• New Horizons on Maelstrom
    Maelstrom New Horizons


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Well you are here, thats what matters! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I´ll give it a immediate try.

EDIT: I sailed all along to Redmond via the WorldMap, changed to seaview once the land ho message was said and plopped my anchor in Redmond Port - made it all the way to the tavern. Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
At last, this one is solved. Blame my laziness, when I found that Txiki Pijuan caused the crash (it took me like 10 min...), I didn't go any further.

While checking this fix, I've noticed another little issue with Henry the Beggar : he doesn't play the beggar sound while begging! Actually I can't find the resource\sounds\VOICE\ENGLISH\Beggar_01.wav & Beggar_spa.wav I had taken from Seadogs. Were they removed on purpose, or forgotten?
For those who'd like to correct this : download beggars.rar in my folder on the FTP. I've just checked, and the sounds are there.
 
Good job, Short Jack Gold! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
As for those missing sounds, I must've forgotten to include them/
I certainly did NOT leave them out on purpose! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
Can somebody add the Post Alpha 8 fixes in one file?
That would include SJG's fix and a simple virtual sailor's beggar sounds.
 
<!--quoteo(post=282241:date=Oct 7 2008, 12:17 AM:name=Short Jack Gold)--><div class='quotetop'>QUOTE (Short Jack Gold @ Oct 7 2008, 12:17 AM) <a href="index.php?act=findpost&pid=282241"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Regarding the Txiki Pijuan issue. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

I notice his entry begins with the line: makeref(ch,Characters[n]);
This is an error - that line should not be there - and is probably the cause of the problem. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

It should start:
ch.old.name = "Txiki";
ch.old.lastname = "Pijuan";
ch.name = TranslateString("","Txiki");
ch.lastname = TranslateString("","Pijuan");
ch.id = "Txiki Pijuan";
ch.model = "Napitan";
ch.sound_type = "pirate";
ch.sex = "man";
ch.loyality = 7;
etc. etc.

Perhaps someone would be kind enough to just comment out (or remove) the "makeref(ch,Characters[n]);" line reinstating the rest of the character's entry and see if that does in fact solve the problem. It will need a "new game" start though.

I would do it but I'm up to my eyes in others mods at the moment.<!--QuoteEnd--></div><!--QuoteEEnd-->
I will check this.. If I remember, Txiki is in the Officer.c file <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> (a while I didn't work on POTC <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ).
 
I checked the file and you're right. There is a problem with Txiki. <i>makeref(ch,Characters[n]);</i> needs to be removed for the next update...
 
<!--quoteo(post=283716:date=Oct 10 2008, 09:47 AM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Oct 10 2008, 09:47 AM) <a href="index.php?act=findpost&pid=283716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I checked the file and you're right. There is a problem with Txiki. <i>makeref(ch,Characters[n]);</i> needs to be removed for the next update...<!--QuoteEnd--></div><!--QuoteEEnd--> I have done that in the version I am working on. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Removed; thank you all very much for finding that out. I'm terribly sorry for those problems, but I had to modify huge ammount of lines.

pirate_kk
 
I was just giving the escort missions a try (they appearently give 1.000.000).
Searching for convoy_quest, i ended up in PROGRAM\QUESTS\quests_common.c and the signed INT iTrademoney caught my attention:
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->pchar.quest.generate_kill_quest.money = iTradeMoney;<!--QuoteEnd--></div><!--QuoteEEnd-->

The calculations for iTrademoney is altered, just dont know when..
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->//NK edit trademoney
//Log_SetStringToLog("CanQ " + sti(Shiptype.CannonsQuantity));
float shipmult = 5.0 * sqrt(intRet(sti(Shiptype.CannonsQuantity),sti(Shiptype.CannonsQuantity),1) * sti(GetLocalShipAttrib(arship, Shiptype, "HP")) * stf(GetLocalShipAttrib(arship, Shiptype, "SpeedRate"))); // PRS3
float commult = 1.0 + makeint(GetSummonSkillFromName(PChar, SKILL_COMMERCE))/20.0;
//Log_SetStringToLog("SM " + shipmult);
//Log_SetStringToLog("CM " + commult);

iTradeMoney = makeint(sqrt(irank) * shipmult * commult/25)*25;
//Log_SetStringToLog("TM " + iTradeMoney);
if(iTradeMoney < 100) iTradeMoney = 100;
//iTradeMoney = irank*1000+makeint(pchar.skill.commerce)*100;<!--QuoteEnd--></div><!--QuoteEEnd-->

Why was the last line outcommented? I can´t activate the log_ and see through this..
 
Don't remember. <img src="style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
 
Any news about the bug fixing ? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Is there a date for an update ?
 
I'm not sure this is a bug, it could just not yet finished <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

-If I captured a town and take it for myself, the soldiers and some others, Says that they can't find the Dialog which has been assigned for them.
- In The beginning and also further on the game, you die a bit too fast.......I either couldn't capture a ship because I'm a bit fast dead (I found an other way: got a good pistol first--->talk with captain>run away>shoot>(if not dead, kill him because he got less HP right now <img src="style_emoticons/<#EMO_DIR#>/pirate_plain.gif" style="vertical-align:middle" emoid=":p3" border="0" alt="pirate_plain.gif" /> )
 
1) The dialogs are missing because they haven't been made yet. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

2) Was the ship you tried attacking of a similar size as your own? Attacking huge ships early in the game strikes me as being fairly dangerous.
Also was it your ship that sank or did you get killed in a swordfight?
 
Ok. Possibly the next Alpha will be a bit more relaxed on boarder HP points.
 
Your boarders have the same number of hit points you do. The enemy boarder's hit points are based on the rank of the enemy captain modified so that it's not too far from your own and further modified by the difference in morale between the two crews. Keep your own morale as high as possible, and don't board until the enemy morale is low. The morale modification makes a considerable difference in enemy boarder hit points. Morale for both sides changes between decks as the sides take losses.

The number of boarders for each side is based on the ratio of your crew to the enemy crew and capped so that one side won't have more than twice what the other side has. The total number of boarders is determined by the actual location.

The enemy captain's rank is based partially on your luck score. Same with randomly encountered enemies, I think. Try to get your luck skill up. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I'm playing with 10 HP per level and still getting killed occasionally. With gold armor and a Bosun's Choice. And toughness perk. And a level 10 to 20 character. I don't dare take on more than 1 or 2 enemies at once.

I really don't like one hit kills. At that point it's nothing more than luck.

Hook
 
Indeed one-hit kills are not good for gameplay. So that 1 HP per level code of mine might need some slight adjusting. But at least we will have the HP of all characters uniformized.

BTW: At least some of the things Hook just said have been added/improved upon in his latest fixes that are not yet in Alpha 8, but will be in the next one.
 
<!--quoteo(post=301965:date=Feb 18 2009, 01:42 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 18 2009, 01:42 AM) <a href="index.php?act=findpost&pid=301965"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Indeed one-hit kills are not good for gameplay. So that 1 HP per level code of mine might need some slight adjusting. But at least we will have the HP of all characters uniformized.

BTW: At least some of the things Hook just said have been added/improved upon in his latest fixes that are not yet in Alpha 8, but will be in the next one.<!--QuoteEnd--></div><!--QuoteEEnd-->

Uh... everything I wrote about boarding has been there since I fixed the Build 13 boarding code. That's most of my design document for that code, written before I ever started working on it. I think the only other thing is that a reserve will be kept out of the battle so not every man-jack on the ship gets killed. Heck, that last item could have been put in the stock game code with no other changes and boarding would have been great.

I did make a couple of minor changes, but they're below the level of detail in what I wrote above. Includes some bug fixes. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Actually, I like the way the weapons have been adjusted. Between that and the fact that you still take damage on a successful block, it's no longer possible to take on a dozen enemy boarders by myself. Swordfighting is *dangerous* now! I just can't deal with the super-low hit points. If anyone's doing a lot of fighting with 1 HP per level, what's the secret?

Hook
 
To Hook you listen; he knows better than me. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

You find that even with 10 HP per level, swordfighting is dangerous? Then we managed what we set out to do anyway. What about on higher character levels? Is it still dangerous then? That's something that always bothered me in many previous game versions: swordfights just weren't dangerous with those magic ever-lasting blocks. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
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