• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    As long as I have the link and access to the page there should be no trouble for me uploading it to Mod DB from there. The installer looks good to me. I may have an opening to do the upload this weekend and change the content a little to accommodate the new features of the patch. On a Side...
  2. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    It is supposed to be a new GOF version. I do not have an icon for an installer. It is for COAS.
  3. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Dear Pieter, Here is the dropbox link: https://www.dropbox.com/s/qyiyddvp5knsvzy/GOF 2.5.zip?dl=0 When you receive it please let me know. For now let's discuss options on release. In its current state it's a self-extracting archive. Do you really want me to put it on ModDB (2.22 GB), or do you...
  4. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    I'm not too comfortable at making an installer. Would someone else do it? I'm too busy to make one even if I had the programs.
  5. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Everything is Compressed. I just need ample time to upload it and give you the dropbox link.
  6. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    It will be a while before I can post it. I'm very busy now! -_- I just want it integrated with the other mods that are in development to complete this game like the HD textures and other mods of that nature.
  7. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    I think I'm just about ready on my end. When you are ready to receive, give me a message and I'll upload it to dropbox and give you the link.
  8. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    It's all throughout ships_init.c too. I looked at the COAS: GOF mod description and it says the following about the realism mod. Now I know what is affecting the encounter distance and preventing the custom starter ships from being spawned: - Realistic weather or stock weather: with stock...
  9. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Can you explain the following code to me? in RPGUtilite.c: { case "Dep0": pchar.Ship.Type = GenerateShip(SHIP_BlackPearl, true); pchar.money = 22000; break; case "will": pchar.Ship.Type = GenerateShip(SHIP_CursedDutchman, true); pchar.money = 30000; break; case "luckyjack"...
  10. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    I also found out that the starting ships for some characters are not very flexible (ex. Barbossa getting a 4-4lb gun merchantman or Peter Blood taking a huge warship just so that inaccuracies from the gunner make the player have to flee on the first encounter). Especially if the player wants to...
  11. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    I tried it in AOP1 a long time ago and I had no problems getting her in-game.
  12. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Ok, now only one thing remains - the encounter distance fix. It shouldn't take 2 hours+ if your ship is faster than a lugger to be allowed to go to the world map right? If so then I can experiment with changing the break-off distances to AOP1 values to see if it is better.
  13. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Well this is interesting..... the scheme changer now suddenly works! I have to increase the volume of the pirate town theme, but other than that it works. I also found a bug in the char creation. When you create a multiple chars during one session of the game the second time you create one there...
  14. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    I already replied to that discussion, but have yet to hear anything.
  15. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    3 questions: 1. Can you give me the framework in code how he did it? 2. Is he still with the community? 3. Who else will be able to help? I probably will have to ask for outside work on the changer executable if it cannot be incorporated in the options menu.
  16. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    It did in AOP1, I thought that since COAS uses similar mechanics it would work, but I guess I was wrong. Is there a way to change the exe that changes the scheme manually or will we have to make another one from scratch?
  17. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Tested Quickly and the scheme changer isn't working:shock. Thank the seven seas that the cannons work. I don't know where to continue with the schemes and the changer. I could always use the all music scheme as a stop-gap, but it wouldn't be as good as having multiple schemes being able to be...
  18. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    I'll test them when everything is done and ready to implement into a test game, but for now another progress report! Music: Done (Ready for testing) Cannon Sounds: Done (linked and ready for testing) Historical Accuracy: Waiting until testing phase to introduce...... Replacement of Soleil...
  19. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Progress Report::pflag Music - DONE! (Ready for testing):doff Cannon Sounds - in Progress (new sounds: 32 pounders replaced with one sound from original GOF, 4 pdr gun using near equivalent 3 pdr naval peice, 20-pdr using modern equivalent 25-pdr field howitzer, 28 pdr is using a 155mm field...
  20. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Progress update::pflag Music - Schemes almost done (town themes replaced again!:8q) Cannon Sounds - linking sounds in sound_alias.ini and cannons_init.c not started:facepalm Historical Accuracy of ships - Not Started:boom: Fixing of encounter break-off distance - not started:read Questions: 1...
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