• 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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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Thanks a bunch! I'll add this and hopefully next time I understand what's being said :P
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Hm, found a little bug me thinks... I traveled to Nevis port and got the following message: What does it say? There were 4 ships attacking Nevis Fort and, well, me.
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Well, at least it's only when I make a lot of profit; nevertheless, it's shamefully high :p Bloody Pirates *lol*
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Oh and is it normal that I need to pay 100.000 gold to my 77 crew (+ 1 officer)? That's fucking insane!
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Didn't get much playtime the last few days... anyway, these values are way too much! I got about 20k profit from one run (chocolate export to import). In a lowly Schooner of War :-\ case TRADE_TYPE_EXPORT: pRef.Goods.(goodName).RndPriceModify = frnd() * 0.05; case TRADE_TYPE_IMPORT...
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Ok, I totally misread this code! I guess that's the danger of changing the game to your own preference :-) Thanks!
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    I did a simple profit-calculation in Excel for all goods and now check which cargo is contraband in my game (by visiting the smugglers) -> and of course: those that actually are profitable are contraband goods in my game :-\
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    Tutorial Rebinding WorldMap Keys

    As I have different keybindings since the beginning of (computer) time, I always rebind the WASD keys to EADF. But it was totally annoying that the keys for steering the ship in the world map wouldn't change. Just add these lines to your "options" file (inside your SAVE\%profile% folder)...
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Oh, just that I read somewhere that you need a huge amount of XP to get to ranks 16 and upwards; more of a grind, so to speak. Well, I'll see :-) At least one doesn't have to start a new game for the aforementioned trick to work^^
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    What is a "realisticly attainable" rank? Because I heard after rank 15 it gets rather... tedious^^ If that's the case, would the following simple tweak help if one wants more then 6 ability points? I ask - although I already tried it^^ - because I don't really know why the "modulo 3" code (the...
  11. H

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Ok, but is there some console command (is there even a console?^^) or any other way to check the contraband for the current game?
  12. H

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Can I somehow find out which goods that would be?
  13. H

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    nice additions @Modder01 What I do have to test further though are the goods modifiers... I know that a change of 0.1 doesn't bring much, but right now I'm at an early game and when they have goods to export, it's quite easy to make money. Too good? Idk yet :-\ Currently I cannot do many...
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    I GOT IT! (even fixed the buggy original hire/fire calculation^^) Exchange this: void Hire() ... if(iCost > 0) { iMoneyForHire = iCost; } with that: iMoneyForHire = iCost; and exchange this: void Fire() ... if(nCrewHired > 0) { iCost = iHireCost *...
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    @Trade: ok, I'm gonna try these values. They don't to much but at least it's a little bit different: case TRADE_TYPE_EXPORT: pRef.Goods.(goodName).RndPriceModify = frnd() * 0.05; case TRADE_TYPE_IMPORT: pRef.Goods.(goodName).RndPriceModify = frnd() * 0.65;
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    @Modder01 Thanks again for you quick replies!!! Very much appreciated! I'll try it as soon as I'm back from work^^ That's true; but you need a minus or else you'd get money when hiring people :-) That's the same as v4. Maybe the problem lies somewhere else... as I said, I'm no software...
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    And maybe I'm just stupid, or this is indeed intended as is, but... I thought of a trade route (on my way to a mission). So I looked in the map at my current location, noted the stuff they export (= buy low) and found an island that imports one of these (= sell high). But now that I'm here, I...
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Ok, I've found out on how to correct that error; in "hirecrew.c" you just need to comment out the following /* if(iMoneyForHire<0){AddMoneyToCharacter(pchar,iMoneyForHire);if(sti(pchar.month.money)>0){if(sti(pchar.month.money)+iMoneyForHire<0)pchar.month.money=0;else...
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    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Well, I found another small bug: when you fire cannoneer and the likes it lists the price as "minus", meaning I should get some money. BUT what actually happens is, that one looses money. I know, I'm a curious feller for who fires his crew :P But as I'm starting as a small trader, I don't need...
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    Resource Ship-/Item Extraction Tool

    Indeed *ups* :ninja
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