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    Maelstrom New Horizons


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  1. Luke159

    screenshots thread

    Yeah if its a better model then it can replace the current version in GOF 2.:D
  2. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    No I didn't change anything to do with treasure, very weird maybe a random thing from game to game?
  3. Luke159

    Need Help stealth

    I believe this was the easiest way to build your stealth up however I have never done it myself. Normally I just fly false colors and if I get recognised then we have a fight if not then I sail with them for a while to see if they do recognise me a little later or not, if they don't then I move...
  4. Luke159

    Need Help Is it possible to turn off nights?

    Personally I love night battles, but sadly we can't turn lights off. I'm sure if some people was willing to change the way it works then an option could be added, but this is most likely never going to happen because we have no one working on the source code or any coders working on COAS.
  5. Luke159

    Need Help Pirate captain's proposal

    The only thing that was changed for GOF was the minimum ship class requirement changed from class 6 to class 5, this was done so that the player could focus on levelling up a little and hopefully improving his/her skills. Those who do like to take on these quests early can do so as its easy to...
  6. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    Lol, I would have given her to one of my companions till I was ready to use her.:D new patch will be released soon (note this is a beta patch) see change log for more info but in short this adds a new ship (Wicked Wench) changes RTBL settings for better balancing (further fine tuning has been...
  7. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    Personally I tend to give the larger ships to companions because I like to have speed and agility on my side in fights and its more fun trying not to get into a position where you could be demisted and left at the mercy of your enemy. But I will test this out and see, it could be a mast issue...
  8. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    I've already made the changes sadly:facepalm, but it doesn't mean that code won't come in handy though.:onya
  9. Luke159

    WIP Post ship/Privateer (My Design)

    Nice work bud.;)
  10. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    Not hard at all, it takes all but a few minutes to add the ship from GOF 1.2 or even CMV3.2. The only reason she was never included in GOF 2 was because MK reported her crashing when a mast was destroyed in GOF 1.2. The model in GOF 1.2 might not be the latest though as she uses the exact same...
  11. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    I have fixed the movie ships Queen Anne's Revenge, Cursed Dutchmen, Revenge from spawning in bounty hunter fleets however the Black Pearl will still spawn so to combat this I think a new entry will be made in ships.h for fantasy ships which will be listed between class 1 and quest ships that way...
  12. Luke159

    Mod Release CMV 3.2

    Really, we didn't upload CMV3.2 to ModDB ever? we had uploaded the earlier version to that site so why did we not do the same with CMV3.2. Then again straight after CMV3.2 was released here on PA we began work on GOF 1.0 and to be honest I think most of the team had already began to work on GOF...
  13. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    Ah my bad, I remember that code now and we did in fact modify it because of all the new ships we had ported over through the years. Here is some of the modified code and its easy to change it to work how you wish. void SetShipHunter(ref Hunter) { int ShipsHunter, hcrew...
  14. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    Sadly you can't specifically say all ships marked as ship_X can be used for bounty hunters while ship_Y are for general encounters like pirates fleets etc. We have added code that does change the encounters but some ships we just have to accept or the alternative is make them so they can't spawn...
  15. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    Yeah this isn't a bug, you checked the box at the start for hardcore mode. This mode only allows you to save in churches, leave the box unchecked to save where ever and when ever you wish.
  16. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    4ibs culverins have been a range of 600 while the 4ibs cannons have a range of 500. So these ranges make sense. The ranges was increased to make smaller calibures more useful, if you feel this should be lowered then I can do that and wouldn't require a new game. I can't remember where the value...
  17. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    That's the patch you installed, the full mod is over 2Gb's rared up. Nice work bud, look forward to the ships when there all done.:D I don't have POTC installed so I haven't got access to the ships from the latest build and I haven't downloaded Hoo either.
  18. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    Lol, well bud they was ported from build 13 (I think, could have been build 12) this would have been around the time build 14 had started I guess. I never checked the ships from build 14 to see if any had been updated. Bu if you can fix her or even better if anyone has the old POTC model after...
  19. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    You installed the mod into the newly copied version of COAS (not into the main game directory)? Did you download and install the patch for GOF 2.0 by accident? (What size is the rare file for GOF 2.0)
  20. Luke159

    Mod Release Gentlemen Of Fortune 2.0

    You have a death wish bud, and I have never tested it on this difficulty. I have no idea why the enemy ships can hit you at 10 km's away, 1000 yes but only the forts 92Ibs cannons have that range with 48Ibs cannons been a little less in range and so on till 4ibs which is as you no the shortage...
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