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Sparrow Sought - 13 Final & 13 Full + Update 3

Short Jack Gold

Very ancient mariner
Storm Modeller
SPARROW SOUGHT
With two versions – declared to be the same, but with an element of doubt – I would like to do the following:
A player/tester should download Build 13 Final, then post a message that that is the version he/she is testing. (perhaps in his/her signature).
The next player/tester should download Update 3 to Build 13 Full, also posting a message that he/she is testing that version.

In this manner we should get half of the group each testing the alternate version, and we can finally confirm or otherwise if there are in fact any differences.

I am hoping that this section will move a lot faster than the first round as we have located what appear to be the common bugs.

Bugs/problems should be reported here.
 
<!--quoteo(post=225835:date=Dec 14 2007, 09:42 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 14 2007, 09:42 AM) [snapback]225835[/snapback]</div><div class='quotemain'><!--quotec-->my captain's log reports several bugs, just so you know.<!--QuoteEnd--></div><!--QuoteEEnd-->If you post them here, I'll send you some rum! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
(Trying to keep it all in one place <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> )
 
ugh.... there's no way i'm going to read through all that again, and i have to post a truly huge one today on top of it! still, here's a few i remember off the top of my head:

crimson sails turn to a darker shade after boarding and capturing a ship. (not sure of the situation where this happens)

putting away your spyglass at the exact point where you sight land or a convoy results in having your spyglass range doubled, and all your crew dissapears. statistically AND visually.

swapping ships when on the high seas results in the stats switching as they should, except the sails percentage, but the ships remain the same. for example, if you're in a fleut and your officer's in a sloop and you swap ships out at sea, you get a fleut with the stats of a sloop and a sloop with the stats of a fleut! the only thing that doesn't switch is the sail percentage. this bug fixes itself after you encounter a convoy or sight land.

if you kill an NPC while he draws his pistol, the pistol is unlootable.
 
<!--quoteo(post=225842:date=Dec 14 2007, 09:59 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 14 2007, 09:59 AM) [snapback]225842[/snapback]</div><div class='quotemain'><!--quotec-->...putting away your spyglass at the exact point where you sight land or a convoy results in having your spyglass range doubled, and all your crew dissapears. statistically AND visually.
...<!--QuoteEnd--></div><!--QuoteEEnd-->
I wonder if this has anything to do with direct sailing.
You added direct sailing to your build 13 version right?

That is something that needs to be looked at.
Perhaps the testing should be limited to Build 13 Final vs Build 13 Full Plus Update, without any other additions. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I think we *might* be able to include the DirectSail mod into this, since it should work fine on top of Build 13, but we can also leave that for the next stages. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=225828:date=Dec 14 2007, 01:17 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 14 2007, 01:17 PM) [snapback]225828[/snapback]</div><div class='quotemain'><!--quotec-->I am hoping that this section will move a lot faster than the first round as we have located what appear to be the common bugs.<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreeeeeddddd <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
well, i found this bug completely by accident, of course.

another bug i've discovered is that if you continue to use directail for more than 30 days without going to the worldmap, your crew doesn't ask for payment. i haven't gone to the worldmap yet, so i don't know what happens if i would.
 
<!--quoteo(post=225922:date=Dec 15 2007, 06:25 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 15 2007, 06:25 AM) [snapback]225922[/snapback]</div><div class='quotemain'><!--quotec-->I think we *might* be able to include the DirectSail mod into this, since it should work fine on top of Build 13, ...<!--QuoteEnd--></div><!--QuoteEEnd-->
The reason why I say otherwise is twofold.

One, the DirectSail mod was tested on Build 14 but not 13, and working in 14 doesn't guarantee working in 13.
Two, what Morgan described, seeing islands and ships from afar, is something that would happen frequently in Direct sail, which I believe he uses.

If his bug also exists in early build versions, it would never come up, as no one would try, or could try to see other fleets at great distances away form islands.

It all just sounds to me like a DirectSail issue ... unless it's just a "Morgan" issue. <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->but we can also leave that for the next stages. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I think so.
 
I do also believe it's a DirectSail issue. That's perhaps better left for a next stage of the Sparrow Search project then. Just to prevent any possible confusion. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
well, the way i discovered the doubled range was because of two things:

everything appeared twice as large in my spyglass. (i could see the faces of the crew from 760 yards away)

the view would zoom in like normal first, and then jump to double the distance.
 
I've been playing a fresh install of 13 Final for a little over a week. The most glaring problems I have run into are: the Animist/Satanist quest- I get the drop down to release the priest from the cell, but when I go to talk to him, I get no quest related dialog. Then trying to do the Toff's Daughter quest, when I go to the port to board the pirate ship, I got the same Animist quest drop down and options, and couldn't board the pirate ship. I had to go back to an earlier save and do the Toff quest before going to the Animist hideout. Another bug, which may be common to all versions, is having a lot of passengers (more than 20) seems to cause frequent crashes. Likewise, having too many game save files seems to have the same effect. I got rid of a lot of extra officers, and deleted saved game files down to just four, and it seems to be running better. So far I've gotten the main quest to the point of going back to the Lighthouse to meet up with Danielle. Off topic, I had a cool long duel between a French Lineship and my Fast Schooner last night. 20 minutes of sniping with my 4 lbers and he lowered his colors. When I went on board to accept his surrender, I found I had 4 cannon balls left and 86 powder charges! My sails were at 85% and my hull was at 62%. The Lineship has only 16 working guns left! Needless to say my gun crews got plenty of extra grog for that feat!
 
Did you experience any difficulties aiming at other ships during this batte Rum Runner? I have my difficulties, but it may be because of lag...
 
<!--quoteo(post=226437:date=Dec 17 2007, 10:36 AM:name=Rum Runner)--><div class='quotetop'>QUOTE(Rum Runner @ Dec 17 2007, 10:36 AM) [snapback]226437[/snapback]</div><div class='quotemain'><!--quotec-->... Another bug, which may be common to all versions, is having a lot of passengers (more than 20) seems to cause frequent crashes. Likewise, having too many game save files seems to have the same effect. I got rid of a lot of extra officers, and deleted saved game files down to just four, and it seems to be running better. ...<!--QuoteEnd--></div><!--QuoteEEnd-->
Having extra passengers and going from 10 Saves to 40 were major mod improvements form the beginning.

Might I ask, what is your MapSpeed setting?
 
PeterWillemoes- I have experienced some issues in this game with auto aiming from the third person view, where the guns just refuse to fire until I switch to first person and manually aim. This particular battle was carried out in first person view, and I was talking out two and sometimes three of his cannon on nearly every broadside. I would venture to say the aiming was working pretty good!

Petros- I set my MapSpeed to 1 after our experiences with the last testing round. Prior to reducing my passengers, I would get frequent crashes in the f2 screen when moving people around and changing skins. After cutting down to 14 passengers, that stopped. But I was still experiencing in game crashes, particularly after long battles. Deleting saved game files from 15 to 4 seems to have gotten rid of that as well.
 
<!--quoteo(post=226437:date=Dec 17 2007, 10:36 AM:name=Rum Runner)--><div class='quotetop'>QUOTE(Rum Runner @ Dec 17 2007, 10:36 AM) [snapback]226437[/snapback]</div><div class='quotemain'><!--quotec-->I've been playing a fresh install of 13 Final for a little over a week. The most glaring problems I have run into are: the Animist/Satanist quest- I get the drop down to release the priest from the cell, but when I go to talk to him, I get no quest related dialog.<!--QuoteEnd--></div><!--QuoteEEnd-->
I remember a similar thing myself (but I haven't played that part for quite a while) as I remember, if you just continue, the quest "re-connects" a few minutes later in what would appear to be the wrong location. (for the dialog - not the quest).
 
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