• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Ah yeah, I forgot about that. It works for the other two because increasing the officers would be incredibly buggy and the skill points variables are messed up as well, so I don’t think they particularly need explaining. The companion increase is different, I reckon it’s actually very stable in...
  2. Mere_Mortal

    Solved Disabling Storms

    Actually, I already have it disabled at the world map by changing something... but I didn’t realise the cheat was there. The problem is when I go to sea and it seems to be too often that I’m hitting storms and it’s very annoying when I’m trying to configure stuff that I can’t even see! So does...
  3. Mere_Mortal

    Solved Disabling Storms

    I’d really like to disable storms while I’m testing encounters, how can I do this?
  4. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    I agree with this. As to what is originally active and what is not when it comes customisable content is a matter for discussion or even veto, but at least if the define is there then it can easily be changed by the player. I’m not particularly concerned though, I quite like the idea of running...
  5. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Sorry, that second bit you quoted... the second paragraph was copy-pasted wrong. I moved that down for clarity just as you posted... That’s what I mean, the ships would be disabled by default meaning free-play mode would have to explicitly enable them. It would save any unexpected...
  6. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Right now I’ve been focusing on the world map encounters. When I looked at the governor dialogue it worked really well, but I just overwritten the existing “kill pirate” quest so I had to revert it back to normal - I would need to create a completely new dialogue for that, and the same goes for...
  7. Mere_Mortal

    Feature Request NPC Pirates to Use False Flags

    If only one ship turns pirate then it’s essentially a mutiny - in such a case, I see no problem with the rest of the fleet attacking it. In any case, I think that ought to serve a separate purpose. I think we have three possibilities here: a fleet of pirates under false colours, one ship in a...
  8. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    I totally understand that, sometimes I even have a hard time keeping track of my own changes. That’s why I started to tag everything I do change, it should avoid wondering why there’s a problem and where it is. I like the idea of things being optional, as you do, and that’s where I try very hard...
  9. Mere_Mortal

    Feature Request NPC Pirates to Use False Flags

    I’ll look at the code for the player flag changes, I think it would be a good base to work from. If only one ship could do it in a fleet, it would be a bit like a mutiny... “Screw you, boss. You don’t pay me enough, so I’ll have to rob you now! Arr!!”
  10. Mere_Mortal

    Fixed Possible to Lose LoM if Relation < 0

    This is a new piece of code to me, I’d have to spend an hour looking at it to understand what it’s doing, then probably another hour to figure out what was wrong on if it’s now right. ;)
  11. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Looking at the treasure fleet logic, it looks like the main relevance is whether or not the fleet gets valuable goods. Such a fleet could be generated anyway but without the nice cargo. Bear in mind that all of the ships which are defined as unique can also not be encountered by default, so we...
  12. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    What effects could there possibly be? I can imagine it might conflict with stories, but if it’s open-play then what could go wrong? Are treasure fleets defined separately from generic encounters? If so, I need to look at it.
  13. Mere_Mortal

    Feature Request NPC Pirates to Use False Flags

    That might be a more plausible approach. I’ll have to experiment with flipping the nation on an NPC to see how other ships respond. I assume it would work just like the player hoisting the flag. The only issue I have with regular merchants doing this is that they’d be merchant-class vessels, so...
  14. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    If the ship hasn’t been generated then it wouldn’t be a problem, would it? What I mean is that if a story is active... no, wait... if free-play is active then the attribute gets set to true, and at the start of the game no ships have been created so no attributes have even been set. Or... the...
  15. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    The periods are set on each ship so it’s easily configurable. Personally, I have all of those set to show in each period at the moment just so I can see them pop up here and there, but that’s my own preference. As for story-lines, since I’m now using CanEncounter = UNIQUE_ENCOUNTERS and I...
  16. Mere_Mortal

    Feature Request NPC Pirates to Use False Flags

    The idea I had is that a random chance could be applied for a pirate ship to change their nation, so they could literally roll up next to the player and they might not even notice. Certainly other traffic and forts wouldn’t care unless that nation happens to be hostile (which would be illogical...
  17. Mere_Mortal

    Fixed Possible to Lose LoM if Relation < 0

    CHANGE: LooseLetterOfMarque(iNation) TO: LoseLetterOfMarque(iNation) Job done. xD Alright, I’m outta here!:pirate07:
  18. Mere_Mortal

    Feature Request NPC Pirates to Use False Flags

    [THREAD SPLIT] NPC pirates using false flags. Has this ever been looked into? I doubt it would be compatible/logical with encounters, but coastal traffic might work differently.
  19. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    I’m not sure I understand. At the moment, every encounter with the Black Pearl will have cursed crew.
  20. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    I’ve already gone so far as making the crew on the Black Pearl to be skeletons. ;) It’s not a mod feature though, just a personal obsession with changing everything in the game.
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