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    Maelstrom New Horizons


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Build 14 Alpha 6 Bug Summary

Trade missions to Oxbay (town) should be blocked during French occupation. Or we should allow merchant to make normal trade.
 
yes, he says that the french confiscated his goods if you try to trade with him, even if you try to sell stuff to him. i've never tried to talk to him about it though. i think that he would just say something in the region of that he couldn't unload the goods with the french whatching.

you sound a bit drunk nosie. too much rum? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
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yes, he says that the french confiscated his goods if you try to trade with him, even if you try to sell stuff to him. i've never tried to talk to him about it though. i think that he would just say something in the region of that he couldn't unload the goods with the french whatching.

you sound a bit drunk nosie. too much rum? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Whiskey man! Good ol' scotisch stuff.
I didn't know that I can be noisy when posting? <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
well, i could say looked drunk, but i can't see you, can i? i only see the text. which i meant.

i think that it should still be possible to sell stuff to him. it's just a bit too annoying at times. i don't really care about not being able to buy.
 
Moor at the shore and run into Oxbay, eh? I shall try it.

I find it a bit absurd though since I have a +220 relationship with France and think I'm an admiral. Perhaps it could be coded so one's relationship with France allows trades from port. Surely they wouldn't be suspicious of a long-time ally with a history of sinking British vessels unloading some fruit.
 
well, you can moor in port at that point, but you are forgetting that the shop keeper IS english. he's the one not being allowed to sell and buy. maybe you could negotiate with the french somehow to get rid of the goods. as a replacement for the shop.
 
Alright, so I started a new game due to the Oxbay trade mission killing my ability to accept new ones. Boohoo.

I had only attacked a fort once before and perished. So tonight I decided to try my hand at it again with my Black Pearl and a couple Manowars. Well, I didn't sink this time, but my crew were all dead, and the Manowars did absolutely nothing. Why?!

I gave the Manowars orders to attack the Santo Domingo port, but they didn't fire a single shot; instead, they spent the time adrift floating around me. I even tried the "landing" ability on one and it didn't do anything but float around either. Oddly, "sail away" worked. Anyone else have this problem? Is it perhaps only in relation to forts? I don't recall having any problem in sea battles, but I'm so proactive sinking/capturing ships I don't pay much attention to my other ships besides their hull/sail/crew stats.

Oh yea, and I know they didn't fire any because I gave each 600 bombs and they still had 600 bombs.
 
they use cannonballs, not bombs. whatever you give them, they use cannonballs. i don't really understand why you need that to take on a fort. i can take on any fort in the game with a single manowar. (but only just mind you)

you didn't exactly have to start a new game. just liberate oxbay as you should and deliver the stuff.
 
Only cannonballs?! Gah, how lame. What about the "landing party" ability? Any special requirements for it to work too?

And I know through the main quest Oxbay is returned to British, but I'm not wanting to play the main quest again.

Unrelated, but is it possible to make all trade goods prices and colony locations known from the start of game? Any easy setting change perhaps? Thanks.
 
landing party is to weaking the remaining troops in the fort after you've destroyed it to make it a bit easier for yourself. it might even make the fort surrender when you land.
 
<!--quoteo(post=183864:date=Feb 21 2007, 01:28 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Feb 21 2007, 01:28 AM) [snapback]183864[/snapback]</div><div class='quotemain'><!--quotec-->
Nobody needs to wait for someone else to fix or make a mod. Everybody can learn modding and do the necessary work himself, the necessary tutorials are all available.
We so called "modders" weren't born with the knowledge either.
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Where? Sign me up! I've still got a lot on the go but I would LOVE to learn how to do stuff. Right now I'm tackling modelling but once that's done, It would be awesome to attack this game from a code standpoint.
 
i think you'll be having more than enough work on your hands! why not give a throw at improving the flying dutchman when you've finished your current work?
 
Very true - but I'll ask again - maybe when I'm off for the summer. I am very curious at how the game works from a code standpoint. I mean - theoretically speaking - if you could model, animate, and code - you could do pretty much everything - and if I understood all of it even a bit, I could be really productive. But like I said you've got a point - I shouldn't get ahead of myself - one project at a time.

By the way... imagine if we were able to import animations.... you'd litterally be able to create the kraken as a random enemy in the sea..... but I'm getting ahead of myself again. sorry.
 
I guess this is where I should post bugs...

The game crashed when my crew were just about to mutiny. I saw the dialogue for the mutiny (spiffy, new and improved), and upon choosing I'm still captain bastards - I crashed to desktop. just thought I'd pass the message on <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
that's a known bug.

having the kraken in-game isn't entirely impossible. i've heard that akella is making a DMC game with the kraken in it. the only reason why we can't use it though is because it will probably be set to the size of the black pearl, in their game. but maybe the tentacles could be used.
 
It might be a known bug, but I can not replicate it. It works just fine for me. I didn't check it recently, but last time this bug was mentioned, I checked it and I just couldn't get the bug to occur.

Having an animated Kraken in the game seems quite impossible to me. How would we make it work in the game? As a ship, probably. But ships aren't animated. One thing that *might* be possible: Make a Kraken model, which is loaded at random onto the sea as floating goods. When you sail over it, you'll sink. But I'm not sure if goods of that size actually work. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I have absolutely incredible news guys. but first to go back on my thoughts on something totally new like the kraken.

I was thinking that IF we could import new models, and animations, you could make a certain percent chance that there would be a kraken in a storm. In that case, it would load the deck ('cause you could be in 3rd person) and you could make it like a boss fight in like zelda or something. I don't know the limitations of the code - but theoretically speaking- there is no limits on the code, because other bits of code can be rewritten.

now for my incredible news.... I was talking to my 3D teacher who has a bunch of experience modding and a) he gave me tips on how to get the body for Davy Jones going, and more importantly b) I had him look at the .ani files (animation files used by POTC), and he first gave me a bit of a stern look and asked me how old the game was that I wanted to work on, and then told me that we could probably get it in there. SO in an odd turn of events, finishing the Davy Jones model, and importing it has become a priority as big as school. Because if I can get it done on time, he said he might help me by showing me how to rig it, animated it, and then take that and put it into the game. And in a very twisted logic sort of way... classical animation reaaally isn't what I'm interested in doing. so if I can rush my painting, my animation, layout, I'm almost done character design, performance art etc. class homework so that I get more time for this - it will actually benefit me in the long run, by giving me valuable experience that I can later use in a career that I hope to pursue. Unfortunately for thomas, that might mean that it might take a titch longer to get those hats out - but I'll do that while I'm eating meals and stuff because I shouldn't have to think too hard to put those out.

Oh, and then I'll work on the instruction manual thing before bed - I can do that when I'm tired because it's relaxing in a strange sort of way.

Man - I am so excited!
 
that DOES sound good! what's more, i'm going somewhat in that direction next year as well! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> the problem is, how are you supposed to fight the kraken? i think that if it was indeed a ship, you could kill it by firing on it. it's tentacles could then function the same way as cannons, throwing stuff. (incidentally cannonballs <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ) it would of course have loads of hitpoints, and as it would be a ship, the ammuntition would work roughly the same. grapeshot would in this case weaken the kraken (slowing it down, but not killing it, as crew would function) and grapeshot would decrease it's speed. (but not too much, as it would be highly unlikely that grapeshot could really slow something like that down. maybe something can be done about that?) and bombs and cannonballs would work the same way as it would with a ship. the problem i see though is that the kraken would be very stiff, and the area where you can hit it would of course be different than the actual shape of the kraken, as it should be taken from another ship.
 
Please don't get overworked though. You're no use to anyone when you're in a hospital. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

About the Kraken: I don't know how to make that work. Unfortunately there ARE limits on what we can code, which are mainly caused by limitations in the game engine. To add a proper Kraken attack, you'd probably need to add stuff into the game that the game engine can't handle. The game engine can only handle certain types of stuff at sea: Ships, islands and floating goods. So if we want to add a Kraken, I think it needs to be added as one of those three types. Adding it as island is probably quite useless. Adding it as ship allows the Kraken to sail around, but can't be animated. Floating goods just float and can't be animated either. So that doesn't leave us much proper options. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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