• New Horizons on Maelstrom
    Maelstrom New Horizons


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    Notice List of Development Roles

    Hi All, I just saw the survey about this game and thought I'd come offer any assistance I could. I'd be looking at helping with the programming side, though I have no experience (yet) with the UDK. My background is C#, VB and web scripting (PHP etc) and of course all the POTC/COAS modding...
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    [WIP] Limit special ship type to certain country

    Hi MK, Buho had already had a look at this and answered you in the Modders forum. I had a look myself at the file you posted there and it worked fine. Actually, the file there is identical to the base COAS version (minus some cannon stuff) did you post the correct file?
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    [REL] Victuals for both ships (in exchange window)

    in GOF 1.2 (to be released soon, honest!) you can double click on their cannons in the loot menu to strip them from the captured ship.
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    [WIP] Limit special ship type to certain country

    You could certainly do that, or just make something like RandFrom10Digit(x1,2,x3,x4,x5,x6,x7,x8,x9,x10) and have lots of options for ships between the original ranks.
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    [WIP] Limit special ship type to certain country

    Hi MK, Currently there is only a "RandFromThreeDight" function at the end of scripts/utils.c. You could just add: int RandFromFiveDight(int _Num1, int _Num2, int _Num3, int _Num4, int _Num5) { switch (rand(4)) { case 0: return _Num1; break; case 1: return _Num2; break; case 2: return _Num3...
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    [REQ] Decreasing turning speed mod?

    Hi Buho, Yes I think you're right with your: fTRFromSailDamage = Bring2Range(0.05, 1.0, 0.1, 100.0, GetSailPercent(refCharacter)); What's happened here, is that in the base code, ALL ships had max sail amount of 100. Having SP higher than 100 was added in one of the later mods. So that's a...
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    [REQ] Decreasing turning speed mod?

    Hi Buho, Ok, I found that you can stop a ship turning by adding "fTRResult = 0.000001" in the "Ship_UpdateParameters" function in AIShip.c, just after the line: fTRResult = Bring2Range(0.07, 0.95, 0.00001, 1.0, fTRResult); So maybe you can use that to get what you want. Note, Bring2Range just...
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    [WIP] Limit special ship type to certain country

    Well if the primary use is going to be for different nations I'd rename the hull2 and hull3 textures into hull-spain, hull-england etc to make it clear what it's for, and then we can edit that function to select the correct one. If on the other hand, you just want to randomly use the various...
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    [WIP] Limit special ship type to certain country

    Hi MK, Well it depends if we ever want to re-introduce the old Hull upgrade (wood, copper, bronze) as we'd need to keep Hull1, Hull2 and Hull3 for that. (Hmm, given we're NOT using that upgrade, I could remove hull2 and hull3 I guess) My original thought was, for those (few?) ships who have...
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    [WIP] Limit special ship type to certain country

    Hi MK. For number 1, I'd have to have the code and do some testing to track it down. For Number 2: In AIShip.c is the function: "SetTextureForShip" which currently selects texture directory Hull1, Hull2 or Hull3 based on the hull upgrade value. You could easily change that to select directory...
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    suggested settings for GOF

    As far as I have tested, All the options should be toggle-able In-Game. After changing the settings it does a mini re-init for just what it needs to, so you can play around with all the settings during the game. Some things, like the Realistic Ship purchases will not take effect until the next...
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    [HELP] plz GOF & 48lbs?

    I was thinking in the Cannons_init.c file, doing the following sort of changes: Here is the init code for the 4 pound culverines: makeref(rCannon,Cannon[CANNON_TYPE_CULVERINE_LBS4]); rCannon.type = CANNON_NAME_CULVERINE; rCannon.name = "caliber4"; rCannon.picture = "cannons1"; rCannon.Sound =...
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    [HELP] plz GOF & 48lbs?

    Hi Luke, I was thinking, can we make the 24lbs culverines actually 32lbs "under the hood" so while they are still labelled 24lbs in the name and description, to reflect the ball size, they only fit on ships that take 32 pound cannons?
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    initItems.c: maxQuantity/maxQuanity?

    Yup, it's in ITEMS/initItems.c. It's the "itm.Weight" field, which is set for each item in the game.
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    initItems.c: maxQuantity/maxQuanity?

    Ok, I did a search through the code, and neither the maxQuantity or maxQuanity are actually used anywhere! So I think they are holdovers from AOP1 or POTC or old mod code, and should be deleted. Also, for general reference. The "initItems_REALISTIC.c" file is not actually used anymore; the...
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    [REL] Point of Sail upgrade, Color Sails mods and other fixes

    Do you mind if we include your sail point upgrade in GOF 1.2? (or 1.3) I've already restored the sail colour/emblem upgrade as a function of the pirate shipyard in 1.2, but adding your sail point upgrade would be great.
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    [HELP] Mummies and powder or the elusive powder...

    You have to talk to one of the item traders at a certain random colony a few times about it. If you really get sick of asking every item trader at every city, you can cheat and put: Log_SetStringToLog("ascold colony:" + pchar.questTemp.Ascold.MerchantColony); in console.c and then push F4 to...
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    [REL] Quick Map (quickmap) fix for GOF 1.1

    Glad it fixed the issue! Ok, my bad... :kev Looks like one of my dev files got into GOF1.1. ("and" is not a valid keyword in there...)
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    [REL] Quick Map (quickmap) fix for GOF 1.1

    Hmm, well that error is not quite as helpful as I'd like. Ok, first: does it work with a brand new game? If not, we'll try replacing the map files just in case they are broken: The attached papermap.c file replaces the one in: Program\INTERFACE and the PaperMap.ini file replaces the one in...
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    [REL] Quick Map (quickmap) fix for GOF 1.1

    Hi Buho. Can you turn on the log files by editing the engine.ini file and changing: tracefilesoff = 1 to tracefilesoff = 0 Then when you run the game and push M, can you see anything in a file "error.log"? Thanks, JA
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