• 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 Sought - 13 Final & 13 Full + Update 3

That's a different bug. I think it's an Alpha bug fixed in the most recent game versions.
 
then i'm lost. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I have forgot about this one.

[attachment=1468:wrong_sh...w_hiring.JPG]

A misplaced sprite or whatever it is, and it only happens about 1/5 of the times you press the hire crew button.
Its a minor glitch. Still, its a bug...
 
Your ingame name IS Christianus Sixtus, right? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=228763:date=Dec 30 2007, 05:12 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 30 2007, 05:12 PM) [snapback]228763[/snapback]</div><div class='quotemain'><!--quotec-->then i'm lost. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
Never mind though! It was really long time ago and in connection with build 14a6... certain ship types acting like sailing sideways, and their velocity catching up with the main character upon landfall in port... I'm sure it will come back when we get that far with the search.
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />


Separate issue anyway, because on this build 13 occurence both F1 and F2 (and all other function keys for that matter) were disabled so there was no way getting arround the frozen screen but the ole' Ctrl-Alt-Del.
 
<!--quoteo(post=229054:date=Dec 30 2007, 07:48 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Dec 30 2007, 07:48 PM) [snapback]229054[/snapback]</div><div class='quotemain'><!--quotec-->I have forgot about this one.

[attachment=1468:wrong_sh...w_hiring.JPG]

A misplaced sprite or whatever it is, and it only happens about 1/5 of the times you press the hire crew button.
Its a minor glitch. Still, its a bug...<!--QuoteEnd--></div><!--QuoteEEnd-->

I have experienced that one too. Good you brought that up!
What time of day was it in the game?
 
<!--quoteo(post=229068:date=Dec 30 2007, 08:18 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 30 2007, 08:18 PM) [snapback]229068[/snapback]</div><div class='quotemain'><!--quotec-->Separate issue anyway, because on this build 13 occurence both F1 and F2 (and all other function keys for that matter) were disabled so there was no way getting arround the frozen screen but the ole' Ctrl-Alt-Del.<!--QuoteEnd--></div><!--QuoteEEnd-->Try Alt+F4 next time. Should close the game straight away if it's still responding in any way. You could also try Alt+Tab to get back to Windows.
 
<!--quoteo(post=229084:date=Dec 30 2007, 08:38 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 30 2007, 08:38 PM) [snapback]229084[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=229068:date=Dec 30 2007, 08:18 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 30 2007, 08:18 PM) [snapback]229068[/snapback]</div><div class='quotemain'><!--quotec-->Separate issue anyway, because on this build 13 occurence both F1 and F2 (and all other function keys for that matter) were disabled so there was no way getting arround the frozen screen but the ole' Ctrl-Alt-Del.<!--QuoteEnd--></div><!--QuoteEEnd-->Try Alt+F4 next time. Should close the game straight away if it's still responding in any way. You could also try Alt+Tab to get back to Windows.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks !
I'll try that... <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Long hours of smooth playing ... without re-encountering any invalid dialogue screen freeze... have really been fun.
I have listed the less dramatic issues I came across so far in this attachment:
[attachment=1472:sparrow_...t_topics.htm]

In the meantime I wish you all
A Happy New Year!
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=229074:date=Dec 30 2007, 08:30 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 30 2007, 08:30 PM) [snapback]229074[/snapback]</div><div class='quotemain'><!--quotec-->What time of day was it in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->

It was close to dusk, as far as I remember.
 
<!--quoteo(post=229062:date=Dec 30 2007, 08:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 30 2007, 08:03 PM) [snapback]229062[/snapback]</div><div class='quotemain'><!--quotec-->Your ingame name IS Christianus Sixtus, right? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

No?! Thats the name of my ship <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
I am no pirate, I am a true navy kind of guy, really. I should one day replace the Portugese with the Danes, with flags and all.. and replace Concaicao with St.Croix or St.Thomas, just to make my present in the Caribbean more realistic. Dont think we had more than about 4-5 ships protecting our colonies anyway <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=229377:date=Dec 31 2007, 01:03 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Dec 31 2007, 01:03 PM) [snapback]229377[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=229074:date=Dec 30 2007, 08:30 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 30 2007, 08:30 PM) [snapback]229074[/snapback]</div><div class='quotemain'><!--quotec-->What time of day was it in the game?<!--QuoteEnd--></div><!--QuoteEEnd-->

It was close to dusk, as far as I remember.
<!--QuoteEnd--></div><!--QuoteEEnd-->

At dusk I can confirm experiencing related issues. The interface shadow could be one of them in a twilight between barkeeps day dialogue and night dialogue.
All seem to point to a need to look into the adjustments of dialog/enabling access/encounter time settings.
Same issue that makes fex. the Store door accesible as the evening progresses, but once you enter there is no merchant behind the counter because the man actualy had closed the shop - which you can see in the quick access keys if you try them, because they only display the night options Tavern and Port. So you stand alone in an unattended store because clock settings for the trader slightly differ from the clock settings for the enabling access to the door.
"Not a game breacker but ..." You have a good point there! Since there are settings for hours in the different files they ought to be looked into and if there is something else affecting the interface graphics it should dfinitely be fixed.

On that I can only agree totally!
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--quoteo(post=229384:date=Dec 31 2007, 02:16 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Dec 31 2007, 02:16 PM) [snapback]229384[/snapback]</div><div class='quotemain'><!--quotec-->I am no pirate, I am a true navy kind of guy, really. I should one day replace the Portugese with the Danes, with flags and all.. and replace Concaicao with St.Croix or St.Thomas, just to make my present in the Caribbean more realistic. Dont think we had more than about 4-5 ships protecting our colonies anyway <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
... and following your name's history allow independet administration on island issues, fall in love with a local beauty, cross everybody at the royal court back home and ... last but not least... free the slaves !!!
<img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Gee what a quest potential this could bring to the game! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> Them true navy kind of guys sure carry a pirate at heart... and a good man as Captain Jack Sparrow would have said!

Godt Nyt Ã…r Governor and keep up det gode arbejde!
<img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=229391:date=Dec 31 2007, 03:42 PM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 31 2007, 03:42 PM) [snapback]229391[/snapback]</div><div class='quotemain'><!--quotec-->Same issue that makes fex. the Store door accesible as the evening progresses, but once you enter there is no merchant behind the counter because the man actualy had closed the shop - which you can see in the quick access keys if you try them, because they only display the night options Tavern and Port. So you stand alone in an unattended store because clock settings for the trader slightly differ from the clock settings for the enabling access to the door.<!--QuoteEnd--></div><!--QuoteEEnd-->Time updates between location changes, so I always imagined that issue to occur when you are in a location just before closing time, but then closing time occurs during the time it takes for the player to move from location to location, so when you are actually in the store, it will have closed. Not really sure how to counter that bug. Simplest might be to have the store keeper be always present, so if the store closed behind you, you can still do what you wanted to.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Excitting additional encounters eg. Governors emisary in the tavern asking for smugling goods, but only triggered if you chose to be accompanied by crew members.<!--QuoteEnd--></div><!--QuoteEEnd-->You only ever have these encounters when the crewmembers on shore mod is on, right? And it's only turned on when you ask some of your crewmembers to follow you ashore.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Still a lot of Jack Sparrows with the brigands<!--QuoteEnd--></div><!--QuoteEEnd-->Find "9Ja" in PROGRAM\Models\initModels.c and remove the line <i>AssignModelType(isstart, &model, "Outlaws", 1.0);</i> for this character. You could even remove the other <i>AssignModelType</i> lines for him and "9Jb", which is another Jack Sparrow-lookalike, and get rid of random encounters with Jack Sparrow completely.
 
Julian posted:

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Zaid Munro quest needs polishing on two aspects. When meeting the bandits at the first encounter, the guy on the right does not respond to dialogue keys.

Then at the second encounter the first two resurected guys do not hav swords and do not attack, and then do not respond to any dialogue keys either<!--QuoteEnd--></div><!--QuoteEEnd-->

Pieter, this is what I reported a year ago, that the Zaid Murro quest can't be finished as the second set of bandits did not have swords.
I found that this problem could be avoided, not fixed but rather circumvented, by having the "auto loot" disabled.

BTW, Julian, do you have auto loot enabled?
 
No blades with the ammo mod on and they do have them with the ammo mod off? That sounds really WEIRD! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=229412:date=Dec 31 2007, 11:05 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 31 2007, 11:05 AM) [snapback]229412[/snapback]</div><div class='quotemain'><!--quotec-->No blades with the ammo mod on and they do have them with the ammo mod off? That sounds really WEIRD! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Ooops my bad. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />

It is the "Auto Loot" enabled that caused the bug in my case. See below.

<!--quoteo(post=173973:date=Nov 30 2006, 12:45 PM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Nov 30 2006, 12:45 PM) [snapback]173973[/snapback]</div><div class='quotemain'><!--quotec-->Zaid Murro quest is bugged with auto looting on!

With the second set of bandits, two of the three present as unarmed and the red danger icons stop after you kill the one that is armed.
You have to kill them all to complete the quest, thus incurring a rep loss.

Note that you get sabers from all of them with auto loot anyway.



With auto loot off, everything is normal.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
i've seen the missing store keeper bug and the zaid murro quest bug as well. i just kill those two guys without swords as well, and can then continue with a bit of a reputation hit. the first time i saw that the store owner was missing i thought he was upstairs, preparing to close the shop. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=229418:date=Dec 31 2007, 11:36 AM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 31 2007, 11:36 AM) [snapback]229418[/snapback]</div><div class='quotemain'><!--quotec-->... i just kill those two guys without swords as well, and can then continue with a bit of a reputation hit. ...<!--QuoteEnd--></div><!--QuoteEEnd-->
A bit of a hit?

You go down 2 full levels killing them both, and with all the people complaining about how their reputation tanks so easily, I think this is something that should be fixed.
 
Back
Top