It looks that way when there are four of you and suddenly all of you are well under 50% HP.
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That is not the idea. They DO all have some level of usefulness when their minlevel makes them appear.I disagree that the multi shot and pistol sets should be toned down. There would be no practical reason to carry them if the only useable ones are the large pistol set.
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GUNS: ItemIndex picIndex Price Charges
// | gunID modelID | rare | minDamage Accuracy|Reload time DisableWeaponsMod
// | | | picTexture| | MinLevel | | maxDamage | | | Nation Sound Ammo type | Available in period Last period of availability
//-------------|-------------|------------------|---|---|------|-----|-----|-----|------|--|---|--|------------------|-------------------|--------|---------------|----------------------------|-----------------
n = InitGun(n,"pistol1", "pistol1", 6, 1, 0.50, 1, 150, 15.0, 25.0, 5, 1, 8, "", "OBJECTS\DUEL\pistol_small.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Short Pistol//BB BASE FOR PISTOLS
n = InitGun(n,"pistol2", "pistol2", 6, 2, 0.50, 4, 208, 40.0, 60.0, 40, 1, 12, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Long Pistol//BB small calibre(less dmg)+good accuracy
n = InitGun(n,"pistol7", "pistol7", 9, 1, 0.20, 5, 357, 15.0, 25.0, 5, 3, 25, "", "OBJECTS\DUEL\pistol_small.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Brace of Small Pistols (Alan Smithee)
n = InitGun(n,"PiratesPistol","PiratesPistol", 22, 10, 0.20, 7, 554, 30.0, 80.0, 50, 1, 10, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_THE_SPANISH_MAIN, PERIOD_NAPOLEONIC); // Pirates Pistol (SuperDurnius)
n = InitGun(n,"pistol6", "pistol6", 6, 6, 0.05, 9, 1026, 30.0, 40.0, 55, 2, 20, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Double-Shot Pistol
n = InitGun(n,"pistol3", "pistol3", 6, 3, 0.37, 11, 1402, 30.0, 60.0, 30, 1, 20, "", "OBJECTS\DUEL\pistol_grape.wav", "pg", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Grapeshot Pistol
n = InitGun(n,"pistol8", "pistol8", 9, 3, 0.15, 13, 1260, 20.0, 40.0, 50, 3, 30, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Brace of Mid-size Pistols (Alan Smithee)
n = InitGun(n,"pistol4", "pistol4", 6, 4, 0.05, 15, 2286, 20.0, 30.0, 60, 4, 35, "", "OBJECTS\DUEL\pistol_small.wav", "pb", 0, PERIOD_REVOLUTIONS, PERIOD_NAPOLEONIC); // Quad-Barrel Pistol
n = InitGun(n,"pistol5", "pistol5", 6, 5, 0.10, 16, 2653, 50.0,150.0, 70, 1, 14, "", "OBJECTS\DUEL\pistol_big.wav", "pb", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Scrapper Pistol
n = InitGun(n,"pistolmtoon", "musketoon_back", 8, 9, 0.08, 17, 2968, 75.0,125.0, 60, 1, 24, "", "OBJECTS\DUEL\pistol_mtoon.wav", "pg2", 1, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // JRH: model was Musketoon
n = InitGun(n,"pistol9", "pistol9", 9, 2, 0.10, 18, 3620, 60.0, 80.0, 70, 2, 25, "", "OBJECTS\DUEL\pistol_big.wav", "pb", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Brace of Large Pistols (Alan Smithee)
n = InitGun(n,"pistolmket", "musket_back", 8, 10, 0.05, 20, 3245,150.0,250.0, 80, 1, 30, "", "OBJECTS\DUEL\pistol_musket.wav", "mb", 1, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // JRH: model was Musket
n = InitGun(n,"pistol10", "pistol10", "JD", 5, 0.02, 99, 6572, 60.0, 90.0, 60, 2, 1, "", "OBJECTS\DUEL\pistol_big.wav", "mb", 1, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Pump Shotgun SLiB LDH fix sound error
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
And how about making all soldiers a fair bit stronger to begin with? They should be a THREAT, no?
Extract attached to PROGRAM\Characters . This will give them over 200 HP and all fencing and pistol abilities.
They are equivalent of level 20 soldiers now with full skills. We could tone that down if you feel it prudent.That makes them impossible to beat for the first 15 levels or more.
Just performing a Reinit with F11 should work.It appears that a new game is needed as I saw no change.
The averages I calculated are for every pistol, not just the multi-shot ones.While I disagree about averaging out the 2 and 3 pistol sets I tried this any way.
Perfectly valid points, of course. Though they might come in handy in close-quarter situations with a lot of enemies grouped close together.1) I do not like any weapon that hits more then one target.
Reasons are:
- if I fire this in a group of enemies, all enemies hit will try to kill me, resulting in very sudden death. I prefer any enemy goping after another officer of my group instead.
- if I fire this in a tow (when attacked by an enemy), there is a high chance to hit a civilian or a nearby guard, thus resulting in more enemies and in less surviavability on my side
True again. I never cared much for them either. Always had a soft spot for the Scrapper Pistol (and Solingen Rapier).2) I don't value multiple shots much. They are at best comfortable, but not really useful. In the averagy fight, I am happy when there is time enough to fire once before engaged in melee. And once melee begun, there is not much use in firing.
Especially in the later periods, all soldiers have muskets. So unless we make them really strong, you'd have access to the now-best gun in the game right at the beginning.
if(sti(attack.index) == GetMainCharacterIndex()) dmg *= (1.45 - 0.15*GetDifficulty()); // NK Diff Mod
else { if(sti(enemy.index) == GetMainCharacterIndex()) { dmg *= (0.85 + 0.15*GetDifficulty()); } } // NK Diff Mod
It reloads? It has always reloaded for me. If I use the setting that makes it reload when the melee weapon is sheated it will reload then, otherwise it will reload regardless.Anyone seen this working lately?
View attachment 10980
As far as I can tell, that hasn't been working since at least some time 2008 in Build 14 Alpha 8, possibly longer.
That would be "hit point points".HP points
REAL town folk, aka. the ones you can ask for directions and don't have weapons, are pretty much always level 1.What is the level of average town folk? They are very tuff to beat and I hardly ever survive when one of my officers gets them mad at us.
And that is with my enhanced town guards? Good job! But at least you had to put in some effort this time, right?Uh yah, they were too easy before, but we WILL find a way. Witness this Freedom Fry with a Solingen rapier and musket. And I DID have to start a new game, so this is at level 3 or 4. Not that it matters as the muskets quit working after a bit.
So at the moment I have the Long Pistol with less accuracy than the Double-Shot with the latter doing less damage. Propose setting the Double-Shot to mamg = 50 instead of 40.My opinion on the multi barrel pistols is that the two barrel pistol should have about the same stats as the long pistol, with maybe a little less accuracy.
At the moment I've got it dealing 5 more HP than the Short Pistol, but be a lot more accurate: 40% vs. 5% because I toned the Short Pistol way down.The 4 barrel pistol should be a little bit better than the short pistol. This is based on looking at the models. The 2 barrel has long barrels and the 4 barrel has short barrels.
Wow, that's a big quick. We've now got them set to minlevel = 20, so they shouldn't be showing up that early.In the last game I played for Beta 2.4, I managed to gather ten muskets from boardings alone in the Sea Hawk storyline.
I was sorely tempted to sell them for a fortune, but I obsessively hoard things like these for a rainy day. And for the weapons locker.
I can't remember what level I was at, but this was only after a few hours of gameplay (real time).
Sounds good! I wonder if people ever use their fists.This might be a bit experimental, but I think it works. I have made changes to the LAi_fightparams and LAi_events files that make EXP calculation take critical damage into account for both melee and ranged weapons, and make it so one gets EXP from using fists.
Indeed that sounds more like a cheat on the part of the enemies to me. This is what that works out to:This might be a bit experimental, but I think it works. I have made changes to the LAi_fightparams and LAi_events files that make EXP calculation take critical damage into account for both melee and ranged weapons, and make it so one gets EXP from using fists.
About the difficulty, maybe this should be removed:
This is what makes that the higher the difficulty the more damage enemies do to the player and the less damage the player does to enemies. Even at the same level, this means that even if the player and an enemy have equal Melee skill and weapons the enemy still has an advantage. With higher difficulty enemies already are at higher levels, with more HP and higher Melee skill, so should they also do extra damage and take less damage?Code:if(sti(attack.index) == GetMainCharacterIndex()) dmg *= (1.45 - 0.15*GetDifficulty()); // NK Diff Mod else { if(sti(enemy.index) == GetMainCharacterIndex()) { dmg *= (0.85 + 0.15*GetDifficulty()); } } // NK Diff Mod
Apprentice Journeyman Adventurer Swashbuckler
Player 1,3 1,15 1 0,85
Enemy 1 1,15 1,3 1,45
It never stopped reloading. But it wouldn't show the progress in Build 14. So the blue bar would be completely empty, until the gun is fully reloaded, when it immediately turns to full.It reloads? It has always reloaded for me. If I use the setting that makes it reload when the melee weapon is sheated it will reload then, otherwise it will reload regardless.
Uhm. Yes. Oops.That would be "hit point points".
Hmm... Well, that pretty much IS the point of those special weapons. At least they're getting a use.I was at level 4 and had just got a poisoned throwing knife. So I used it. Then sauntered over and looted the corpse. I have three of them now.
Baste has been making some code changes to make it easier to gain melee skill.I liked it better before because fighting them helped out my melee score.
Hmm... not sure if my "level 20" effect will apply to them or not. But level 1 soldiers do seem very underpowered, don't you think?In the standard story line there is this part where you need to kill 7-9 French soldiers before you can steal a frigate. I have NO idea how to do that now.