• 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!

Search results

  1. T

    Increasing blacksmith profit percentage

    Thanks @Pieter Boelen :) I suggest we push this to new content for inclusion in the experimental version then, provided noone has objections to the specific amount of the increase for that version. I'll post over there with a note saying not for inclusion in main release. And then I'll bid my...
  2. T

    Increasing blacksmith profit percentage

    @Pieter Boelen completely agreed--I am only opposed to people calling for my changes to be wholesale reverted from the experimental version. The exe and fixes only version should be just that. As a general matter, I do think the "controversy" is much less than it appears. I think we have a...
  3. T

    Increasing blacksmith profit percentage

    I think Levis still intends to do a fixes only version. My understanding was that would still involve the 50% reduction to weapon prices, as that was an old fix for unbalanced land loot value not connected to the experiments (happened long before), but I don't care much either way What I have...
  4. T

    Fixed [WIP] Officers do not spend Ability points

    That is definitely a bug with the most recent perk system then. All of this is new to the october releases, Levis completely rewrote the perk assignment code. That is seperate from the perk catagory rework discussed earlier, just for reference. Different changes implemented at diffferent times...
  5. T

    Increasing blacksmith profit percentage

    Ah yes, the good old days when a handful of swords and guns cost as much as a small ship, and one sword with the same stats might be priced at 4000 while another basically eauivlant one might be 600, with no real reason in terms of design/gems/gold or otherwise. My castaway did enjoy making...
  6. T

    Feature Request Removing easily repeatable max hp bonuses

    Ok, reattaching with comments added and posting to new content. This is probably my last fix for a long time, but I'm glad now to have the HP issues with crypt and this resolved before I go. Really gives the apothecary collection mechanic a proper chance to shine. Have a wonderful week...
  7. T

    Increasing blacksmith profit percentage

    I'm actually hoping this will end up being a very moderate change, the increased define is only working on the additive factor here, not the full price: UpgradePrice += (IntermediatePrice * pricemult) * BLACKSMITH_PROFITPERCENT; I think most of blacksmith cost is opportunity cost...
  8. T

    Need Help Bad save?

    I assume all the obvious things, like running it in compatibility mode with an old version of windows, don't work? My windows 10 computer is pretty new, so maybe there is a memory problem that new processors can work around with windows 10.
  9. T

    Ship performance

    @ANSEL No, 0 chance, as I've said several times now, the new winds do not cause bugs or performance issues. I've explained it before, but again, that code is called once per hour, and it is 3 simple lines of math for the computer to do. No measurable impact on performance. My changes aren't...
  10. T

    Increasing blacksmith profit percentage

    @Grey Roger mentioned previously that he found the blacksmith costs under new sword prices too low. This seems a correct observation, and something we didn't account for when we did the 50% drop in weapon prices. The attached file aims to correct this, by tripling the blacksmith profit...
  11. T

    Behaviour of Surrendered Captains

    Don't want this to fall through the cracks while I am gone, so for now uploading a version that: 1) has the initial dualing changes all operational 2) reverts the corrections to the dialogue code. This should make captains capable of being taken as prisoners again, and have things working...
  12. T

    Fixed [WIP] Officers do not spend Ability points

    @Grey Roger As I said in my post, the problem wasn't that player officers hired had a couple of points, it was that all the AI created officers were severely handicapped, including enemies and enemy captains, by leaving vast points reserves even as they went up in level. @Levis specifically...
  13. T

    Fixed [WIP] Officers do not spend Ability points

    @Jason Do you mean new officers join with most of their points already spent? If so, that would be intentional. AI wasn't spending their perk points, meaning when you faced enemies, or enemy captains, they often had not used their perks, making them underpowered. So Levis and I worked out a plan...
  14. T

    Feature Request Tie smuggling coastguard response to player ship size instead of level

    I replaced a check for if the player level is over 10 with GetCharacterShipClass(PChar) < 7) And another for a higher player level with GetCharacterShipClass(PChar) < 6) The block of code in the current version is almost identical to the one I posted in the first post of this thread. It just...
  15. T

    Feature Request Removing easily repeatable max hp bonuses

    Yep, the apothecary one with the recent changes we implemented is a wonderful standard to measure hp changes against--quest for rare items, pay tens of thousands of gold, find an expert to do the treaetement, and you get +10 max hp. So even aside from balancing/removing obvious exploits, from a...
  16. T

    Feature Request Removing easily repeatable max hp bonuses

    Any objection to implementing this file? In other words, removing the ability to get +30 permanent HP by sleeping in a feather bed for a month? Of course leaving in place the defense skill boost.
  17. T

    Included in Build When your ship sinks

    Makes sense, and @Grey Roger 's suggestion could be implemented by a single line that says if the min class formula is less than 4, set it equal to 4. Or 5 or whatever a suitable minimum ship to send the late game player after is. One note, personally I don't upgrade to anything bigger than a...
  18. T

    Included in Build When your ship sinks

    Arcade mode might make sense, insofar as this is a very arcade-like sort of challange. I wouldn't link it to difficulty, speaking as a swashbuckler player, I like the world to feel immersive and see the full variety, throwing bigger ships at me because of difficulty would not be what I want...
  19. T

    Fixed Bug with isfriend attribute not set for officers.

    They get the same number of perk points. Not sure about total skills amount, because one never notices that. A doctor with a defense of 7 is better than a doctor with a defense of 5, and you won't even bother to notice if the defense 5 one has a better sailing skill. I'd favor the tavern table...
  20. T

    Included in Build When your ship sinks

    Agree with @Grey Roger here. If we want a special dualing challange for 100% tier 1 ships, it should not overwrite a normal and flavorful mechanic for all players. Maybe just a line to reset the min tier to 4 if the formula otherwise makes it higher? Perhaps (longer term) for those players who...
Back
Top