• New Horizons on Maelstrom
    Maelstrom New Horizons


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Some questions

islamuelle

Landlubber
Hi all,

I currently take some time to experiment with the files.

Just a few questions if anyone knows the answer to them:

1 - Is there a way to automatically generate heavy rain (like the weather that goes after a storm) whenever the Flying Dutchman is around? And with the cursed Black Pearl, might there be a way to automatically make the weather "foggy" (instead of the smoke effect we currently have)?

2 - How do I enable the "Dutchman cannons" sound when the Flying Dutchman fires?

3 - Is there a way to disable the New Horizons world and switch to the old PotC world in-game (with only Redmond, Falaise de Fleur, Oxbay, etc.) but with all other mod features enabled?

Thanks!
 
1. I'm sure there must be a way...

2. Isn't it already?

3. No, can't do.
We used to have a toggle to rename the old islands back.
But we did away with it.
 
2: Edit "PROGRAM\Ships\Ships_init.c". Find the entries for "CursedDutchman" and "FlyingDutchman". In both of them, find this line:
Code:
refShip.Cannon            = CANNON_TYPE_LONG_LBS32;
Change "CANNON_TYPE_LONG_LBS32" to "CANNON_TYPE_CARRONADE_DUTCHMAN".

That is the cannon which is set to use the "cannon_fire_DUTCHMAN" sound. It's also more powerful than the 32lb long cannons currently assigned to the ship. Expect to fail the sidequest "Elizabeth Shaw's Disappearance" when you meet the Flying Dutchman near Cayman!

3: Renaming islands would be easy. Removing all the new islands to leave just the stock game islands, let alone put them into the same positions on the worldmap as they were in the stock game, would be next to impossible!
 
It's also more powerful than the 32lb long cannons currently assigned to the ship.
Someone on the Discord noticed a potential issue...
The number of crew required to man the guns depends on the caliber.
So some ships may not have enough crew to deal with the epic "Dutchman Cannons" and only one gun fires... :facepalm
 
Ships other than the Flying Dutchman should not be using the "Dutchman cannons" anyway. If they do, they can live with the consequences of using cannons too big for the ship and its crew. :p

But it does mean that you might have a chance against the Flying Dutchman when playing "Elizabeth Shaw's Disappearance" after all. The Dutchman fires one salvo at you, if you survive then you fire a salvo of grapeshot back, after which the Dutchman hasn't enough crew. Perhaps that's why it was reduced to 32lb long cannons.
 
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