• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. 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...
  2. R

    Anybody notice that the sharks are too big?

    I realize this is terribly insignificant, but did anybody else notice that some of the sharks in the game are as big as an oil tanker? <img src="http://img.dailymail.co.uk/i/pix/2008/01_01/shark0201_468x318.jpg" border="0" class="linked-image" /> (And by the way, that's a real picture, not a...
  3. R

    Fixing the ship battles.

    OK, split from the other thread, let's get started on the sea battles. Let's get real basic. Right now, sea battles are determined more by chance and character attributes than by tactics. That's got to go. Issues: 1. All ranges on sail-to or minimum opening ranges of battles should be...
  4. R

    A random string of thoughts...

    Guys: I've been out of the loop over here for a bit ... got tied up with another modding project. However, as it looks like action might be picking up again, with the fresh contact with the Russians and all, I figured I would throw out my list of notions and see what kind of reaction they get...
  5. R

    Damage Model

    Couple of "issues", or bugs, suggestions or whatever. Seems we are still suffering from rapid-fire guns. The 24 pound carronades on my schooner, rated at 70 seconds, were clear down to under 25 second reload. That was gun skill about 9, and full crew with pretty high morale ... but 25...
  6. R

    What's in the newest version?

    After much discussion on fixing the gun damage and reload times, Hook came up with both a reload computation model and a mod that makes sail damage affect turn rate. I tried to modify the damage numbers for gunfire, but I was waiting on these other changes before I could do anything final...
  7. R

    Damage adjustment

    I have been running experiments on the cannon damage model, and I think I've come up with something worth testing. These are the numbers I have been using for base damage on the various shot types: Balls: hull 4, rig 2, crew 4 grape: hull 1, rig 6, crew 6 chain: hull 1, rig 10, crew 2 bombs...
  8. R

    New direction for buildings

    Guys: I had an idea. Everybody is trying to get a mod that will add buildings, but there are graphic issues. Let's go a different direction. Forts on the game are a destroyable entity in the 3d sailing screen, like a ship. It should be a simple command to add one to a beach, just like "make...
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    Thoughts on the newest Build Mod

    Guys: I just signed up for this forum, but I've been playing with the Build mods for some time now. The newest one is great, but since it is still in Alpha, I figured now was the time to make observations. The ammunition limits for small arms was a cool technical touch, but its current form...
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