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Debugging New Oxbay locations

Looks like I should make a light version of this mod, eh? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Well reducing the effects can (and will) be done soon.

-Only one type of monster should be invincible (the tricorn skeleton that you occaisionally dig up), and it has only a knife. So just run, and you should be able to shake it off. And once it has lost your track it roams the corridors and kills the undead monks for you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

But I noticed recently that some random characters are being created unvincible. Maybe a bug in the Lai_createfantom. Will check that.

-As for getting lost: well, that's what labirints are for (I made myself a dungeon map with a GM viewer screenshot of the labirint2 model <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> ). Hope that doesn't sound arrogant, but I wanted this to be difficult, cause IMHO PotC has easy dungeons enough already. But the rewards are big as well <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Though I concede that I as author am biased when it comes to gamebalance (always find that difficult), so I can make it easier that if that's a general wish.

-Yes, you can dig on and on, and you will find things every now and then (after all those burial places have been used for centuries <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />) But the treasurechests can be emptied only once a day. And you will often encounter unpleasant surprises, and that limits your digging somewhat. (Therefore the occaisional invincible corpse)
 
<!--quoteo(post=135432:date=Nov 22 2005, 03:05 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 22 2005, 03:05 PM) [snapback]135432[/snapback]</div><div class='quotemain'><!--quotec-->Looks like I should make a light version of this mod, eh? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Well reducing the effects can (and will) be done soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> CCC
All the effects worked fine for me ... and what a good use for antidote! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

I'm using a GeForce 6600 GT.
Then again that may be giving me another problem.

Can everyone check to see if the "Gamma, Brightness and Contrast" controls in "Options" work on your systems with the Post B12 modPack

For some time now I have noticed that the controls don't change how my game looks anymore.

I'm not sure if it is the Modpack or my new video card!
 
Update Dec 05
-The optical effects can now be tweaked for those who have performance problems. Use the USE_PARTICLES setting which is already in Buildsettings.h for seabattle effects. 0 sets the abbey effects to minimum, 2 or higher to maximum.

-Two treasurespot locators moved to places with proper "burial ground".

-Fix for an older problem: Hoseowners should become hostile when you touch their treasurechests. A few months ago the AI group of the houseowners was changed, which messed up that alarming. Fixed now.

All changes marked // ccc Dec 05




And, BTW, here's the infotext about the addition that is already in Pieter's latest modpack update:



Update Nov 05

The Haunted Maltese Abbey
The dungeon with a difference

I have turned the "Abbey of the Maltese Order" in the new Greenford suburb into a haunted abbey. Basically a dungeon, but there are quite some differences to the usual "smugglercaves":

-The looks of location and characters differ from the usual

-New effects, traps and events spice up monster killing and treasure digging

-If you want a change from the straightforward killing of one monster behind the other, here you can play in a sneaky style: most enemies are a bit shortsighted(the background story will tell you why) So you can sneak around them in the mazelike locations, wage hit and run attacks or lure single enemies into quiet corners to dispatch them one by one

-Three "levels": to get to the crypt where the rich grandmasters of the Maltese order (and their treasures!) are buried you have to fight yourself through other locations

-The central level is much more rewarding. Digging for treasure there will yield more loot than the usual boxes(and a few surprises ) If you loot all enemies and dig up all treasure you should be able to buy a fine new ship. (If you get out alive without being looted yourself) So an abbeytour is just the thing to start your carreer

-occaisional "bossmonsters" which are stronger than average (sometimes you'd better run..)

-thieves that run with your money (you think that's a pointless feature? Then try to chase a running thief through a maze full of traps and ghosts..)

Sounds a bit like a boasting advertisement, eh? Well, all this is of course only on amateurmod level. The locations use existing models with only slight modifications, in the long run the events may not be so surprising anymore, and with the effects I may have done too much :wink (Feel free to say so, I can esily tune them a bit down)



Apart from the Abbey action the update contains some bugfixes

-Missing locatorfiles added, all Greater Oxbay and Random locations should work now.

-Fix for dialogs that just refuse to open (fix by now limited to Abbey, please post if you encounter dialogproblems elsewhere)

-several functions connected with NPC grouprelations changed so that there are less "amok runs
 
Thanks, CCC. Greatly appreciated. I don't know when I'll be able to make a new update though. I might be too busy to make on within a week. I'll try though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
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