• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Mere_Mortal

    Included in Build Improved Fast Travel and New Icons

    I have no idea if anywhere is missing any fast locations, I think I spend too much time at sea to ever really notice.
  2. Mere_Mortal

    [NH-14b4] A view questions...

    If you hate missing semi-colons, you’ll hate me because I hate semi-colons. :monkeydance
  3. Mere_Mortal

    Fixed Ship Interface String Problems

    No, you’re right... the old 4.0 file is the same. Guess I just never noticed it before.
  4. Mere_Mortal

    Fixed Ship Interface String Problems

    Yeah, that one. Dunno if the turn rate was changed with the fix for unique ships, or what. As for the cannon string, that has been bugging me for some time because on occasion I might not notice a companion has lost a gun or three. :facepalm
  5. Mere_Mortal

    Fixed Ship Interface String Problems

    Two things I just fixed on the ship interface... The number displayed for ship turn did not have the decimal place. This was easily fixed by using the same format as the other attribute uses. The string for the number of guns currently installed decides to not want to be displayed. I fixed it...
  6. Mere_Mortal

    Discussion Would a James Cook Storyline be a good idea for New Horizons?

    If you’re handy with PHP and JavaScript then you’ll probably adapt well to the game code. :onya
  7. Mere_Mortal

    Cannot Confirm Ship Slides on World Map

    It still does it sometimes even after disabling the forced encounter prompt, but it’s nowhere near as bad. Unless I can establish why exactly this happens then I guess there’s not much to be done here, aye.
  8. Mere_Mortal

    Fixed Crash Due to ClearCharacter Called on Mutinuous Captain

    In my fix... bSeaActive interferes with encounter generation, as in trying to use dead people. Best to not use that clause methinks. :no Ship_Add2Sea ERROR: Please post your compile.log file at piratesahoy.net! Trying to log in dead captain: Ship_SetTaskMove ERROR: Please post your compile.log...
  9. Mere_Mortal

    Fixed Crash Due to ClearCharacter Called on Mutinuous Captain

    I’ve just never bothered to look at how clearing characters actually works, so I’d rather not touch anything else. ;) At least the above option does mitigate it until a more appropriate solution is found.
  10. Mere_Mortal

    Fixed Crash Due to ClearCharacter Called on Mutinuous Captain

    There could be a more direct fix, but this certainly works. :cheeky [PROGRAM\Characters\characters.c] bool ClearCharacter(ref character) { if (bAbordageStarted || LAi_Boarding_Process || LAi_IsBoardingProcess()) return false; int index = character.index; string id = character.id...
  11. Mere_Mortal

    Fixed Crash Due to ClearCharacter Called on Mutinuous Captain

    It’s Claeyse Rijkaard. He turns up in the cabin and the same thing happens if he dies or is recruited again, so it must be after. Whichever way it goes, the game crashes. Nothing in the logs about this... What about not calling the clear character function during boarding?
  12. Mere_Mortal

    Fixed Crash Due to ClearCharacter Called on Mutinuous Captain

    Looks to me like the mutineer is being deleted. :unsure ClearCharacter erases Enc_CabinCaptain_0() ... ClearCharacter called from FindFreeRandomOfficer ClearCharacter erases Enc_Officer_0(Joshamee Gibbs) ClearCharacter called from FindFreeRandomOfficer ClearCharacter erases Enc_Officer_0() ...
  13. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Yeah, yeah... I’m still looking at generic encounters rather than rumours. :rolleyes: But hey, look what I did now... void DoDailyUpdates(string mask) { float fMoon = MakeFloat(getMoonIntensity()/5) ref rShip= GetShipByID("Black_Pearl") string sPeriod = GetCurrentPeriod()...
  14. Mere_Mortal

    Cannot Confirm Ship Slides on World Map

    I dunno, but I think it might have something to do with me enabling the escape key on encounter, which I did to make my life easier while testing stuff. I’m guessing that by hitting the escape key on the prompt something isn’t quite reset properly like it would be by clicking the proper button...
  15. Mere_Mortal

    Cannot Confirm Ship Slides on World Map

    It does it quite regularly for me. What tends to happen is an enemy ship closes on me and my ship slides towards it, then it will often do it afterwards when there are no ships around. This isn’t at the map edge, the location doesn’t matter. I dunno, but it could be punitive fleets which are...
  16. Mere_Mortal

    Cannot Confirm Ship Slides on World Map

    Sometimes my ship decides to slide uncontrollably on the world map. It seems to happen when enemies are nearby, as if my ship is locked into moving towards them. It may then continue to do this when there are no other ships on the map. This makes navigation extremely difficult and I cannot...
  17. Mere_Mortal

    Fixed GetPatrolTimeText Can Cause Crashes

    It seems to depend on the dialogue options as to whether or not it crashes - I think it will if somebody will actually talk to me. Speaking to the barman is okay, so what does appear to be consistent is spawning an officer and then attempting to talk to him.
  18. Mere_Mortal

    Fixed GetPatrolTimeText Can Cause Crashes

    Free-play as a pirate, currently at Turks. Guaranteed crash if I talk to anybody other than the barman in the tavern. RUNTIME ERROR - file: smuggling.c; line: 962 incorrect argument index RUNTIME ERROR - file: smuggling.c; line: 962 Bad function argument RUNTIME ERROR - file: smuggling.c; line...
  19. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    I do want to look at the alternative method, and I think the current set-up I have for regular encounters is pretty much good enough now to move on a bit (the only issue then is about how often, and during which periods, they should spawn if allowed to at all). I’m a bit tired now though, so...
  20. Mere_Mortal

    Solved Disabling Storms

    Right, that’s probably what I was overlooking. I guess I’ll just set all these to zero then. :cheeky switch(month) { case 1: rainrisk = 30; break; case 2: rainrisk = 30; break; case 3: rainrisk = 30; break; case 4: rainrisk = 30; break; case 5: rainrisk = 40...
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