• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

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  1. S

    Back! At least for the moment :)

    Back! At least for the moment :)
  2. S

    Reading All Attributes of [Something]

    Wow - that is EXACTLY what I needed to know! Thanks a lot - it's a pity I don't have much time for coding currently. Cheers, Sulan
  3. S

    Build 14 Beta 1

    I'm back for some time at least - but may be off again soon because of rl work. I noticed that I erroneously "killed" some textures. Sorry for that. I'll use the corrected file Pieter provided and merge it with my Historic weapons modification.
  4. S

    Build 14 Beta 1

    tommy, you could also have been lucky and there was an event like indians attack, malaria or similar, which reduces the garrison. Could you have a look into the ship's log. please? But first please visit a tavern and ask for news to get an updated ship's log (this does only apply, if you're...
  5. S

    database error - forum not accessible. That's bad :(

    database error - forum not accessible. That's bad :(
  6. S

    Build 14 Beta 1

    Phew - quite hard to find the right balance - but thanks for letting me know. How did you make the most profit - trading contraband or by regular goods trading?
  7. S

    Build 14 Beta 1

    No, that's definitely not what it should be. I'll have to look into the contraband thing - and maybe lift prices a little again. Thank you very much for testing in any case! This is very valuable Fine-tuning economy is the most tiresome and long-lasting job in any game, so it will take some...
  8. S

    Build 14 Beta 1

    Well, to me this sounds very realistic. There are more profitable runs though, I think. Try visiting all the colonies and use your tradebook. If you and others think, it's too hard, we can still adjust a little bit. I now know exactly which one is the correct toggle.
  9. S

    Build 14 Beta 1

    You're right, captain! For some reason the common.ini only knows Britain, not England. Just insert the following line before line 980 in common.ini: string = gen_England,"England" Edit: And to the section below: string = adj_English,"English" Fixed. Attached the file. Put it into...
  10. S

    Build 14 Beta 1

    No. No, you've gotten that completely wrong. I'll try to explain again. There is still a toggle for the WeaponsMod. It is in the functions InitBlade and InitGun now. It says: if(ENABLE_WEAPONSMOD && (NoWeaponsMod == 0)) // This means: If the player uses the WeaponsMod and the weapon has a...
  11. S

    Build 14 Beta 1

    That's a serious accusation, mate! Do you have any evidence to support your statement? Well, I think, you're right... I'll try and fix it.
  12. S

    Build 14 Beta 1

    You mean it could be too hard now? Investing in commerce skill / abilities should help. At least I was able to make a decent, but not overwhelming profit with Skill 4 and all three Trader abilities. I noticed the random street merchants as well - they seem to be broken at least since Patch 6...
  13. S

    Build 14 Beta 1

    Great, thanks for testing! Pieter, could you add the TradeEconomyPatch to your files for the next patch, please? It seems to be better balanced than my first shot
  14. S

    Build 14 Beta 1

    Hylie: Did you use the above goods trade and trade mission fix? I ask because it should fix exactly what you are describing.
  15. S

    Build 14 Beta 1

    It is still based on gold, but an infamous pirate can now possibly have around 1 to 2 millions of piasters without decreasing the morale drastically, while a trader of good reputation can have around 5 to 10 millions. Morale will still decrease, but at a slower rate.
  16. S

    Build 14 Beta 1

    I did have a look at the goods economy and trade missions. Please find attached a few changes: - decreased prices for silver & gold a bit - decreased the influence of good availability (quantity) vs townsize on price, thus reducing trading profits and thereby trade mission profits - trade...
  17. S

    Build 14 Beta 1

    I think, I maybe overdid it with the goods prices, so I'll tweak some more there. However, the prices you mention are not too unrealistic for trades with a fleet of three ships. At least compared to item prices.
  18. S

    Build 14 Beta 1

    Are you sure? I was under the impression, that the "hidden" tag only means the item's skill bonus is not displayed, if hidden == 1. Would make sense for the Albatross or any other "bad luck"-item anyway. [i] I saw a lockpick once (must have been a patch 4 or 5 game), but never thereafter I...
  19. S

    Build 14 Beta 1

    I could have a look at the code and fix it, I think - but I don't want to mess around in the same code files, others are currently working on, so once Black Bart is done, I'll have a look at that. Meanwhile I'll try to repair the item rarity code.
  20. S

    Build 14 Beta 1

    Nope - the amount of weapons is exactly the same. The tables didn't add up - you used table one if WeaponsMod was enabled and table two if WeaponsMod was disabled. Now you use the same table, regardless if WeaponsMod is enabled or not. You just get the weapons in different qualities if...
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