• New Horizons on Maelstrom
    Maelstrom New Horizons


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    Time and Tide

    Not only don't they wait, they don't play fair. This is a rather mixed post. First, my real life has gotten somewhat busier, which is in and of itself neither good nor ill. The second, is that this community has gotten a _ton_ busier, a very good thing. The third, is that I can't keep up the...
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    Top 10 Things

    What are the ten best/most-important things in the build for you? { Please skip things that were already in stock POTC though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> } They don't...
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    Bad News with Uprading

    I finished the upgrade code, and so I'm now testing the adding of the new global variables. But here's the bad news: it looks very likely that adding anything beyond an int or two--i.e. new objects, especially new object arrays--is causing real trouble. So I have an alternate idea. Add a 12.1...
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    Build 12.1 Saves

    Are some of you still playing 12.1? If so, please post here. I need some saves from 12.1 to test upgrading. Thanks! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cat" border="0" alt="par-ty.gif" />
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    Manual/Readme

    Meigger is -- <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":god2" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cat"...
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    Categorizing Models

    Well, I needed a break from bugfixing (sorry Pieter! I'm doing that too, promise. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":(o)" border="0" alt="whistling.gif" /> ) so I finally rewrote the model handling. These...
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    Better Backgrounds

    Better Background Improving the background environment of POTC. We've touched on this in the Text and Voice thread--adding new sound clips, fixing background noise, people in church--but let's address this as an issue itself. When you come right down to it, POTC really doesn't have that very...
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    [A Call for Help] Improving Text and Voice

    [A Call for Help] Improving Text and Voice Both for quality, and for ease in localizing the build to different languages. Jason in this thread ( <a href="http://forum.piratesahoy.net/index.php?showtopic=5698" target="_blank">http://forum.piratesahoy.net/index.php?showtopic=5698</a> ) brings up...
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    Text Input

    Because of course it's not like I'm overflowing in projects... :] A thought I've been kicking around for, oh, probably six months, is to make a text input module for POTC. That is, create a function that will save input config somewhere, create a temporary mapping of all alphanumeric keys (and...
  10. N

    Ship Numbers

    The current max number of ships in sea mode is 32. Up to 10 of those are accounted for by player and CRs (4 + 6). So we have between 31 and 22 slots for fleets. Is that enough? I've limited encounters (and thus fleets) to 10 ships each (and of course the smaller enc types have less)--but that...
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    Fleets

    As mentioned in the Towns thread, and the Nation.strength thread, fleets. Rather than handling encounters as on-demand random generated fleets that sail aimlessly until they disappear and have no connection with anything else in the game, I've been working on a fleet backend. Fleets are...
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    May I present:

    Inspired by KNB and his wonderful reworking of cannons, may I present: DESTROYABLE CANNONS! That, and some other fixes, are in NK_b13pre_050419.zip on the FTP. If you started a new game with my last codebase upload, you shouldn't need to do so now (but please reinit!!). Same requirements as...
  13. N

    The Return of the Pentium Bug!

    my seadogs.c: <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void Main() {     int i;     for(i = 0; i <= 20; i++)     {  trace((makefloat(i)*0.1) + ", mi " + makeint(makefloat(i)*0.1));     }     ExitProgram(); }<!--c2--></div><!--ec2--> My compile.log...
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    Town Economies

    Yet Another Overhaul. Or rather, an overhaul of a mod. I'm not very satisfied by the way towns are currently handled, and neither are a number of others judging by comments. The first dynamic economy system I wrote--what's in the current build--is pretty poor. Everything is based on a...
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    Directory Reading!

    First: I have NOT tested this yet, just found it; so it may be it needs something turned on in a DLL and won't work for us. But I'm an optimist. Pieter pointed out that the US version lacked a file called CheckDlgLoad.c I looked in it and beheld the Holy Grail of POTC modding (well, POTC...
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    Fighting System

    We discussed some ideas on fighting in the Health Realism thread. So for things that affect health but happen _not during fights_ (wounds worsening, seeing doctors, resting, etc.), let's use that thread. This is on the mechanics of fighting itself. (And by this I mean land combat, not sea...
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    Fighting Animations!

    Finally. Looking up the possibility of slowing a character's run speed for Alan, I was thankfully forced to `re-examine` void SetDefaultFight(ref character) in CharCharacters.c It lists all the fight animations of a character. Now the awesome thing, as I just tested, is that a character will...
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    Solved Realism with Health, Potions, Stamina, etc.

    Realism regarding potions, health, etc. In terms of taking away potions, Alan's showing the way with leeches and various things; let's make injury something _important_, not just "let me chug a potion or wait for my health to regen." For actual _healing_, you'd need rest, and/or to see a...
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    Inventory Overhaul

    A separate thread for the inventory system. We've talked this over previously, most recently in the item trading thread (and in another thread too but I forget what). For a variety of reasons--realism, ability to "`hot-swap`" pistols, limiting `skill-item` wearing--or just plain sheer love of...
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    A Red Dress and some swapped dresses

    { Strange that Mr. Color Blue would add a red dress; but I had to put something original in the pack, rather than it just being swaps. Though how original a simple recolor is I dunno. } This pack includes: Swapped dresses of Dutch beautiful daughters 1 and 2 (both loose as dds, and in fpks...
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