• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. T

    Need Help "nosurrender" attribute and retreat

    Unifying the retreat functions, some are in the morale check (where if a character has "nosurrender" marked they skip), others are elsewhere and get run for everyone. Many of these are inherently similar (ie, HP loss checks for retreat appear all over the place, some blocked by this, others...
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    Feature Request AI decision to prioritize boarding

    @Pillat had the below idea: With the new rewritten power function, the AI is currently estimated its fighting power as essentially Remaining HP multiplied by Firepower (scaled up for better cannons), and then comparing the sums for the enemy and friendly fleet, to decide whether to withdraw...
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    Unconfirmed Bug Error in crew quantity

    Found this in my compile log: Error!!! Overup maximum crew quantity (character=1433) The character is a treasure pirate. Some other errors were present for him as well: EA: Error: Group Treasure_Pirate, Island Oxbay SEA: Error: Find locators Group , Locator He did spawn correctly in the...
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    Needs Testing Intelligent AI retreats and surrenders

    UPDATED Oct 18, partial changelog - Very old bug with flagship surrenders causing fleets to go neutral should be (hopefully) fixed - Levis's idea of a progression of strength for effects on surrender chances implemented in a progression of powers raising to 0.625, then 0.5, then 0.4 as a given...
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    Fix in Progress Demasted AI and retreat order

    Yesterday I had a day long break and could finally play a bit, and I figured out how easy it is to demast enemy ships with manually aimed cannonballs. Very fun. However, the problem arises in how the demasted AI behaves. The AIship file will tell a wounded AI to retreat, and there is no check...
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    Fixed Shipyard upgrades not factored into sale price

    The code for increasing the purchase price of a ship with upgrades seems to work fine, but if the player applies an upgrade to his ship, the sale price he gets does not seem to go up at all. At least, in multiple tests applying and removing upgrades, I did not see any difference. Tested with...
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    Fixed Shipyard ship replacement- cargo price given as deduction but cargo retained

    When you sell a ship, the cargo price is included in sale price, which is of course correct. Things go wrong though if you are replacing the ship (ie, buying a new ship at the same time). You get paid for the cargo, but you still keep the cargo. Bug is easy enough to see in action, if you...
  8. T

    Loan shark interest rates

    Because of my work background I spend a lot of time thinking about interest rates...;) And this causes me to be sensitive to the fact that the interest rate paid by loan shark is way too high, from all of a gameplay, balancing, and realism perspectives. First off, to make clear I'm not the...
  9. T

    Unconfirmed Bug Brigantine and brig stats

    Dreaming of the days when I can play again, this morning I looked at the ship stats on my mobile device from the ship extraction tool here. Noticed a few odd things, most significantly: Tier 6: Brigantine has a speed of 9.9, turn rate of 60 Naval light brig is speed 11.5, turn 105 Snow brig...
  10. T

    Fixed Cannot capture enemy captains after surrender

    @Levis Here is the bugtracker you requested regarding captain generation and surrender Enemy Captains can, at least most of the time, not be captured any more after they surrender. At first we thought it might be from the cabinfight dialog file changes, but testing proved this was not the...
  11. T

    Changing English female officer voice file

    @Jack Rackham Has been kind enough to prepare a large amount of possible English female officer voice files: Mod Release - Now included in latest patch: Trade Winds, AI armor, weapons variety, captain rebalancing, etc | Page 6 | PiratesAhoy! The current voice for English female officers doesn't...
  12. T

    Increasing blacksmith profit percentage

    @Grey Roger mentioned previously that he found the blacksmith costs under new sword prices too low. This seems a correct observation, and something we didn't account for when we did the 50% drop in weapon prices. The attached file aims to correct this, by tripling the blacksmith profit...
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    Feature Request Tie smuggling coastguard response to player ship size instead of level

    @Levis I made a note to mention this idea to you, after I was looking at how your great smuggling system was coded. :) Currently, it looks like coastguard response increases as the player either has more companion ships, or a higher player level. The first makes sense--a larger fleet would draw...
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    Feature Request Removing easily repeatable max hp bonuses

    Just remembered I had a list of issues to report before taking off--forgot to do so until now. :) First is management of repeatable max HP bonuses. The standard that any such permanent HP boosts should be balanced against is the Apothecary, where the player must collect many rare items and pay...
  15. T

    Fixed Blocking worst weapons from everyone

    It seems from conversation here: Unconfirmed Bug - Navy Soldiers not blocked from inappropriate weapons | PiratesAhoy! That it might be true that people don't want any enemies ever using the worst weapons (knives, tools, etc). If that is the case, the attached files will remove any chance of...
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    Needs Testing Navy Soldiers not blocked from inappropriate weapons

    @Grey Roger saw a Navy Soldier equipped with a spade. It appears this check in LAi_equip is not functioning: isNotPirate = isSoldier(chr); //if(ModelIsType(chr.model, "Land_Officers")) trace("soldier model")...
  17. T

    Feature Request Increase rate of cannon skill gain

    @Grey Roger Suggested Cannons go up too slowly in the course of another discussion: Feature Request - Shared XP Discussion | PiratesAhoy! @Levis Responded to that by saying: "After hearing your story I guess cannons should be raised a bit and maybe repair should be lowered a bit?" Feature...
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    ship generation depending on player ship

    In AIShip, there is a ship generation function that uses the player's ship tier, and caps the AI ship generated at 1 bigger or smaller than that. When I was debugging perks and staring at compile logs, I noticed that ships were being generated within this +1 -1 tier range, so very possibly it...
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    Confirmed Bug Town locations instantly open for fast travel in first town

    If starting a new game and skipping the tutorial, all store and town locations are immediatelly available for fast travel in that starting town (ie, you don't have to discover them). I think this happened in a recent update, as I seem to remember always having to ask townspeople for directions...
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    Reference notes on difficulty level effects

    There is no idea or suggestion here from me, but I was curious about what exactly difficulty level affects in the current build, and I made some notes while searching through all the getdifficulty uses in the files. I have made a few underlined Notes of interesting things, but all make sense...
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