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Thorough Testing Needed

<!--quoteo(post=168484:date=Oct 22 2006, 08:23 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 22 2006, 08:23 AM) [snapback]168484[/snapback]</div><div class='quotemain'><!--quotec-->Could you tell me which one you consider to be the last stable Pre Build 13 version?<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps Hat's September 6 version. It's not complete, and it's not totally bug free, but it's the last version where someone said they could complete the main quest. We submitted that version with the intention that it be a "release candidate", not just another stepping stone.

I'd suggest applying any known bug fixes you have to that and putting it out as B13_beta7. Or 13.0.6.1 would be better. Version 13.0.6.2 and so forth for bug fixes to that version. Start adding in new content after people say the thing works for them. Version 13.0.7 with all the new charaters on the new islands, etc, 13.0.7.1 etc for bug fixes.

Hook
 
Ok Interesting results : i've tracked down exactly where the various recent bugs have been introduced <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

I'll list the build and put the various bugs as either 'has' or 'doesn't have' - so the bigger picture on each build is easier to digest.

<b>12.1(full)+Prebuild13(base):</b>

<b>Has:</b>

1. being able to easily barter hireable officers - first instance of this, in 12.1(full) its almost impossible apart from a one or two reductions in hireing price - after that the officer will not improve the offer.
2. AI Red flag bug(France hostile)
3. 'Party Officers dissapear' bug while going to store in Falise de Fleur+extended Greenford section.

<b>Doesn't have:</b>

1. 'Double Char spawn' bug on save/reload
2. 'Decimal money' bug
3. 'Starvation escort' bug
4. 'Locked out' bug
5. 'Party Officers not using up ammo+gunpowder' bug

<b>12.1(full)+Prebuild13(base)+Update 21 Aug 06:</b>

<b>Has:</b>

1. being able to easily barter hireable officers
2. 'Decimal money' bug
3. 'Party Officers not using up ammo+gunpowder' bug
4. AI Red flag bug(France hostile)
5. 'Party Officers dissapear' bug while going to store in Falise de Fleur+extended Greenford section.

<b>Doesn't have:</b>

1. 'Double Char spawn' bug on save/reload
2. 'Starvation escort' bug
3. 'Locked out' bug

<b>12.1(full)+Prebuild13(base)+Update 10 Sept 06(on top of 21 Aug 06 one):</b>

<b>Has:</b>

1. being able to easily barter hireable officers
2. 'Decimal money' bug
3. 'Party Officers dissapear' bug while going to store in Falise de Fleur+extended Greenford section.
4. 'Party Officers not using up ammo+gunpowder' bug
5. 'Starvation escort' bug
6. 'Locked out' bug
7. AI Red flag bug(BUT only when visiting Falaise de Fleur, the fort there will fire on you when flying the red flag - game start(at Oxbay) is fine+relationship states 'neutral' from french point of view)
8. No Auto update of quest book when the Osieau is sunk(need to enter captains cabin)

<b>Doesn't have:</b>

1. 'Double Char spawn' bug on save/reload
2. AI Red flag bug at game start in Oxbay. see note above(no.7) in the 'Has' bug section for the weird thing about this.


From all this we can see the doubled char spawn bug comes in later with the actual betas. Most of the other bugs get introduced in either the August or September(more so) update file and then are continued in the following betas.

note the new(?) 'Party Officers not using up ammo+gunpowder' bug. This is something i was wondering about while testing the various betas last week, as it appeard my officers were not using up their ammo. This was added in the 21 Aug 06 update. In the prebuild13(base) they do actually use up ammo+gunpowder as they shoot. This may not be a bug of course - it might be it was decided to change this function as it can get tricky looking after your officers ammo?

oh yeah just looking and it was in the 10 Sept 06 that i got the first instance of getting 'locked out' of greenford after letting the fort there sink the Oiseau.

Im thinking if people had reported not haveing a problem in the main quest in this version it might be because they avoided triggering this bug(by capturing/sinking the Osieau in open sea).

I seem to remember avoiding this bug when i first started playtesting the betas, and the reason i think was i accidentaly changed my french flag to the red(neutral-AI/AH) one while just sailing past the range of the fort at Falaise de Fleur. The Osieau was still in range and was sunk pretty quick by the french fort, for some reason this didnt block greenford for me? Something like that - i'll test that for sure when i get onto testing the betas(tomorrow?)


Hope this helps?
 
Wow! This thread grew legs and walked away since the last time I was in here! Thanks to everyone for the congrats! This afternoon was the first time I had a chance to look at the beta, so I'm probably not telling anyone here anything that they don't already know, but I did notice on Beta 5 when you capture an enemy ship, you are unable to transfer anything between ships, all the options are greyed out.
 
just looking over the thread and thought i'd throw out a couple things:

to Jason: check your reputation after capturing the fort. it should be pretty low, if not rock bottom. it seems that fighting in the fort lowers your rep, and then the shopkeepers/shipyard owners won't do business with you, no matter what nationality they are or you are

about the ammo mod: i don't know if this has happened to anyone else or has been noted by anyone else, but i never give my officers ammo or gunpowder, and yet they always manage to find some. usually they do not have any when i hire them, but once i leave one area and the game loads another, the officers have a full set of ammo and gunpowder, and use it in combat. they use it all up, and then by the time the game loads the next area they have a full arsenal yet again.

hope this helps. sorry to be repetitive if you already knew this.
 
<!--quoteo(post=168522:date=Oct 23 2006, 01:30 PM:name=thnikkaman)--><div class='quotetop'>QUOTE(thnikkaman @ Oct 23 2006, 01:30 PM) [snapback]168522[/snapback]</div><div class='quotemain'><!--quotec-->
just looking over the thread and thought i'd throw out a couple things:

to Jason: check your reputation after capturing the fort. it should be pretty low, if not rock bottom. it seems that fighting in the fort lowers your rep, and then the shopkeepers/shipyard owners won't do business with you, no matter what nationality they are or you are

about the ammo mod: i don't know if this has happened to anyone else or has been noted by anyone else, but i never give my officers ammo or gunpowder, and yet they always manage to find some. usually they do not have any when i hire them, but once i leave one area and the game loads another, the officers have a full set of ammo and gunpowder, and use it in combat. they use it all up, and then by the time the game loads the next area they have a full arsenal yet again.

hope this helps. sorry to be repetitive if you already knew this.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Hmm, if this is true, then I won't have to bother with transfering powder and shot to my henchmen anymore. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Will have to try this out...
 
I believe part of the ammo mod at some point was changed so that when you go back to your ship, they will get given ammo from the ship store, kinda like if you go visit the cargo deck(i think its called that) on your ship you can get an option to replensih your ammo also.

I'm not sure when this was introduced though. Still in the later beta's i think you will find that after a combat in which your officers shoot weapons, they will have the same amount of ammo they had before the combat? something to look out for. As far as i could tell only the pre-build13(base) - with no updates or betas, would have your party officers use thier ammo up in a combat?

IF my list is correct for where the bugs were introduced, then it should be relatively easy to track down which code changes introduced them? Still we know Pieter is currently a bit busy with real life, and i think he is the only one who will be able to look into this in detail.

Please feel free to disagree with any of my findings - i know its a complicated process and errors can be made, the more cross-referencing of bug reports we can do, the better in the end for the coders and ultimately all of us when we get this great build out.

In the meantime we should just carry on testing and bug reporting - oh joy! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Thanks a lot for the testing. At the moment I'm having a holiday, but I'm still busy with dozens of things, so I'll let you people do some more testing and in a couple of days or so, I'll try to make a new modpack update the way Hook suggests above. I think that's a pretty good idea. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=168551:date=Oct 23 2006, 12:33 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 23 2006, 12:33 PM) [snapback]168551[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks a lot for the testing. At the moment I'm having a holiday, but I'm still busy with dozens of things, so I'll let you people do some more testing and in a couple of days or so, I'll try to make a new modpack update the way Hook suggests above. I think that's a pretty good idea. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

well i'd maybe wait out on that one - its the 10 Sept 06 update that introduces the 'locked out' bug as far s my testing has shown?

Currently i'm testing a possible 'least bugged' build of:

12.1(full)+pre_build13(base)+Update 21 August 06+Decimal money bug FIX+MassSurrender bug FIX(although i'm not sure i need that last fix in this build, it doesnt seem to crash anything though?).

I'm thinking if anyone did complete 10 Sept 06 ok, they probably captured/sank the Osieau at sea - i found the first case of 'locked out' bug in that version , after letting the fort at greenford sink the Osieau. 21 August 06 didnt have that problem(but has others obviously).

I'll start a thread for this particular build and list all the things i notice that seem wrong.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->By Black Bart:
lol - well now that i've embarrassed myself totaly, dont worry about it!! Sorry CCC - you were the most upset person over my report of an alleged problem, and that 'problem' is your own work, working as it should! I do apologise sir - please relax over the non-issue and we can get on with the much more important beta testing/bug hunting.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, it's me who should apologize: for my flare up, which was rather out of proportion. I assumed you meant something like twisted dialognodes.
Looks like I'm a bit touchy and impatient lately, probably the result of being in this pirate modding business for years. The longer you are around the more deja vu and "YET AGAIN" flashes you get. My apologies for any former and future flare ups <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

BTW, most of the "Walker" dialogtext is stock PotC. I only added things like thieving etc.
 
<!--quoteo(post=168707:date=Oct 25 2006, 07:58 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 25 2006, 07:58 AM) [snapback]168707[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->By Black Bart:
lol - well now that i've embarrassed myself totaly, dont worry about it!! Sorry CCC - you were the most upset person over my report of an alleged problem, and that 'problem' is your own work, working as it should! I do apologise sir - please relax over the non-issue and we can get on with the much more important beta testing/bug hunting.<!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, it's me who should apologize: for my flare up, which was rather out of proportion. I assumed you meant something like twisted dialognodes.
Looks like I'm a bit touchy and impatient lately, probably the result of being in this pirate modding business for years. The longer you are around the more deja vu and "YET AGAIN" flashes you get. My apologies for any former and future flare ups <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

BTW, most of the "Walker" dialogtext is stock PotC. I only added things like thieving etc.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Well i'm glad you hold no grudge sir! I remember you of old(when i was my aka) and it was always a pleasure to see you around - still is <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Oh - ref your comments on the thieving stuff; has anyone had any suggestions for taking this whole aspect of the game further? for example is it possible for me to currently sell/buy 'thief' items - like the stinkpot/posion dagger etc? I posted some brief thoughts here on the subject(post #10)

<a href="http://www.piratesahoy.com/forum/index.php?showtopic=8541&st=0" target="_blank">http://www.piratesahoy.com/forum/index.php...c=8541&st=0</a>

"MORE SHOPS IN GENERAL - for a later build:

G) Guilds - i was thinking specificaly a thieves/assasins type guild, mainly to develope further the whole sneaks weapons we have in the game(poison blades/toxic fume bombs etc) - to gain access to these items or take quests that involve more thief like skills, it could be nice to have a shadowy guild you could try to join?"

It could be an extention of a 'smugglers guild' - i know that was quite strong in cornwall and parts of west wales untill fairly recently, some still think it goes on?


- as always with a view to long-term possibilities as we need to focus on the beta-testing of the awesome build13.

Overall i've been blown away by what people like yourself have managed to do to the game, and long may it continue. Imho i sadly dont hold out much hope that we will see the likes of such a game again(AoP might be a nail in the coffin?) - so we may only have PotC to see what can be done.
 
Can somebody please check, after you told a surrendered enemy captain to be put in your hold, if he actually IS there? I have been hearing reports of them not being there at all, even though they are in the passengers list. Way weird. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
I don't know if this is a bug but I don't seem to be able to capture a ship anymore. It doesn't allow me to do anything but signing an officer and it won't allow me to do so because I don't have enough crew... only it doesn't allow me to transfer crew.


Cheers...
 
Are you using Beta 5 or Beta 6? Beta 5 had some troubles with the ransack screen that came up after capturing a ship, but that is fixed in Beta 6. The fix is reported working, so there should not be a problem in Beta 6.
 
Yes. I installed Beta 6 and it all runs smoothly now.
Also, The captured commanders are in my cargo bay.

Cheers...
 
Thanks for checking that! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
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