• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 GAMMA [Last Update: 31st December 2021]

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Right. That is precisely the concept behind the fastmerchantman. You take a frigate and remove its cannons and crew, then remove all the reinforcements needed for those big cannons. You then install smaller lighter cannons and use a smaller crew. This all adds up to greater cargo capacity and a ship that turns better because of its lower center of gravity. With empty holds it is also faster too because it sits higher out of the water thus reducing drag.

Then you add back the reinforcements and big cannons while keeping the cargo capacity and increasing the speed and maneuverability. Remember that 12 pound cannons actually did weigh twice as much as 9 pound cannons.

Overall it does seem to be a fantasy mod, which means now I have to get rid of it as it makes no sense. It seems everyone is ok with it so I will shut up.
 
Right. That is precisely the concept behind the fastmerchantman. You take a frigate and remove its cannons and crew, then remove all the reinforcements needed for those big cannons. You then install smaller lighter cannons and use a smaller crew. This all adds up to greater cargo capacity and a ship that turns better because of its lower center of gravity. With empty holds it is also faster too because it sits higher out of the water thus reducing drag.

Then you add back the reinforcements and big cannons while keeping the cargo capacity and increasing the speed and maneuverability.
:rofl :facepalm :rofl

It seems everyone is ok with it so I will shut up.
I don't know about that; maybe nobody ever thought about it before?
And getting any sort of feedback on questions tends to be stupidly difficult, so don't take "no response" as being "everyone is OK"... :unsure
 
The logical move might be to reduce cargo capacity when you take the reinforced hull. Alternatively remove the increase in cannon size, so "reinforced hull" means reinforcing the hull and nothing else.

The corsair refit is indeed something of a fantasy mod. It used to be called flushdecking, but that had two problems. Flushdecking, i.e. cutting down the superstructure, would drastically alter the ship's appearance; and in reality it wasn't limited to pirates because the British did it to some of their warships as well, among them the real life HMS Indefatigable. So it was renamed to corsair refit, the assumption being that pirates know a few tricks that normal shipyards don't, which is why you get the improved performance and cargo capacity without losing firepower. The only penalty is losing some of the ship's HP, presumably because something has to be taken out to make room for that extra cargo, making the ship less resilient.
 
The idea with that upgrade is that it is a "pirate customization"; so it's less an upgrade that you should always get and more a preference you can get IF you intend to do pirating.
It cannot be removed either, which is supposed to be a notable DISadvantage.

That is the intention anyway....
 
In my April 2016 install the reinforced hull did just that and nothing else. In the January 2017 install it also allows you to install larger cannons. But there is no reduction in speed or cargo capacity to go along with it, so that is new.

The corsair refit probably has never been touched but I can't say as I never used it. It just really seems like a very large upgrade that kinda makes large ships obsolete.
 
Allowing you to install larger cannons was always meant to be part of the mod.
The code was in place, but it didn't work.
If I recall, that was fixed so that now it does.
Whether it SHOULD, however, is a different question.
I think you can tweak the strength of the upgrades in InternalSettings.h .
 
I like it as it is now in the mode. I like the possibility to install bigger cannons later on in the game.
Sometimes I have a vessel , I really like, only the guns are to weak, so new guns and the ship is as
good as money can do it. And I like there is other things to do, at the shipyard, than just repair the
vessel. Short: Its real good as it are now!
:pirate41:
 
Yes, edit "InternalSettings.h" and find the section headed '// ---- ADD ONS ---- All need shipyards. All can take out.'
 
I just run in to this missing Blade. Last I toke a Spanish ship, I got 3 of them. seadogs2_0000.jpg
 
The blade ID says a "katana".
I expected as much. Thanks for confirming.

Sounds like you've got an initItems.c file in your game with some new weapons, but are missing the required interface texture files and ItemsDescribe.txt file.

Did @Grey Roger already add all of that stuff to his zip?
I can't remember now.
If not, maybe @Jack Rackham has somewhere an archive with the missing files.

This is a new weapon that was added in the last few weeks or so.
I haven't touched any of the relevant files myself; I've only seen the posts on the forum about it.
 
Thanks! I will see if I have done anything wrong with my updates. I thought I had all relevant updates right, but?
 
No I don't have the texture files any longer. @pirateking has added more katanas so he should have an itemsdescribe.c
file that includes them all.
 
I expected as much. Thanks for confirming.

Sounds like you've got an initItems.c file in your game with some new weapons, but are missing the required interface texture files and ItemsDescribe.txt file.

Did @Grey Roger already add all of that stuff to his zip?
Yes, I added "initItems.c". But the texture and "ItemsDescribe.txt" would be in "RESOURCE", and as @Jack Rackham tends to include a lot of stuff in there in his general uploads, I just copy the whole lot into the archive, so I wouldn't have noticed that those files were missing.

What's also worrying is that @ANSEL got three of them. The katana is supposed to be very rare; ideally you'd be lucky to find one in an entire game. Katanas were not exactly common in the Caribbean, or for that matter anywhere in the western world! Also, what's it doing on a Spanish ship when it's supposed to be limited to PIRATE; and shouldn't this line in "initItems.c" prevent it from appearing except in stores?
Code:
case "bladeC36":       QualitySkipRand = true;     break;  // special case, JRH (only in stores)
 
Yes, I added "initItems.c". But the texture and "ItemsDescribe.txt" would be in "RESOURCE", and as @Jack Rackham tends to include a lot of stuff in there in his general uploads, I just copy the whole lot into the archive, so I wouldn't have noticed that those files were missing.
So does anyone actually have those missing files? @pirateking perhaps?

What's also worrying is that @ANSEL got three of them. The katana is supposed to be very rare; ideally you'd be lucky to find one in an entire game. Katanas were not exactly common in the Caribbean, or for that matter anywhere in the western world! Also, what's it doing on a Spanish ship when it's supposed to be limited to PIRATE; and shouldn't this line in "initItems.c" prevent it from appearing except in stores?
When did you guys make that change? Maybe @ANSEL has an older version of the file? Or maybe he needs to press F11 for it to update?
 
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