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I knew there was a reason why the ship model updates list was bizarrely small... :I'm 50 ships ahead of you Pieter.
#define CTL_ARCHIPELAGO_MAP "KEY_M"
// Adjust the skill gained by character level, skill level and uneven gain in skills
//-----------------------------------------------------------------------------------
// Experience in each skill is worth more at low skill levels
skillExp = skillExp * (11 - sti(_refCharacter.skill.(expName))); // this produces 10,9,8,7,6,5,4,3,2,1
// Adjust for uneven gain in skills
int expMult = 1;
if (_exp < 1000)
{
switch (expName)
{
// case "Leadership": expMult = 3; break; // LDH 30Apr09//BB adjustments for 'rpg' skill increases - aim to make skill increases a bit quicker - Aug 2011
case "Fencing": expMult = 3; break; //BB was 3
case "Sailing": expMult = 1; break; // included for completeness//BB was 1
case "Accuracy": expMult = 1; break; // included for completeness//BB was 1
case "Cannons": expMult = 1; break; // included for completeness//BB was 1
case "Repair":
expMult = 30; // repair is a lot of small skill gains, minimum of 20 sent by repair functions//BB was 50
if (sti(_refCharacter.rank) < 3) // keeps player from getting repair skill 5 or 6 in the tutorial - 25Feb09
{
expMult = 20;
}
break;
case "Defence": expMult = 1; break;//BB was 6
case "Sneak": expMult = 1; break;//BB was 3
}
}
// Things we don't handle in the exp<1000 test above
if (expName == "Leadership") expMult = 2; // LDH moved outside of test - 30Apr09//BB was 3
if (expName == "Grappling") expMult = 1; // grappling is always high experience but doesn't happen often. - 30Apr09//BB was 4
if (expName == "Commerce") skillExp /= 4; // commerce is usually high, we're cutting it in half here so above test is wrong for this//BB was 2
skillExp *= expMult;
// Level the skill gains across ranks. Experience is worth more at lower rank.
// limit to 2 * experience - 01May09
skillExp = makeint(makefloat(skillExp) * retMin(2.0, 4.0 / stf(_refCharacter.rank)) + 0.5); // 2.0, 2.0, 1.3, 1.0, 0.75, 0.67 etc
// If you think skills are gained too slow or too fast, here's where to tweak the overall rate.
// Higher number gives faster gain for all skills.
float SkillTweak = 2.0; //BB was 1.0
skillExp = makeint(makefloat(skillExp) * SkillTweak);
it's more than i'm picking them out because your opinion of what works better conflicts with mine and you refuse to do something different than what you want, despite any arguments i place. or i'm rather just pointing out possible issues by analysing what you intend to change.
and you're sure that it might not be useful to have a few levels, and therefore several abilities, at the start of your game so you have a base to construct your character on? i've seen it in quite a few games already. it's just so the start of the game isn't too hard and you can define your initial character type, but it might not apply to this particular game. PotC does have quite a few ways to gain levels, and i guess your adjustment adds a bit of longevity to the start of a game. i'd consider it an improvement if the experience gain from all things is now more equal, instead of sailing being disproportionally profitable like you say it used to be.
would the sneak stat be luck? also, why is melee so oddly high?
modifying that code will help, but the problem is partially caused by the source of the player's skill xp, and some features will add new sources (such as a new quest) meaning that the ratios will constantly need to be adjusted. not to mention that the ratios for leadership and luck won't work for all plotlines, since they all have different amounts of quests.
I know the two of you have been working very hard on the ship models and I hope you'll excuse me for not downloading any of your work yet.Armada: The ship model updates list is dwindling for this release; I'd better get cracking with all my projects...
...
Hylie Pistoff: I'm 50 ships ahead of you Pieter
LOL! I had added it to the feature list yesterday but apparently forgot I already did that as well when I actually fixed it.One more thing, you mentioned the Maltese Knight Abbey twice in the description. I'm sure it's noteworthy, but not to that extent.
AH! I forgot to turn the cheatmode off in the files I uploaded, that's why that happens.I started new game and noticed something really strange.
I'm playing the Speighostown 'tutorial' and I can 'repaint' Sea Horse in the shipyard to ANY (nad I really mean ANY) ship in the game (?!)
Are you getting any uncontrollable spinning anymore?The storms are hard now! I capsized in the first one. No longer can you furl the sails and ride it out. You have to actively sail it and take damage.