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Sparrow Sought - 13 Final & 13 Full + Update 3

Sailing around the coastline of Cuba will not release one single encounter with other ships (although I think that one has been brought up before)
 
Don't know if it's a bug or if it was intentionnal : when a captain surrender and you decide to let him go (if he gives you money & goods of course), the minute you come back to sea his ship is sunk 'by the hand of God'.
 
sailing along the coast of hispaniola also prevents encounters, but they reoccur at a certain distance.
 
Found a game breaker. I took Fred Bob with me to the Isla Muelle church to talk to the priest about perusing his library. There I met the governor's wife and delivered Fred Bob's letter. After that, the priest wouldn't respond to my attempts at conversation. Couldn't talk to him at all. So I went and finished Fred Bob's quest to see if that would make a difference. Nope. Can't continue the main story line now apparently.
 
that's wierd. it usually works fine for me. yet again, i never get to that point in the main quest when doing the letter quest.
 
<!--quoteo(post=226529:date=Dec 17 2007, 09:32 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 17 2007, 09:32 PM) [snapback]226529[/snapback]</div><div class='quotemain'><!--quotec-->what do you mean? no target indicator or what?<!--QuoteEnd--></div><!--QuoteEEnd-->

Sorry I completely overlooked your post: yes, no target indicator (quite annoying) but since it has not been reported by others and this only happened as a single event, its was probably lag.

Its been awfully quite in here for some time. We appearently did´nt have a lot of bugs lol. But then again, the B13 Final is considered quite stable.
Did anyone have problems with boarding a sloop or a schooner from a bigger vessel yet?
 
the no target indicator problem was something i've seen as well. it dissapeared at a certain point, but i don't know when or why.
 
<!--quoteo(post=226992:date=Dec 21 2007, 01:33 PM:name=Rum Runner)--><div class='quotetop'>QUOTE(Rum Runner @ Dec 21 2007, 01:33 PM) [snapback]226992[/snapback]</div><div class='quotemain'><!--quotec-->Found a game breaker. I took Fred Bob with me to the Isla Muelle church to talk to the priest about perusing his library. There I met the governor's wife and delivered Fred Bob's letter. After that, the priest wouldn't respond to my attempts at conversation. Couldn't talk to him at all. So I went and finished Fred Bob's quest to see if that would make a difference. Nope. Can't continue the main story line now apparently.<!--QuoteEnd--></div><!--QuoteEEnd-->


Really sorry about making a post here, considering its my first post <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , I was looking through the bugs that people had found and I experienced a similar thing to the quote mentioned, I'm running build 13 final, and have played through it a couple of times, I had the same problem with the priest on Isla Muelle, However I didn't have Fred Bob with me.

What I believe is happening though is during the aminist (spelling?) quest, the priest is kidnapped and replaced with someone else who I can't start a dialouge with, however when the quest gets complette the "fake" priest isnt replaced with the real one, so when it comes to trying to access the library it's still the fake priest who's there with no dialouge and the main story can't continue.

Not sure if Rum Runner had done the quest to get the Mephisto before trying to speak about the library but for me this is what happened and it makes it impossible to finish the main story. the only way around this for me was to start again (I didn't have a save from before the mephisto) finishing this point in the main story before doing the mephisto quest.

Again sorry about the post here hopefully its some help.
 
<!--quoteo(post=228145:date=Dec 28 2007, 12:56 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Dec 28 2007, 12:56 PM) [snapback]228145[/snapback]</div><div class='quotemain'><!--quotec-->Its been awfully quite in here for some time. We appearently did´nt have a lot of bugs lol. But then again, the B13 Final is considered quite stable.
...<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Sorry for the long shoreleave mates !
Then it took me a while to check the files, because some of the polishing my Build 13 full.exe got thru the Sparrow search got lost when I have installed
Update 3 Full on top of it.
Had to readjust for instance mapspeed manually back to 1.0 from o.6
Got a couple of days of good playing though. I tried to "play-out" some of the issues brought up in the posts here.

The Animist quest issue sounds familiar! I haven't got there yet thou and I'm not sure if my previous experience with a break down at the Muelle church wasn't in build 14. The matter posted is worth attention since enhanced options seem to be affecting the performance of this quest. A long while ago in a separate thread a fix was made to prevent the unintentional surrender of the barque "Montanez" (carrying Joaquin de Masse yet incognito) to the enemies and hereby breacking the quest. For references see Pieter, Petros and Morgan in that particular thread regarding the animist quest. For this version I'll try of course to look see what happens when I get so far.

During this first two days of playing I have experienced the same lack of encounters while sailing around Cuba.

The previous issue with Cuba was that after finally having an encounter after leaving Cayman accompanied by John Coxon, the transfer to sea map after the battle emerged at a location between QC and Guadelupe far far away from the actual location where the encounter took place.
... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ... Something is rotten in... Cuba. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

In the meantime I have been stopped by an "invalid text" bug at my first arrival in Douwesen.

[attachment=1456:Bug_in_Douwesen.JPG]

Logs posted to the bug tracker (In the Sparrow search - Couldn't find Sparrow Sought) . Hope it helps

<img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
Who is that guy you're talking with there, Julian? <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo(post=228183:date=Dec 28 2007, 07:10 PM:name=Captain Fitzpatrick)--><div class='quotetop'>QUOTE(Captain Fitzpatrick @ Dec 28 2007, 07:10 PM) [snapback]228183[/snapback]</div><div class='quotemain'><!--quotec-->Really sorry about making a post here, considering its my first post <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , I was looking through the bugs that people had found and I experienced a similar thing to the quote mentioned, I'm running build 13 final, and have played through it a couple of times, I had the same problem with the priest on Isla Muelle, However I didn't have Fred Bob with me.<!--QuoteEnd--></div><!--QuoteEEnd-->What I've heard is that the old priest remains in his cell in the Animist's lair and you can continue the quest by going back there. However, it's still a bug that should be fixed. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What I've heard is that the old priest remains in his cell in the Animist's lair and you can continue the quest by going back there. However, it's still a bug that should be fixed. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->This isnt the only problem I've had with the animist quest althought it is the only one which stopped the main story, the 3 monks that attack outside the church in Ilsa muelle don't actually attack me I get dialouge and then they just stand around waiting to be killed, it doesn't harm anything in game, and its not like some other bugs I've read where the monks are corpses so it's not a major issue.

Also after killing the animist leader my quest log updates showing both the priest and the children in my cargo hold and looking around the prisons, it showed the cells as empty <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

It doesn't take very long to reach this point in the main story line what I will do is get to a point just before the trying to access the library and keep a save there I'll run through the animist quest and try to speak with the priest in his cell afterwards to see if I can continue the main story that way just for confirmation of this, it may not fix the bug but it will certainly be useful for anyone else that gets stuck at this point and think they need to start over.

The only sure fire way around this is to leave this quest until after the main story is finished of course by that time you don't really need the 'Mephisto' as you have the 'Pearl' again I'm still not sure if Rum Runner had done the mephisto quest before finding the bug while he was with Fred Bob, It may be a seperate issue to the one I mentioned

On a side note, the Black Pearl has such a high sail/hull strenght that the auto trade function fills the cargo hold with sailcloth (1000 units of sail if I remember correct) and doesn't leave room for food/rum, I found out the hard way when my crew died a few days out from QC <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> nothing to be done about this however except don't use auto trade with the pearl.

I just added it for the comedy factor, i.e. I've just taken on Silehards manowar, the pirate fleet, fought my way through the temple, captured the pearl and after all that I get defeated by not checking my own cargo hold hehe <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
well, what i always do, on nosie's advice, is always play the animist quest before or after the main quest. i must say, it's pretty awesome battling the mephisto with the pearl. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> although they aren't, they LOOK evenly matched.
 
LOL! In the Build 14 Alpha versions, we replaced the original game's Black Pearl with the REAL film version. The real film version doesn't have such a ridiculous amount of HP, so autobuy should work a lot more normal there. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=228379:date=Dec 29 2007, 06:08 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 29 2007, 06:08 PM) [snapback]228379[/snapback]</div><div class='quotemain'><!--quotec-->well, what i always do, on nosie's advice, is always play the animist quest before or after the main quest. i must say, it's pretty awesome battling the mephisto with the pearl. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> although they aren't, they LOOK evenly matched.<!--QuoteEnd--></div><!--QuoteEEnd-->

This is what I done the second time I played the build mod it seems the safest way to play through.

I only donwloaded it from modDB the other day, I had not long finished watching at worlds end and remembered I had the stock POTC disks somewhere, found them installed and quickly remember why I stopped playing it the words 'rushed' and 'unfinished' spring to mind when thinking of stock POTC (obviously so they could try and maximise profits by releasing the game with the first movie)

The mod really does open up the possibilities of this game and it's obvious that alot of work has gone into it so, If my very, very basic modding knowledge (I know how to change the weight of goods for example, and change some value's that aren't in buildsettings or internal settings, nothing major, in fact I wouldn't even call this modding) can help out a little it's my way of saying thanks to those who have made this great mod, Modding is something I would very much like to learn more about but never seem to have the time, so if I can't help out with modding I can at least try to test things as I play and contribute that way if it's needed.

If its not needed please feel free to let me know, it's not something that would offend me if I was asked not to.
 
ooh, now THAT would make things interesting. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> what's more, the mephisto will likely flee, so that would give me the possibility of taking it. (i don't really fancy running headlong into the powerful broadside of that thing with my pretty pearl)

well, if you'd be interested in modeling, send a PM to Heretik. he offered a modeling course to me once.
 
<!--quoteo(post=228389:date=Dec 29 2007, 06:28 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 29 2007, 06:28 PM) [snapback]228389[/snapback]</div><div class='quotemain'><!--quotec-->LOL! In the Build 14 Alpha versions, we replaced the original game's Black Pearl with the REAL film version. The real film version doesn't have such a ridiculous amount of HP, so autobuy should work a lot more normal there. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->


I just saw this post after making my last hehe, from what I've read on the forums build 13 final was considered to be the playable version and only those play testing should have 14 or over so I haven't downloaded another version of the mod, I usually don't download something marked as alpha because obviously it's still being worked on. Glad to hear the auto trade function will work on the new Pearl though hehe.
 
Anything you can do, would be most appreciated, Captain Fitzpatrick. As far as I'm concerned, everyone can (learn to) mod. When I started, I knew just about as much as you do now. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
i would recommend you'd install build 14 alpha though, if you're going to mod to big extent. otherwise you'll risk your new mod not to be compatible with the newest build version. build 14 is actually pretty playable, dispite the fact that's it's slightly less stable. it's not that much of a difference. the main difference is features, like sailing from one island to another without using the worldmap.
 
Morgan is right. Only none of the Build 14 Alpha versions are available right now because my site is down. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
i forgot about that. it's so darned annoying that it keeps happening, but what is there to do about it?
 
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