• 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. MrMister

    Regarding pirate ships spawned upon target island arrival during tavern-generated ship scort quests

    Putting them at the destination wouldn't work because, well, if the port has a fort it would attack the pirate. Can you direct me to the code that spawns them?
  2. MrMister

    Regarding pirate ships spawned upon target island arrival during tavern-generated ship scort quests

    Could you possibly change things so they spawn halfway between your destination point and your position when you "Land Ho!" into the island? At least if you arrive by DirectSail; it's okay if they keep their spawn positions if you arrive by worldmap. It's not funny when they spawn two...
  3. MrMister

    Feature Request Pirate ranks look odd in dialogs

    For pirates the line could be "Arr, I hearing they be callin' me by new name in these seas" or something (sorry, I'm very bad at pirateal).
  4. MrMister

    Fixed Pistol price discrepancy

    Yeah, I'm all for downgrading pistol2 to just a "long pistol" and making the flintock better. Might also allow for changing those professions that currently start with a horse pistol to start with a flintock instead, as personally I find the horse pistol a bit overpowered to have for much of the...
  5. MrMister

    Unconfirmed Bug Talking about the apothecary

    Quick hotfix: just put the directions to his location on the quest log entry. Because while we're talking about him, the quest's first entry entry ("I heard talks about...") is duplicated. Also you should write in the next entry how much gold he asked you to gift to the church for him, because...
  6. MrMister

    East Martinique

    Awww, I liked the boarding from above idea, knife-sail-braking style...
  7. MrMister

    Fixed Pistol price discrepancy

    Or the price. Tangentially related, how does the "accuracy" stat work exactly? I assume it actually scales with distance and a hit check isn't just a RNG against the value shown in the item stat?
  8. MrMister

    Fixed Pistol price discrepancy

    I dunno, the flinstock pistol looks like it should pack way more of a punch than the dueling pistol, which looks like a fancier version version of the short pistol. Furthermore, as a dueling gun elegance and accuracy would've been put above damage, since you don't need to kill your adversary...
  9. MrMister

    Fixed Pistol price discrepancy

    Fine Flinstock Pistol: 33/99dmg, 10s, 51%, 723 or so gold. Fine Duelist Pistol: 44/99dmg, 12s, 52%, 275 gold. Why.
  10. MrMister

    Mod Release Build 14 GAMMA [Last Update: 31st December 2021]

    Add the bolded bits to internalsettings, since that's how I think thinks work currently. #define DISCOVER_SAIL_TO 1 // BOOL - 0=OFF - Shores and ports must be discovered bysailing there manually or having the island's map before you can use Sail To #define...
  11. MrMister

    Unconfirmed Bug Can't circle around Barbados without ending up in Granada

    I take it it's due to inaccurate trajectory tracking on DirectSail's part? WOuld enabling realistic archipelago size solve it or help mitigate it?
  12. MrMister

    Making MaxHealthPotionForCharacter less wasteful

    I guess I could also make a "largest that doesn't overheal, else smallest" setting, but yeah, at least "smallest that fully heals, else largest" should have no disadvantage over "largest". Or one that uses "smallest" with blade sheated and one of the two optimizing ones when in combat with blade...
  13. MrMister

    Mod Release Build 14 GAMMA [Last Update: 31st December 2021]

    In PROGRAM\DIALOGS\SantoDomingo citizen_dialog.c , at line 321 (under case "SantoDomingo":), the second DLG_TEXT[168] (which links to "We have a population of") should DLG_TEXT[169] (which links to "citizens") instead.
  14. MrMister

    Unconfirmed Bug Line breaks do not work in first line of dialog

    I'm posting this error here because it looks like it might be caused by this. It's from asking about Santo Domingo's city. EDIT: Nevermind, it's not because of this thread's issue since it's not the NPC's opening dialogue line. BTW, you guys should totally have a sticky thread in here for...
  15. MrMister

    Need Help Remove Cursed Coins

    What would one have to do to enable the curse in Realistic mode? Ctrl+Fing "curse" brings no results in InternalSettings.h, while searching the whole PROGRAM directory brings too many results to check.
  16. MrMister

    East Martinique

    As for what should be on the other side of the bridge, I'm thinking maybe a little monument of stones as the tomb of a traveller who never returned, made by his now-old wife. I like the idea of the bridge being kinda-broken at first, with two or three avoidable locators that send you back to a...
  17. MrMister

    Making MaxHealthPotionForCharacter less wasteful

    Did it; code doesn't crash the game, but I don't have the time to test it properly right now, and might not have for a couple of weeks. If anyone with a savegame with multiple potions wanna test it, just change the MaxHealthPotionForCharacter function's code items_utilite.c for the one in the...
  18. MrMister

    Making MaxHealthPotionForCharacter less wasteful

    By default, the potion hotkey uses the least powerful potion in the player's inventory, found with the function MaxHealthPotionForCharacter. This can be changed by redefining USEMAXPOTION_ONKEYPRESS to 1 instead of the default 0, which will instead choose the most powerful potion avaliable, as...
  19. MrMister

    USEMAXPOTION_ONKEYPRESS's definition counterintuitive

    Found its definition, and it is as I suspected: someone forgot to write "if disabled as by default" on its description. When it's enabled the potion hotkey uses the most health-restoring potion in the inventory, and if it is disabled it uses the least powerful one. To fix it just correct its...
  20. MrMister

    Make wounded crew variables percentual

    The idea is to make the HEALED_PER_DAY, HEALED_WITH_MEDS and KILLED_PER_DAY variables in internalsettings.h percentual, so instead of 1 (5) wounded crew member(s) being healed every day without a doctor and when there isn't (is) medicines present, and 15 crew members dying per day without...
Back
Top