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Need Help Stuck after quelling mutiny in Sea Dogs Caribbean Tales

Discussion in 'Sea Dogs: Caribbean Tales' started by paravantis, Aug 14, 2017.

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  1. paravantis

    paravantis Landlubber

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    New to this wonderful forum, I would appreciate some help with Sea Dogs Caribbean Tales.

    After accepting a mission to escort another ship to Guadeloupe, I get the mutiny warning mid sea, I successfully quell the mutiny by helping some crew members kill the mutinees, and then I am stuck roaming about the ship with four or five crew members, unable to do anything.

    Trying to talk to these crew members (by looking at them and pressing space bar) does not give any dialog apart from a generic response. If I press ENTER, the special menu at the top left only has a go to choice which, when selected, has no locations to go to. F3 is inactive, so there is no way I can go back to the sea, to continue my voyage.

    So, essentially, I have quelled the mutiny but I am stuck running around the ship, unable to continue the game.

    Am I missing something?
     
  2. Modder01

    Modder01 Freebooter Storm Modder

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    Welcome to the forum mate:cheers and I am sorry others haven't responded to your posting here for so long, the development of AOP:CT other than my supermod has been stopped in favor of COAS because of the more friendly coding situation...

    Which version are you using? Vanilla, HI Supermod v4.0, SOFS and The German Supermod are all the mods I know for this game... I should know, I designed the HI Supermod....

    A quick note: In Development is a new version of AOP:CT that supposedly fixes all of the headaches with STORM ENGINE 2.5 by upgrading to the COAS version of STORM ENGINE (2.8). I am not sure if this will be a standalone update (which means the game might also be portable without requiring install of the original game disc) or not as I am still working with ChezJefrey (The master behind the merge to STORM ENGINE 2.8) to resolve some issues and make massive improvements to the game.... When development reaches a testing stage I will require play-testers from this forum to post their feedback, bug reports and other issues that need fixing... If they fix the issue themselves (as I hope to incorporate more storm modders into the testing pool so that bug fixing would be on an individual basis) it would greatly help development... I want to make sure that this last update (my final contribution to AOP:CT) is free of problems, gameplay issues and other things that are annoying in order to bring AOP:CT on par with COAS and to make the experience enjoyable for years to come.
     
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  3. paravantis

    paravantis Landlubber

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    Thank you for the polite welcome Modder01, your response certainly saved the ... honor of this forum (just kidding)! Truth be told, I knew that I posted about an oldish game, and was not very hopeful for an answer.

    In respect to my question, I was in fact using the unmodded GOG game (legal purchase, it's called Sea of Dogs Caribbean Tales there), but have since installed the Historical Immersion (HI) Supermod version 4.0, which I must say (and pass kudos to you) is awesome! I wouldn't know if the mutiny problem persists with the HI Supermod because I avoid having my crew morale fall so low that they mutiny, but like I wrote, the unmodded game (at least) appeared to have an issue with the player being stuck (for lack of available actions) after a mutiny is quelled.

    I confess I like the Caribbean Tales (CT) game better that the City of Abandoned Ships (CoAS), and have written a GOG review explaining why here: Sea Dogs: Caribbean Tales (please go to the second page of reviews, and look for the review by paravantis). In short, I find CT to have more of a sandbox feel to it, being able to take to the sea with a ship immediately (in contrast to the CoAS, which requires the player to carry out several actions/quests before obtaining a ship).

    I would certainly be willing to play-test your new version of AoP:CT, when it is available for testing. I would ask that, whatever you decide with its applicability (stand along or requiring a preinstalled vanilla version of the game), please make it work on the GOG version of the game as well, as it is very difficult to find a disk version of AoP:CT today.

    Again, many thanks, and fair winds with calm seas to you and all of us here.
     
    Last edited: Sep 16, 2017
  4. Modder01

    Modder01 Freebooter Storm Modder

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    Thank you for your kind words about all the work I have put into the supermod thus far. The Supermod (minus the changes to the engine) may appear so that GOG and DVD-ROM players will be able to decide between standalone (and portable) and integrated, but this is not confirmed as I will have to backtrack all of my changes in Storm Engine 2.8 and make them to Storm Engine 2.5. That is a very time consuming process and even I am unsure that the game will work after the new code and content is implemented into that engine...

    Most likely the Storm engine 2.8 version of the supermod will be the only version uploaded as the 2.8 merge is having a few minor problems as it is and it may take a while to get it ready for a limited testing phase...

    By standalone I mean it may be independent of the GOG install... Since the engine is updated all related files cannot be renamed or else the game will not detect the engine in use. AOP for COAS and CT is very sensitive when it comes to that... Portable (which will come with the standalone game if this assumption is true) will mean for the first time the installation is mobile! You can put it on a flash storage media and play it on the go.
     

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