• New Horizons on Maelstrom
    Maelstrom New Horizons


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    Mod Release 8 Companion/Ship Max Mod

    This is now updated for use with GOF 1.2. Thanks OP, I have been "around" for the past month, just not logged in ;) This is one of those games that always draws me back .
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    Mod Release 8 Companion/Ship Max Mod

    I will update this for use with GOF 1.2 within the next two days. Kudos to the mod team with the release. :) I can also make a vanilla edition if needed.
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    Mod Release 8 Companion/Ship Max Mod

    I finally got around to finding all the code to fix this puppy up. Old thread is located here : http://www.piratesahoy.net/threads/8-maximum-companion-ships.14803/ (could not edit to add prefix in). This only required minor edits to several files scattered around, files are for use with GOF...
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    Mod Release Gentelmen of Fortune! v1.2 Full Release Patch 1.0 FAQ/Bugs/Installing

    Hey guys, small edit to BattleInterface.c if your using the BUHO mate voices. This fixes the repeated Sails up / Sails down issue. //// {*} BUHO-MV - ADDED CODE - First Mate sails advice. case "Ship_SailUp": if (Ship_GetSailState(pchar) != 1) {...
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    CoAS Combined Mod Version

    Sorry, this has yet to be corrected on some ships. If you wish to upgrade cannons you can do so by purchasing new cannons and placing all new cannons, this will remove the older set of cannons.
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    simple COAS mod pack

    Hello, and thank you for providing us with this opportunity. We were able to fix the issue with hiring officers but unfortunately we still have one major issue. We cannot go to our shipyards and open the shipyard menu, to buy / sell / or repair ships. When we attempt to open the menu the chat...
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    8 Maximum Companion Ships

    wow is this a resurrected thread... Unfortunately I lost the data files I had for this, but I am sure I could find them again. I had everything but when your at a trader with the select ship scroll bar, working correctly. The issue was it only allowed 5 ships to show up.
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    CoAS Combined Mod Version

    I have actually modified these in the past. It is rather simple, in "initItems.c" : //SPYGLASSES makeref(itm,Items[n]); itm.id = "spyglass1"; itm.groupID = SPYGLASS_ITEM_TYPE; itm.name = "itmname_spyglass1"; itm.describe = "itmdescr_spyglass1"; itm.picIndex = 14; itm.picTexture = "ITEMS_6"...
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    Editing Encounter details

    The line : refShip.Name = "Flyingdutchman"; // ËÃ The code of this line is : refShip.Name = "Flyingdutchman"; This is the program code that will be read by the computer to complete its function. Below is the commented part : // ËÃ The "//" starts...
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    Editing Encounter details

    These are just comments in the code. /// 1-3 òîðãîâöà 5-6 êëàññà ïëþñ 1 êîðàáëü îõðàíû Notice the /// (only has has to be "//" to force a comment). This means it was something the programmer put in to...
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    CoAS Combined Mod Version

    He means he has taken money out for the moneylender in the City of Lost Ships. Anything you accept from this moneylender has to be paid back 5x the amount plus interest. Thus if you take out 100k it will then be 500k plus interest in return. (Though I have never accepted his money and paid him...
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    8 Maximum Companion Ships

    Sweet that worked. I never would have thought it would be in a C file. Now I just have to vigersouly test it for bugs given the nature of this modification. Though every spot I spotted in the code for companions seemed to be perfectly fine. Thanks Jonathan
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    8 Maximum Companion Ships

    I found a way to change the maximum companion ships from 4 (plus your ship) to 7 (plus your ship) for a total of 8. But as you can see I still need to find the code for the interface files to realign the added 3 ships. Does anyone know where this code may be?
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