• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Search results

  1. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    The AOP:CT game has no logic for spawning special characters in the cabin like in COAS quest events... The locators do exist however the person being spawned in ins't Jones...
  2. Modder01

    Solved Dutchman Quest Revisions (Test Game Download Included)

    Hi Everyone, Since ChezJefrey has not responded for a while It is safe to say that he is taking a break (by his personal file data he is not banned so I don't know why else). Here is the current state of the dutchman quest: void DutchEncounterQuestComplete(string sQuestName, string qname) {...
  3. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Since ChezJefrey hasn't been seen or responding to my private message since the 1st of October, I will open the discussion in a separate forum thread about the Dutchman Quest Revisions. I am having trouble with code that I edited in order to put Davy Jones in the cabin to allow the win...
  4. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    What do you mean importing and exporting are the only ways of making money in the trade scene... Stealing contraband and then selling it to the smugglers is also very profitable.
  5. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Also the Crew and Officer Salary is controlled from salary.c... Just saying if you want to make it less...
  6. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    These windows are showing in Russian... This is why it didn't show up right in 4.0. The bugged out strings are for AskForHelp.c and have to deal with the lack of translation back to English when cryllic is not supported in the English version of the game as opposed to in 5.0 the strings will...
  7. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Update: -Added new music for each town theme. Adjusted the sound schemes accordingly. -Fixed the common.ini not displaying appostrophies (now in UTF-8 format). Still working on: -Dutchman Quest
  8. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    The value somewhat varies, but yes it is that expensive...
  9. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Update: -All dialog files corrected from showing piastres or piasters. Gold is the currency across all dialogs.... -Fixed the issue that the schooner had 1 less cannon on both starboard and port sides due to incorrect ships_init defs. Working on: -Dutchman Quest -New Credits Roll for the...
  10. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Don't worry, I am not the one who is making those changes and v5.0 isn't affected by that.... That change seemed a bit sketchy to say the least so that is why I have not implemented that and will have hotshot finalize before I go messing around with files.. Btw, have you found out what is going...
  11. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    There should be more profit for contraband than there is importing and exporting... There should be an average profit by import and export of a small amount of gold per unit (like 6-10), but smuggling runs increase the profitability of goods because in order to find them you must first board...
  12. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    I have never realistically attained rank 15 in the game before. I usually finish the story line before that happens. I agree that some of their code is old compared to today's standards, however maybe Russian code was that way back then.... And what do you mean by tedious?
  13. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    There is a dev console that is in this game since v5.0 is built off of GOF, but according to Debugger.c there is no command to search for contraband goods. Therefore it would be next to impossible to find out what functions could grab that data.
  14. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    StoreUtilite.c is where the contraband is calculated and selected, but the selection system only selects 3 contraband out of those that can be contraband in initGoods.c (1 is yes) and that becomes the contraband when this function is called.
  15. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    If you specify large towns as the development state before you create your character, you may see more in the way of goods to buy and sell. Also you will have access to larger trade class ships in the shipyard. Historically by the 1600s, trade had evolved to be more lucrative and profitable...
  16. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Thanks Pieter. By the by I have new Weapon damage values: SWORDS: Cheap Sabre: 1-6dmg Cheap Cutlass: 2-5dmg Broadsword: 3-6dmg Cutlass: 4-9dmg Epee...
  17. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Major Update: -Incorporated Hotshot's fixed crew hiring system into the game (now a balanced 1:1 ratio for hiring and firing crew of any type) -Performed Hotshot's enhancements on the goods system. From testing, most imports showed a 6-10 gold profit per unit when bought from an export nation...
  18. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Btw this is the file for the bowsprit locators.... Currently they are doing this to my manowar's sails:
  19. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    Using a plus sign cause a negative balance on the hiring and firing crew, while using the original calculation causes a double negative (as in you lose money both for buying and selling crew) imbalance... Changing to the minus side made it positive balance. For the most basic unit, you can fire...
  20. Modder01

    Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

    In my code the line uncommented has a plus sign instead.... This is the calculation function for v5.0 for crew: void CalculateHireFireQuantity(ref rnHire,ref rnFire,ref rnHireCost) { int nHired = 0; int nFired = 0; int nHireCost = 0; int nTmp =...
Back
Top