• 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. S

    Build 14 Beta 1

    That would be my "clean-up". For me it was annoying to have two rather identical item tables for blades and pistols, each one for Weaponsmod on or off. You always had to apply your changes twice. So I rewrote the InitItems procedure to do the "if WeaponsMod != 1"-check and use only one table.
  2. S

    Build 14 Beta 1

    Well - I didn't touch the missions so far - so you should not see any changes there, yet. Going for the monetary rewards for missions will be one of my next tasks. So far I did only: - increase goods prices, so they are more compatible with the items prices - reduce items prices (only works...
  3. S

    Crashes and Freezes: Strange behaviour

    I'd propose: "Make sure to disable "Safe mode" for Sounds in Config.exe to avoid crashes and graphic freezes." But I've just noticed that there is no "technical problems FAQ" or I am unable to locate it - shouldn't it be sticky in this forum?
  4. S

    Build 14 Beta 1

    Have just tested the patch - it seems to work fine for me. No major issues so far. I did merge my latest bugfix (ammunition bag for officers did not work 100%) and inititems.c with the patch 7.2 WIP, so feel free to patch the patch btw: Morgan: I included a toggle to toggle skill items on/off...
  5. S

    Build 14 Beta 1

    Maybe it does not work, because additional keys were added in Patch 7.2 WIP (e.g. default M for archipelago map). This is referenced in the DefaultSettings.h as #define CTL_ARCHIPELAGO_MAP "KEY_M" I think, it may be necessary to set the controls through the menu. Could you give it a try?
  6. S

    Crashes and Freezes: Strange behaviour

    Well, I use it to flip between FullScreen and Windowed Mode. I think many people will use it for such purpose as setting screen resolution as well - not everyone likes editing ini-files. Maybe we should add this "check for safe-mode in config.exe" to the FAQ, if it causes problems for other...
  7. S

    Crashes and Freezes: Strange behaviour

    Solved. I tried out every little trigger today - and now I found the source of the problem. In Config.exe under "Sound" the checkbox "Safe mode" was enabled - disabling this one solved the problem. Quite disturbing that there are checkboxes like those, which screw up the whole game. Thanks...
  8. S

    Crashes and Freezes: Strange behaviour

    Well thanks everyone for your suggestions. I tried updating my Nvidia drivers etc. but no luck. I have Directx 9 installed, but how can I make sure that the corrct Directx version is used? The even stranger thing is the load game menu, where browsing the save game files takes ages in windowed...
  9. S

    Crashes and Freezes: Strange behaviour

    modding, for example. Alt tab to the source, edit something, execute it in game. You can't do that in fullscreen (at least on my machine, I get a CTD once I try to go back to the game with Alt-Tab)
  10. S

    Crashes and Freezes: Strange behaviour

    but if it was a problem with the nvidia, wouldn't I have this problem also if running fullscreen? I only have these problems with windowed mode (for whatever reason???), in fullscreen everything is fine. :E
  11. S

    Crashes and Freezes: Strange behaviour

    It has nothing to do with the patch level. I experience this behaviour ever since I am running that computer (didn't try stock POTC, though ...). It's really quite odd. I have logs enabled, but there's nothing useful in there. The game just freezes (does not react to keyboard or mouse)...
  12. S

    Crashes and Freezes: Strange behaviour

    1. Reproduceable problem on my PC: Started main quest, after the "French invasion to Oxbay"-video, it returns to world map and freezes. Only F1 works, but none of the load/save etc. buttons. Strangely this does NOT happen, if I use Swiftshader. However, if I use Swiftshader it crashes quite...
  13. S

    New to the build mod, some problems

    As this problem is rather common (I recall that I've had it when I first played the mod) and we'll never be able to make people read the manual, I would propose to just automatically exit the ship when the dialog ends. That's not hard to code anyway ... any objections?
  14. S

    Gold

    I agree that keeping the skill bonuses (although I'd limit the bonus to +1 per item, +2 items are too much) makes sense - also, because it's a sort of fantasy-game. Of course an ordinary ruby doesn't make you a fighting machine, but the Magic Ruby of Combat Reflexes might do. Especially I like...
  15. S

    Gold

    Thanks! It feels really good to be back with such a warm welcome :) Ehm - I think you are lucky, I have Build 14 Beta 1 Patch 5 (not Alpha 5). I was somewhat confused, I think. I'll do my best reviewing the random / rarity / money-balance things ... however, I would first like to have the...
  16. S

    Gold

    I wouldn't remove the skill bonuses. I'd rather make those items more difficult to come by (rarity + high price). I'd have to look into that luck and leadership experience thing in quests. Didn't notice it so far, but didn't pay attention either.
  17. S

    Gold

    I must say: I am rather surprised to see all you pirates agreeing there is too much gold. I thought of you as a greedy bunch of swearing sea dogs :onya2 Since I have been doing some code work during the last year, my Build is Alpha 5 (or Alpha 7, as it has features such as Ship's Log, which...
  18. S

    Gold

    Ahoy mates, about one year ago I retired from privateering, but alas - I am a sea dog, so I went out to sea again. The build mod is already very near to perfection, but I am still disappointed by one thing: It is far too easy to get rich. Not by plundering ships, finding treasures or trading...
  19. S

    WRITE WHAT YOU WANT

    Talking about sense: 42. Enough said.
Back
Top