• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. morgan terror

    Fixed WorldMap: Names Missing for Small Islands

    Perfect. :cheeky i love quick fixes.
  2. morgan terror

    Fixed Cannot Hoist Sails After Capturing Ship

    Well, that doesn't really get us anywhere. What are your experiences with capturing and swapping ships in the newer versions then? Had any?
  3. morgan terror

    Fixed WorldMap: Names Missing for Small Islands

    Then where is petit tabac? Now I'm confused. You'd think the name and location would show up on the worldmap if the lookout knows what it is.
  4. morgan terror

    Fixed WorldMap: Names Missing for Small Islands

    That may be, but the uninhabited ones don't actually have a worldmap model, aside from a collision-lacking thing that doesn't look anything like the inabited islands. Although now that i've had a closer look at the worldmap, i can actually see a pair of miniscule specs of land. They aren't...
  5. morgan terror

    Fixed Cannot Hoist Sails After Capturing Ship

    I suppose i should put this complaint on hold until after i'm playing the latest release then. There's a good chance of it being fixed, since i haven't seen any reports of this bug in the publicly accessible forums, but we aren't getting many bug reports from the peasantry anyway right now. :diomed
  6. morgan terror

    Fixed Crewmen who die from gangrene are actually healed

    Yep, i can confirm this. 83/1 before the hour change, message of 1 healed, 0 died, and had 83 healthy crew after. Same result after 5 tries. Tossing the medicaments overboard first made the crewmember die from gangrene (sometimes, as intentional), and also resulted in 83 healthy crew. The only...
  7. morgan terror

    Fixed Crewmen who die from gangrene are actually healed

    From what i've seen, the problem is that the messages you recieve are the inverse of the actual result. I'm wondering what would happen if you don't have any medications on board. If it works properly when you don't, we might be able to narrow down the source of the problem. I'll continue to...
  8. morgan terror

    Fixed Cannot Hoist Sails After Capturing Ship

    This one is somewhat gamebreaking, so i actually suspect it may have been fixed after build 14 beta 3.3, in which i encountered it. If not though, this really needs some attention: Whenever i capture a ship and choose to swap ships, i can no longer operate my sails. Also disabled is the effect...
  9. morgan terror

    Fixed WorldMap: Names Missing for Small Islands

    I use Directsail myself almost exclusively, and the main problem i encounter is that the uninhabited islands are not on the map. It makes it really confusing if you've set the discription the lookout gives you to only very basic (as in, he doesn't tell you which island you've arrived at). I'm...
  10. morgan terror

    Fixed Crewmen who die from gangrene are actually healed

    I'm not sure if i can confirm this bug just yet, but i did see that crewmembers said to have healed actually died. Maybe it's simply reversed?
  11. morgan terror

    Build Update Requests

    You could try turning on sidestep in internalsettings.h to noclip around them. That's how i solve it. As for them assisting it fights, i haven't really had problems with them. It's true they they can't always help, but that's because it's just too cramped sometimes.
  12. morgan terror

    WIP Improve the Crewmembers on Shore Mod

    Ahh, i see. The higher your fame, the close it comes to 1, thus the easier it becomes for a value between 0 and 1 to be smaller than 1, thus the easier it becomes to get recognised. This should be the pirate dialogues fixed then, barring bugtests. Now we just need to do the guards, patrols and...
  13. morgan terror

    WIP Improve the Crewmembers on Shore Mod

    I've put it in there. Allright, that kind of works, but i would rather have it start at 0% chance and grow increasingly more likely as you grow more famous. Should i make it >1 then?
  14. morgan terror

    Build Update Requests

    This is actually a really good idea. I've picked up the habit of memorizing what i need to know so i can plan what i buy and sell out in advance, but it would be more streamlined if it was visible in the store interface. Alternatively, indicate the deviation of an item's price from the average...
  15. morgan terror

    WIP Improve the Crewmembers on Shore Mod

    Is this better? if(rand(GetRankFromPoints(GetScore(PChar)))>6)
  16. morgan terror

    WIP Improve the Crewmembers on Shore Mod

    That may be intentional. What the dialogue there does is the pirates welcoming you into the pirate nation (according to lines 0, 1 and 2, anyway). It's one of the few bits of that file that i haven't changed. I've been getting the dialogue below that section all the time in-game, so it's at...
  17. morgan terror

    WIP Improve the Crewmembers on Shore Mod

    Right. I'll remove some dialogue. I had this idea with pirates noticing that you were being sneaky without actually being hostile to them, but that doesn't seem to be possible then. I've reworked the code again, and it turns out most of the stuff could be thrown out. Here's what's left: //...
  18. morgan terror

    WIP Improve the Crewmembers on Shore Mod

    So the ONLY time pirates can detect a flag as false is when you're using the pirate flag, but you're hostile to them? It doesn't matter if you're pretending to be french while hostile to france? Or does that still fulfill the GetChanceDetectFalseFlag() condition for pirates? This is a very...
  19. morgan terror

    Fixed Ship locator problem in turks

    That's what you get when taking orders too literally xD
  20. morgan terror

    WIP Improve the Crewmembers on Shore Mod

    After my reworking of the dialogue, it doesn't really apply anymore. It might still need some work, but what it's used for now is a situation where you're not hostile with the pirates, yet chose to fly the pirate flag as a false flag anyway. Which actually makes me think: When is a false flag...
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