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    Maelstrom New Horizons


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An ambitious project

OOps... I only noted yesterday the number of characters in a location is limited to 32. :facepalm I tried to change the number in Lai_login.c but that doesn't work... POTC is not Medieval Total War for the battles... :modding

Otherwise, I made a new skin adding a pistol to Bartolomeu. Something a bit similar to the Skull model..
 
OOps... I only noted yesterday the number of characters in a location is limited to 32. :facepalm I tried to change the number in Lai_login.c but that doesn't work... POTC is not Medieval Total War for the battles... :modding

Otherwise, I made a new skin adding a pistol to Bartolomeu. Something a bit similar to the Skull model..
Is that Pistol 3D? How the hell you did that?
 
I used TOOL. I mixed the Bartolomeu' skin with the Skull' skin. I removed all the parts except the pistol from the Skull model before mixing it with the Bartolomeu's model.
 
Short Jack Gold did experimenting with increasing the number of characters in a location,
but he had no luck. For more information on land battles, be sure to check with him.
As you know, he did some for the Hornblower quest so he knows best about those. :yes
 
Thanks for the information, Pieter..

Here's a new character for the hunter quest..

Missing quests for the Bartolomeu Main Quest :

- The hunter
- The battle of Aguadilla

Missing quests for the Assassin Main Quest :

- The Oranjestad siege
- the Bartolomeu’s trap

To Thomas :

I found some errors in your main quest and fixed them. Use Winmerge to know what I changed..
 
To Pieter :

At the moment, my idea is to finish the Bartolomeu Main Quest first before working in the Assassin Main Quest. Tomorrow, I think I will upload some resources (characters and one location) for this main quest so that you can already include them in your next patch.

I will start releasing the quests from February..
 
Sounds good. I don't really care in which order you do your work; whatever makes you happy. ;)
 
Here's the file :

Btw :

To test the location put this code in console.c :

Locations[FindLocation("Muelle_shore_03")].models.always.fort = "fortaleza";
Locations[FindLocation("Muelle_shore_03")].models.always.fort .locator.group = "goto";
Locations[FindLocation("Muelle_shore_03")].models.always.fort .locator.name = "locator4";
DoQuestReloadToLocation("Muelle_shore_03", "reload", "reload1" ,"");
 
Cool location, Bartolomeu! Too bad I can't preview the character models with the GM Viewer. :facepalm
 
Not the end of the world xD: , they haven't the quality of a Thomas' work. But at least, they are a bit different from the original ones.
 
Sounds good anyway. :doff

One more important issue: ever since installing your latest files,
I get "There is no building ground left on Isla_Muelle_Shore_03" messages when starting a new game.
This is because there's a maximum of 15 buildings in each location
(this has to do with maximum number of logged in characters in a single location).
Solution: Remove a couple of the buildings so you're left with 15.
 
Right but in my game I increased the number of buildings the game can accept and it perfectly works :doff Can you also increase this number please ? I wouldn't like to remove some buildings :?
 
What number do you have?

I suppose we can increase, as long as nobody goes over the old limit too frequently.
That maximum number of characters in a location is somewhat troublesome, of course.
What if somebody makes lots of buildings in a location where a storyline requires lots of characters?
They can't all be there at the same time due to the maximum number. :facepalm

Oh well, I suppose we could just not care about that. Player's problem. :razz
 
I don't remember the number of buildings in this location. But I think you won't need to increase a lot. So, it's just a small modification. :)
 
Increase by one to 16 works fine. Should give no problems either; an increase of one is neglible.

That added fort is not supposed to be always there, right?
I imagine you'll be adding that in some of your storyline files later?
The rest doesn't look like it's supposed to be always-there either.
If that is the case, you can move those lines to the same spot where you're adding the fort.
 
Another question: Where are those cannonl's you added?
Because I don't actually seem to be able to find them... :?
Or are they the ones on top of the fortress? :facepalm
 
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