• New Horizons on Maelstrom
    Maelstrom New Horizons


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    Feature Request Discussion about captain and crew bonusses

    @Grey Roger I think the navy player should get the same guard template for his crew, so they should be determined the same as AI navy crews (should get the better skills, perk assignments, +10 level, and +150 hp) @Redbeard I really like the way you put this. I had a similar experience in my...
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    WIP Level of boarding enemies

    @Pieter Boelen I agree, note though thst sometimes you will get a captain dual anyway if the enemy doesn't surrender all the way to the last cabin, but then I think you get crew help in the fight (back up and your crewmen will double team the captain), and merchants tend to surrender. I do...
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    Behaviour of Surrendered Captains

    I doubt this bug arose from changes to the cabin fight initial dual check. Wouldn't seem likely, thst gets checked once and then doesn't influence things. I did alter one other place in the file, to implement a correction Pieter made, so you could check if I somehow goofed up there, though I...
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    WIP Level of boarding enemies

    I agree @Pillat with a lot of what you say-- I think the problem is focussed on the low hp player who tries to dual captains at low level (like you did at level 3), and that seems to agree with some of the recent experiences shared here, where players feel vulnerable at lower levels and capable...
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    WIP Level of boarding enemies

    Captain level should not be heavily restricted based on keeping the HP of a possible dual down--captain level is too central to the sailing abilities of the captain in question. Especially the above suggestion of limiting even the highest tier merchant captains to levels 10-15 would hurt...
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    Confirmed Bug Item traders having to much or to few goods and money

    The part of the rpg merchants check that sets a minimim floor with item levels based on player level could be either removed altogether, or turned off if the player gets to a certain level. Alternatively, make it so that the floor never goes above level 12 or so no matter how high the player...
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    Feature Request Discussion about captain and crew bonusses

    Sorry, it DOES read a bit like some dramatic exit. Sorry for that @Cassadar , you guys have been too cool to deserve anything but my admiration and goodwill. :) Sadly, you guys have yet to put me on salary (rather stingy with your buried treasure I'd say), so off I must go to fullfill the...
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    Feature Request Discussion about captain and crew bonusses

    @Cassadar Haha, no, i'm just swamped at work. ;) Been trying to pull away for days now, but finally have to now that work is completely piled up. Goodbye but for work reasons, nothing but goodwill towards everyone here. :)
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    Feature Request Discussion about captain and crew bonusses

    Ok, sure. :) Goodbye everyone, I wish everyone the best! Thank you for all the good conversation and modding practice. :)
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    Fixed Blocking worst weapons from everyone

    I took another look at it, and in addition to @Jack Rackham 's fix above (and the same fix for the commented out lines), the block of code probably needs to be repeated above where it is currently placed, so for the case of both enable weaponsmod and the else line (I only added it to the else so...
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    Feature Request Discussion about captain and crew bonusses

    Well, as a final curmudgeony post, I'm going to have to say some of the complaints here are a way too melodramatic. The current system for boarding levels was in place since at least 4.0, so it is NOT unplayable. People have been playing and enjoying it, for what, a year probably? And many...
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    WIP Rebalanced "initItems.c" discussion

    @Pieter Boelen the fame boost sounds good as a long term plan, in the meantime, reward swords were already quite good. Really, the only reason the player won't love them is he probably already has some god-like quest sword like Sharp's Sabre. @Pillat you are describing this like weapon variety...
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    WIP Rebalanced "initItems.c" discussion

    Which is why that is not what I did. To explain again, I gave the worst swords, the min level 1 guys, about a +4 to damage, and the lowish to mid, about a +2. Since the worst swords are only on the player's radar for a brief moment, this mainly had the effect of still allowing the AI to equip...
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    Fixed Blocking worst weapons from everyone

    Ah and here I go again, looking like an addict to the board by not staying away. ;) Though with good reason sadly--before starting work today I finally was able to boot up my game to test the above file, which I hadn't been able to do previously. A syntax error appeared for that block of code...
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    WIP Rebalanced "initItems.c" discussion

    Since I probably won't be around for a few weeks, leaving a final note to clarify my position on the issue. Here are the approximate range of avaerage of min/max damage, as you go from basic level 1 swords to top normal swords (ie not unique or quest stuff), under each of the balances...
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    Fixed Blocking worst weapons from everyone

    @Pieter Boelen Maybe this can be a last bit of work for the community before my forced sabbatical. :) case "Barmansknife": blade.skipsell = true; blade.skipequip = true; break; //TY begin excluded weapons case "Guestsknife": blade.skipsell = true...
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    WIP Rebalanced "initItems.c" discussion

    @Pillat I remember from here Unbalanced "Boss"enemies | PiratesAhoy! that you really like short and quick fights, and you even reduced the HP per level given the enemies to achieve this. That is probably why you also gave the best swords a 50% damage increase, bringing them from the 40s to the...
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    WIP Rebalanced "initItems.c" discussion

    I would error on the side of caution and not reorder them, if for no other reason than it might dirupt saved game compatibility. EDIT: erased content better explained by the chart I made in the post below.
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    WIP Rebalanced "initItems.c" discussion

    @Pillat I'm not saying you should redo your work from scratch, but you also can't just merge in the sword parts because it would erase a great deal. What you would want to do is: 1) manually copy the sword damage/block/piercing ratings into the new file, but leaving alone the new prices...
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    Fixed Blocking worst weapons from everyone

    I think the main issue is my own incompetence, in that I don't know how to make an itm.skipequip entry for weapons that appear in the main array in items_init, rather than being listed seperately. The array doesn't haven't a column for that. If I knew how to do that, it would be an easy thing...
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