• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Baste

    Bug Boarding Issues

    It works for me, on a fresh Beta 2.5 WIP 4. :dunno Standard Nathaniel Hawk storyline, standard music settings. If there are more enemies left after a boarding battle music will play, otherwise sailing music will play. However, now in 2.5 after a deck has been cleared sailing music will play...
  2. Baste

    Bug Boarding Issues

    It works for me in Beta 2.3. :dunno I'll see what I can find out.
  3. Baste

    Bug Boarding Issues

    But, I fixed that. Relevant code is in AIAbordage and AIShip. O_o Did this happen before or after Pieter's fix? I guess I could take a look at it when the next WIP patch is released. :)
  4. Baste

    Emergency repairs?

    It seems to simply come from the Repair skill (Repair is a skill, Emergency Repairs is an ability). :) float GetSailRPD(ref _refCharacter) // ïðîöåíò ðåìîíòà ïàðóñîâ â äåíü { int repairSkill = GetSummonSkillFromName(_refCharacter,SKILL_REPAIR); float damagePercent = 100.0 -...
  5. Baste

    Solved Rebalancing the Fighting System

    It needs to be the same for ranged weapons, otherwise it will be the same problem there. I have made the necessary adjustments. :) I have also made a little tweak to how melee experience is calculated, from this: float exp = LAi_BladeCalcExperience(attack, enemy, dmg); To this: float exp =...
  6. Baste

    Emergency repairs?

    If that is indeed how it works now, then it has been changed. If it hasn't been changed, it needs to be activated from the command menu when your ship has less than 10% HP left. It won't activate on its own, you should find it in the command menu when the icon showing that your ship is sinking...
  7. Baste

    Solved Rebalancing the Fighting System

    It drops under 1 at level 5, but maybe it is fast enough, then. :yes I looked at the stock game code and found that noExp properly returns 0 there, so I tried putting just noExp in the build back to where it was in the stock code, but then suddenly no damage would be done to either enemies or...
  8. Baste

    Solved Rebalancing the Fighting System

    What I do is to dodge as much as possible by using backstepping and sidestepping instead of blocking - it is better to avoid the attack entirely than to block and risk getting hurt. I also use the "Attack -> Block -> Attack" technique since that is faster than "Attack -> Attack". Trying to fight...
  9. Baste

    Solved Rebalancing the Fighting System

    For this level 20 test first of all I edited the "StartStoryline" file in PROGRAM\Storyline\standard to give myself a Knight's Templar Sword, a Brace of Large Pistols, and a lot of various potions. As I've understood it that sword and brace of pistols are the best in the build. When the game...
  10. Baste

    Mod Release Build 14 Beta 2.5 Internal Release Available!

    Ah, I see. :P I will try to test this later. Might be some compatibility problems if I keep testing on 2.3.
  11. Baste

    Solved Rebalancing the Fighting System

    I was playing the standard Nathaniel Hawk storyline on Swashbuckler difficulty. I would have chosen the character type to be "Adventurer" since Nathaniel seems to be more of an adventurer than a merchant, but since "Merchant" appears to be the default setting for that storyline I chose that...
  12. Baste

    Solved Rebalancing the Fighting System

    Now when I started the game at level 20 the Melee skill did indeed not increase. I have determined that it has something to do with this: skillExp = makeint(makefloat(skillExp) * retMin(2.0, 4.0 / stf(_refCharacter.rank)) + 0.5); I couldn't try your LAi_fightparams file since the game won't...
  13. Baste

    Solved Rebalancing the Fighting System

    I just went through the Speightstown dungeon over and over, and after about an hour and a half I was up to level 5 and Melee 10, so yes, the increased multiplier seems to be working. :) I'll try it again but this time start at, say, level 20 to see if Melee stops increasing.
  14. Baste

    Mod Release The loading screen tips

    I'm not very knowledgeable about the age of sail and ships, but could it be that knippels is a term that refers to both chain shot and bar shot? If so, it should say "knippels" in the game and the tip to refer to both types.
  15. Baste

    Mod Release Build 14 Beta 2.5 Internal Release Available!

    2.5?! What happened to 2.4?
  16. Baste

    Solved Rebalancing the Fighting System

    Cheers, mates. Thanks for testing! :) I tested myself, and we seem to get different results. It works for me. Here is what I did, using Beta 2.3 on default settings: I chose the standard Nathaniel Hawk storyline, on Swashbuckler, and chose "Merchant". I would have taken "Adventurer" but since...
  17. Baste

    Solved Rebalancing the Fighting System

    The way I understand it, the level of opponents is calculated like this: Half of player's level + random number up to player's level - player's Luck divided by 3 x 2 divided by 3 plus difficulty value minus 1 divided by 5 + 0.5 That looks complicated, and I'm not sure if I expressed it...
  18. Baste

    Mod Release The loading screen tips

    Is the term "knippels" even used in the Build Mod, though? I could change the tip to say "chain shot" instead of "knippels" if it would make it more clear.
  19. Baste

    Mod Release The loading screen tips

    Aren't knippels and chain shot the same thing and used for rigging and sails, while grapes are used for crew? At least that's how I've understood it.
  20. Baste

    Solved Rebalancing the Fighting System

    Melee doesn't increase faster even when starting a new game with the file I uploaded? I increased the Melee skill's advancement multiplier and lowered it for the Defense skill, so it should make a difference: if (_exp < 1000) { switch (expName) { // case "Leadership"...
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