• New Horizons on Maelstrom
    Maelstrom New Horizons


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    WIP Officer perk contributions

    I personally favor Pieter's suggestion of placing the reduce sails damage with the navigator/sailing master, for three reasons: 1) gameplay: with the player advancing at 1.0 in sailing, the navigator is one of the most likely candidates to be replaced, so giving him an additional couple of...
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    Need Help Bad save?

    Hmm, I have the game running perfectly on windows 10 for the past more than a month, not sure why though. If it matters, I have the game folder installed in base c drive, not in a program folder, I installed it using right-click as an administrator, only play it using right-click as an...
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    Feature Request Tie smuggling coastguard response to player ship size instead of level

    In one of the last september updates Levis changed the player level requirements slightly in that block of code, I think between 15 and 20 was the change...would be odd if he were tweaking completely nonoperational code? I just removed the level requirement and put instead a ship tier...
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    Feature Request Tie smuggling coastguard response to player ship size instead of level

    Really? Unless it was in the past couple of days, the code I altered and included above is still sitting in the smuggling file, not commented out or anything (just with player level being used instead of player ship tier). This is from my notes from the last september release of levis's fixes...
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    Fixed Bug with isfriend attribute not set for officers.

    Thst explains it. Should certainly be unified at some point then, or at least made so their skills are generated in a similar fashion--right now, even in realistic mode with "no bonus", tavern dialogue hires of the same level have significantly higher skills. Being a starting 7 instead of 5 in...
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    Behaviour of Surrendered Captains

    @Pieter Boelen The file is attached at post 57, 4 posts above this. I didn't reattach because it isn't intended for implementation on that form, it comments out the initial dualing stuff just to be sure, and completely reverts the correction you suggested to the dialogue. It was just to locate...
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    Fixed [WIP] Officers do not join in boarding

    The officers not boarding is a known bug. Hopefully will be fixed soon, If loading screens have slowed down, you should certainly open a bug report for that. Try to include which version change you noticed it occur in (ie, if it changed when you updated to the latest levis fixes, or before)...
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    Behaviour of Surrendered Captains

    @Pieter Boelen had a moment over dinner to boot things up (though on an older version before Levis recent perk changes), and the attached file does allow for the AI captain to be taken prisoner. I did not have time to uncomment the initial dual chances and confirm it still works, but I am...
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    Needs Testing [WIP] Generate Quest Ship Logic Error

    @Pillat if you'd like that you might make a new build beta and brainstorming post for people to discuss it thoroughly, this bug report is just a housekeeping issue of getting the formula to use the MAXPIRATECLASS define. Just to keep everything ordered so your ideas don't get lost. :)
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    WIP Now included in latest patch: Trade Winds, AI armor, weapons variety, captain rebalancing, etc

    Yep, I created a system for equiping AI with armor. Most will be wearing armor at higher levels indeed, though less than half will have armor at lower levels. And the table for random chances on the type of armor they get also changes as they go up in level. All of this is handled by an...
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    Fixed Bug with isfriend attribute not set for officers.

    Final issue from my notes: It appears that this bug is even odder than the tavern dialogue hires simply using the wrong table for setting their level. A tavern dialogue officer, and a tavern table officer, even at the same level and with the bonus set to 0, will have significantly different...
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    Needs Testing [WIP] Generate Quest Ship Logic Error

    In maximus function file, there is a generation of ship for pirates that places a max class at 3, when pirates only have at most a max class of tier 4. Suggest either changing to 4, or changing to the internal settings define for max pirate class: MAXPIRATECLASS Here is the one to be changed...
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    Feature Request Tie smuggling coastguard response to player ship size instead of level

    @Levis I made a note to mention this idea to you, after I was looking at how your great smuggling system was coded. :) Currently, it looks like coastguard response increases as the player either has more companion ships, or a higher player level. The first makes sense--a larger fleet would draw...
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    Feature Request Removing easily repeatable max hp bonuses

    Just remembered I had a list of issues to report before taking off--forgot to do so until now. :) First is management of repeatable max HP bonuses. The standard that any such permanent HP boosts should be balanced against is the Apothecary, where the player must collect many rare items and pay...
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    WIP Officer perk contributions

    @Levis My suggestion is: Boatswain gets the rigging perks (I think Boatswain were in charge of maintaining the rigging historically, and nice to reflect that their role wasn't purely combat and boarding). BTW, we still need to do something about the poor First Mate. Everyone else is getting...
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    Cannot Confirm Problem with gaurds going crazy at Port Royal.

    @Levis I can say I've got over 1500 enemies personally killed as a personal killcount in one of my playthroughs (nice the ship log keeps track), with no occurrences of this, so it has to be rare. Unless something broke VERY recently, as in october or very end of september, after I no longer had...
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    Behaviour of Surrendered Captains

    Won't be around to follow up on this, but wanted to at least help with searching for the source of this bug. @Grey Roger Can you try the attached file out? It comments out all the new cabinfight checks (which probably weren't the source of the problem given their position, but just in case)...
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    Feature Request Discussion about captain and crew bonusses

    Ah, yes that's what I thought should happen. Provided it isn't faked like you said. :) Will have to leave it to someone else to test, leaving now. Thanks again Levis! :)
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    Feature Request Discussion about captain and crew bonusses

    @Levis In that case I was mistaken above--I thought the player already got the benefit of a navy crew if he was a navy officer. I would personally say we could enable that without too much of a problem--if the player gets soldier models in boarding, they should have the benefits, especially...
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    Fixed Blocking worst weapons from everyone

    @Levis The current posted version already blocks all knives and tools. I think the posted version it is good and ready for implementation. The commented lines we discussed would make it more extreme, blocking hatchets and daggers. I suggest we do the moderate version already posted first, and...
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