• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. R

    hey, guys

    Uh, I'm no expert on any one specific period of the "pirate" era. But I've got a bunch of random stuff rumbling around in my head. (See the "Role of Women" thread for examples.) Some of that stuff turns out to be useful, from time to time.
  2. R

    hey, guys

    Hey, guys ... I have been sort of keeping up with this project, since I found the announcements. (Apparently I was still on the mailing list ... who knew?) I've referred it to a couple of people ... we'll see if one of them is interested, in a week or so when he gets time. Meanwhile, I'll...
  3. R

    Fixing the ship battles.

    The islands that are only about 1000 yards across in the sailing screen ... those are a little odd too. But that's another project, coordinating island sizes to something reasonable and/or completely reconstructing them. Theoretically, cities should use up more than 100 yards, and islands...
  4. R

    Mods and Game Difficulty

    "Sea Dogs" fight screen was based on the old Microprose "Pirates" model, where a single swordfight is simulated, and each time you get hit, you loose some crewmen. (Of course, the graphics were updated from the old 320x200 stuff, but the mechanics were essentially the same.) Not even an...
  5. R

    Fixing the ship battles.

    Right ... but it seems fair that the realistic sailing mode would limit "sail-to" (and transitions to-from map mode) much more so than it currently does, i.e. increasing the current distances to something large enough that map and sail-to could not be used to avoid confrontation and/or prevent...
  6. R

    Fixing the ship battles.

    Yeah, I was using "realistic" ... resulting in ships appearing at musket shot instead of pistol shot. That didn't really help much ... it was still a matter of 1. fight starts, 2. push the "blast ship" button, 3. boarding sequence, with the total degree of maneuver being that I really seldom...
  7. R

    Fixing the ship battles.

    How are they "fine"? I mean, either the sail-to command or entering combat from map mode, the ships start out WELL within firing range . There is absolutely no room for tactics, or using speed or maneuverability. Just "splick", they appear and start shooting. The result is a highly...
  8. R

    Mods and Game Difficulty

    You're late on the hit point thing ... that was a few pages back, limiting ALL characters to one additional hit point per level. That way, your guy might get a little tougher, but not enough to take more than one more additional hit. But yeah, we will have to go to a wounded/killed system...
  9. R

    Mods and Game Difficulty

    The classic problem of game design. You start with something simple, workable, and reasonably balanced. (i.e. the original "Sea Dogs") The biggest complaint is the "simple" part - a lot of things are over-simplified and so unreasonable. (Inability to get a variety of officers, for example.)...
  10. R

    Fixing the ship battles.

    Again, just reset the default distances. That way, "sail-to" will still work except that you can't get closer than 2000 yards or so of an enemy ship. If someone really wants to mess with it, they can set it back ... maybe put an entry in buildsettings to cover that (a single number to cover...
  11. R

    Mods and Game Difficulty

    <!--quoteo(post=233694:date=Jan 12 2008, 10:04 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Jan 12 2008, 10:04 PM) 233694</div><div class='quotemain'><!--quotec-->I hated reading about your knee dislocation, Ron Losey. <img src="style_emoticons/<#EMO_DIR#>/sad.gif"...
  12. R

    Anybody notice that the sharks are too big?

    <!--quoteo(post=233686:date=Jan 12 2008, 07:58 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 12 2008, 07:58 PM) 233686</div><div class='quotemain'><!--quotec-->Did anybody try to resize the shark with Inez Dias' tool yet? I don't know how to, but it can be done as far...
  13. R

    Fixing the ship battles.

    There are three things that have to be reset to make the encounter distance work: one is the opening distance for the "sail-ho" message encounters. The other is the "sail-to" function ... it has to be disabled within that range, and when used, must deactivate when within that distance of a...
  14. R

    Fixing the ship battles.

    Hey, is anybody with some programming skill going to step up and try to do some of this?
  15. R

    Mods and Game Difficulty

    <!--quoteo(post=232748:date=Jan 7 2008, 10:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2008, 10:20 PM) 232748</div><div class='quotemain'><!--quotec-->I actually meant: Do you want me to make them <i>less</i> rare? <img...
  16. R

    Mods and Game Difficulty

    <!--quoteo(post=232725:date=Jan 7 2008, 09:07 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2008, 09:07 PM) 232725</div><div class='quotemain'><!--quotec-->Any minlevel or rare requirements as well?<!--QuoteEnd--></div><!--QuoteEEnd--> Oh, come on now ... the fact...
  17. R

    Mods and Game Difficulty

    <!--quoteo(post=232699:date=Jan 7 2008, 07:13 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2008, 07:13 PM) 232699</div><div class='quotemain'><!--quotec-->Ok; set blunderbuss and grenade to buyable and moved the selfdamage to the grenade. Let's see what...
  18. R

    Mods and Game Difficulty

    Set them ... I guess we'll find out soon enough.
  19. R

    Mods and Game Difficulty

    Forget the blunderbuss misfire - no logical reason why they would have a significant chance of failure. However, the other area-effect weapons (poison, etc.) could probably use to be the same as the grenades. The really shoddy-looking stuff like the poison gas should have a higher chance of...
  20. R

    Mods and Game Difficulty

    <!--quoteo(post=232432:date=Jan 6 2008, 07:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 6 2008, 07:20 PM) 232432</div><div class='quotemain'><!--quotec-->Ok; so in short: We put the self-damage on the grenades instead and make grenades available for purchase from...
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