• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Release Build 14 Beta 3 Progress

Holy crap! Now THERE's something we haven't seen before! :shock

Pretty cool, actually. But only if there would actually be a huge war going on.
 
There probally is. This can only happen between two islands which are at war with each other and both have a large military. Having forts gives a bonus also.
If you sail in this and start the encounter then you will probally see two or three different battles going on at the same time cause the game detects you have multiple encounters at once :p.
 
I would still wish the battles have actual meaning. As in: It makes a difference who wins or who loses.
And towns can change hands and things like that. Oh well, I can dream, right?
 
That is not the installer doing it, but the new Config.exe that allows you to select widescreen resolutions as well.
I noticed the same thing too when the "options" file was missing, but on my 'regular' game version that DOES have that file, it does not give an error.

If anyone has any comments on the new Config.exe, please post them here! We're looking for some test results on that one.
It provides a more convenient way to change screen resolution, but since there are other things I like to customise before starting the game, I have to then go and edit various files anyway. For example, enabling sidestep, disabling resurrection after death and turning off loading screen hints. I can't remember off-hand which file needs to be edited for what effect, and I haven't found the setting to change so that masts which have been chopped down don't get repaired at sea.
 
So far it feels like I'm sailing around in a junkyard with floating stuff all over the place and ships popping in and out constantly. There is no continuity and it is all very jerky.
 
So far it feels like I'm sailing around in a junkyard with floating stuff all over the place and ships popping in and out constantly. There is no continuity and it is all very jerky.
Worldmap or Open Sea?
I only changed the worldmap still. I haven't touched the open sea encounters yet
 
Hmmm... with this sort of things i have a proposed new feature...

Imagine that you are spanish, and Spain is at war with England. You are at Puerto Rico with your ship docked in the port. Then suddenly a lot of soldiers run around the town and one of them talks to you. He says that the city is in danger because an english invasion fleet is coming to attack the city and capture it. This means that when you go to sea in the port, you will see the enemy fleet attacking the fort. You can choose to defend the city and destroy the enemy fleet (Which it will give you a high level promotion if you have a LoM, and also a lot of gold for the defense of the city), or try to sail away from those ships, which can cause that, if you have a LoM, you will lose your promotion and Spain will be hostile to you for not helping them.

If you stay some time on the city without going out to sail, maybe the fort will be destroyed and they will land troops and they will attack the city. If the city is under attack, you should clear of enemies all the parts of the city, or either run away and escape (If you have your ship on a shore; this of course will make hostile Spain to you, as in the sea with LoM). Of course, there is the possibility that the fort could held those ships and won the battle with the war ship that are on the port defending the port (If there are, random thing).

What do you think of it? Tell me what you think :)

PD: This could also work for the invasion of the french fleet on Speighstown on the standard storyline.
 
Clutter. Clutter clutter clutter. Having to triple tap the R button every minute instead of smoothly changing directions to tack around the evil winds.

It is early in the game and might get better later, but so far I have been trapped twice by enemy ships coming from this direction plus more coming from that direction and then the wind shifts blocking any chance of escape. And this is with a fast Dilligente Tartane that never used to get caught. Oh, and they aren't small ships catching me either, but 50-80 gun monsters.
 
I haven't found the setting to change so that masts which have been chopped down don't get repaired at sea.
There is no such setting. While indeed this is odd behaviour, it was the only way we could think of to make the Different Flags mod behave itself.
If a scene is loaded with masts missing already, the game can't figure out anymore which flag goes where. :facepalm

It is early in the game and might get better later, but so far I have been trapped twice by enemy ships coming from this direction plus more coming from that direction and then the wind shifts blocking any chance of escape. And this is with a fast Dilligente Tartane that never used to get caught. Oh, and they aren't small ships catching me either, but 50-80 gun monsters.
Is it the frequency of the encounters or the size of them that is messing things up?
The size is completely randomized and hasn't been changed since Beta 3. If it was OK then, it should be OK now.
However, I do remember we changed some NK.c values since then for the Open Sea Mod;
perhaps returning those to Beta 3 state will set things right again for you?
 
I'm not sure yet. I just made level 6 and maybe it was just that I was at too low of a level when everything is really bad. My comments were prompted by trying to get into Marigot. One time there were 2 English merchant ships and every other time I was surrounded by Dutch warships, then locked in by the winds so there was no chance to escape in any direction. I made 5 attempts before I finally made it into port.

I am about to attempt my first smuggling run at San Juan. That used to go well.
 
It went better than expected! There was actually less ships around than usual and I was not intercepted. Maybe the luck level of 5 had something to do with it. Next up is Jamaica and then Grenada. Those Portagees are tuff because they match a big warship with a cutter. The cutter can do 14 knots into the wind and there is no outrunning it plus its guns outrange the guns on most other ships that size.

Maybe my Marigot troubles were because of bad luck.
 
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Good to hear.
I will take a look at the open sea mod encounters very soon. It will use the same system as the worldmap encounters, so traveling between two island will spark more encounters then being somewhere on open sea.
Between two wealthy islands you will encounter way more merchants then between two poor islands etc.
 
Jamaica did not go so well as there were 6 ships waiting for me when I tried to leave. The 2nd attempt went better with only 2 ships waiting and good wind, which let me escape.
 
That sounds awesome, wish I could find a download for the actual game again, would love to play again :/
(aye, I don't have the original, neither am I going to buy (if that's still even possible), because I'm saving for something more important)
 
That sounds awesome, wish I could find a download for the actual game again, would love to play again :/
(aye, I don't have the original, neither am I going to buy (if that's still even possible), because I'm saving for something more important)
So what happened?
 
@Hylie Pistof: Note that the ships generated around an island itself are not related to DirectSail or the Open Sea Mod.
Those are the Coast Raiders and, if I recall, there should generally always be six per island.
Nationalities can differ and by the time you arrive, some may have sunk.
 
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