use. wether it's my set, the regular build 13 update 3, or build 13 final, there all the same thing.

i can confirm the weapon-degrading mod to be working. did i already post that? however, the mod's too much trouble for me, so i usually turn it off.
 
<!--quoteo(post=221730:date=Nov 16 2007, 11:22 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 16 2007, 11:22 AM) [snapback]221730[/snapback]</div><div class='quotemain'><!--quotec-->It seems there is still confusion on the Build versions, so I'll try to explain. The original release of Build 13 was <b>Build 13 Full</b>. <b>Update 3</b> was released later as a fix to be installed on top of Build 13 Full. <b>Build 13 Final</b> includes the files of Build 13 Full AND Update 3 for easier installation. The <b>Pre Build 13 Base Version</b> was an old version made during the development of Build 13. By installing <b>Build 13 Update 3 Full</b> on top of the Pre Build 13 Base Version, you get the same result as installing Build 13 Final or Build 13 Full + Update 3. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

Doesn't Build 13 Full require Build 12.1 first, while Build 13 Final can be installed on stock POTC directly?
 
Thanks for the line-by-line reply Pieter.

It would be nice if your Bladedamage mod had a 0-3 integer set to it where 0 is disabled, 1 is mod is on but repairs are instant, 2 is 1 day for a repair, and 3 is 1 day for repair for each upgrade in the repair.
I once saw a Morrowind mod where there was a chest you could put in the store and put things in, and as the time in-game scrolled, the store person would buy the items in the chest with the available gold. What would be really cool is making the chests in the armorer such that you could fill them up with swords and come back for them later, paying the store owner for the upgrades at that time, or having him just keep them and add them to his inventory. I know that's really complicated and perhaps impossible. Just and idea.

I'll write a walkthrough to Build 13 Final. I'd really like 42 lb cannons as payment <hint, hint>
I just think it's so important to have a walkthrough. It serves as a sort of Storyboard for modders out there too.

So I've reinstalled the game, and Build 13 Final. Besides my own personal edits to BuildSettings.h and PROGRAM\InternalSettings.h there are, as I understand it, two extremely important changes that are not in this build, but will be in the next one and all future ones that everyone should make:

PROGRAM\WorldMap\worldmap.c
#define MAPSPEED 1.0 // Per Petros' suggestion, reset it to the default it was in the unmodded original.

PROGRAM/Characters/init/TempQuestCharacters.c
Find/Replace "corsar" with "corsair" - two instances, both with model type "corsair2" // Fixes Nigel Blyth quest bug.

Anything I missed?

Henry Avery
Preferred Avatar: 33_TG5D
Favorite Ship: Light Frigate 2, Pirate Design
 
1. Monks in the haunted abbey under Oxbay via the Dungeon don't work anymore.

They die twice, but there is no dialogue and you can't loot them.


2. The monks under Greenford seem to work, at least the dialogue.
Looting the second corpse get you a sword and cross, but no money.

Worse yet, when you get to the one that steals your money, even if you catch him and kill him, you don't get the money back. It's all gone.
 
Back
Top