• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Another Update regarding the above: -Fixed the sailorspoints files for the Xebec, Cutter, Bermuda Sloop and Schooner.
  2. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    As far as I know, it is not possible to direct-sail from one island to another. This is a COAS feature that is incompatible with CT without a lot of lasting problems. Also if you thought sailing a Sloop was bad, try doing it with a Lugger. That is the starting ship in original CT without mods...
  3. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Working on the Next Update to release (will release once I hear back about the above issue and correct it): -Fixed the new Manowar’s armament to 100 cannons. -Reworked the tonnage of all the ships in the game (also tested a crew revamp, but found it ineffective) -Reworked the Capacity of the...
  4. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    I found a bit of a problem with the War Galleon. It's bow wave is a few meters in front of the hull. I have been revamping the waterlines to prevent water from lapping in the lower gun-ports when turning at battle sails. Attached is the problem.
  5. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    It doesn't seem to happen to me. This problem is very weird.
  6. Modder01

    new ship collection - by de Zeeroovers Group

    @Jan Marten, I'm sorry if my criticism on the HMS Prince is too direct in advance. The reason why I am bringing this up is that I implemented your models for the Historical Immersion Mod, but kept on getting cannon issues for the broadsides when I had it defined as a 102 gun ship. As defined as...
  7. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Update Finalized (Uploading soon): -Reworked the Item names and descriptions for "Blackbeard's Sword" and "Black Blunder". Now renamed "Morgan's Blade" (as in Henry Morgan) and Blunderbuss. Changed the descriptions accordingly for these names for period accuracy reasons. -Fixed inaccuracies in...
  8. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    That's strange @Hylie Pistof, In my versions on both Windows 8.1 and 10 I don't get that issue. Is this a new save or an existing one? @ChezJfrey if you have any ideas please tell me because I don't have a clue what causes an issue like that.
  9. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    By any chance did you observe the wave when you were in a storm? Such a description of the storm bow wave fits what you describe. If not it could be spray from the bow wave you see in 1st person.
  10. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Implemented another change to existing ships (Pending Upload): Currently, the ships in the supermod for the Light Frigate, Royal Frigate and Royal Lineship were not from the 17th century. The Stock AOP Frigate, while beautiful to look at, was not period accurate. The Trinity, being a 17th...
  11. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    The Archive is Now Updated!
  12. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    New Update soon to be uploaded: -Incorporated Chezjfrey’s update to the engine fixing the brothel and ship to ship dialogue problems. This update also fixes the following problems and adds the following features (Chezjfrey's Notes): 1. Changed speak feature to match GOF. Presumably, that one...
  13. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Note to those weary for iteration 2: -I have updated the archive to the latest version (since soon after the post previously) -A month (maximum) time-frame to fix the iteration 1 problems will commence in two days. -As such the link, though remaining on this thread, will change versions...
  14. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    The fix works! Uploading a new update to the main archive momentarily.
  15. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    The jungle locations were not touched from the original mod, but I can tell from COAS that the battles in the jungle did happen and that the enemies did attack you. I never knew how to fix it so it was released untouched from it's original version... It's almost as if those fantom characters...
  16. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    Main Archive Updated to reflect the changes above (including the resource update)...
  17. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    added: case "jungle": SetWeatherScheme("land"); SetMusicAlarm("music_jungle"); break; To make it play. Note to All Testers: I will update the main archive for Beta shortly with the combined changes. I also noticed some things for the jungle locations...
  18. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    There are jungle music sections I have them defined at the end of each music_alias.ini file. These sound files should be playing in the jungle... I also have files defined for the caves too... The only alias file that doesn't have sounds for these instances is the original soundtrack since the...
  19. Modder01

    Mod Release AoP:CT - Historical Immersion Mod v5.0

    After the first time an enemy surrenders to you, especially when serving the pirates, you can button mash the demand surrender button even when the option is greyed out. Eventually the system will force the enemy crew to surrender. After that happens, eventually if another enemy talks to you or...
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