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Easiest and fastest is to upload it from an HTTP link; uploading from local is probably a pain...Hmm but why does it take so much time to upload a .rar file and an .exe file?
Do keep saving; just to be safe.I'm happy with how I can play the mod and have no fear of crashing.
Glad to hear it!And I had a lot of fun again, trying to discover new places and hidden easter eggs.
Always welcome.I would like to contribute again as much as possible, by testing the game and finding bugs (Which I have found some, by the way), and doing other stuff in which I could help.
No connection with the Maltese Abbey, no.About these crystal skulls (White, rose and blue), do they have a special purpose in game other than selling it? Do they have a connection to the maltese abbey on Barbados?
Do keep saving; just to be safe.
Always welcome.
No connection with the Maltese Abbey, no.
That's indeed the best place.I should post them on the Bug Tracker following the rules right?
There's an infinite amount of loot and XP to be gained from the Maltese Knight Abbey; that was its original purpose. That, plus just "adding something fun".The maltese abbey then, what use has, apart for the Church Protection sidequest? I know that you can loot some interesting things there, but it seems that there are limitations on that place (For example, I can't go to the upper level of that maltese crypt). Is that intentional?
Might be quest-only locations. @Grey Roger, @Bartolomeu o Portugues or @Jack Rackham, do you guys remember?And finally I remembered. In Île a Vache (Hispaniola), does that place have anything special? For what I explored, it seems there isn't anything really interesting. Same question goes for the Peninsula of Zapata, on Cuba.
The only Maltese thing I have added is a location in Charlestown (Nevis). Nothing to do with the apothecary quest.Do they have a connection to the maltese abbey on Barbados?
How about those crystal skulls? Do you remember anything about them?The only Maltese thing I have added is a location in Charlestown (Nevis). Nothing to do with the apothecary quest.
Welcome back aboard! To the best of my knowledge, the white, rose and blue skulls have no particular significance. There is, however, another skull to be found - and someone in Santo Domingo who is rather interested in it...I have one question though. About these crystal skulls (White, rose and blue), do they have a special purpose in game other than selling it?
I don't think they're quest-specific locations, though Île a Vache does feature in another new sidequest available only to José Joaquín Almeida, one of the many characters you can play in FreePlay. It also used to be one of the random places your ship could spawn after a Stormy Start, but that was changed because if your ship is there then you can't get to it except by fast-travel, which spoils the fun of searching for the ship after a Stormy Start. And I believe there may be a cave nearby, though apart from random bandits and possibly a sword, that has nothing special either. Finally, it's a possible beach for smuggling.And finally I remembered. In Île a Vache (Hispaniola), does that place have anything special? For what I explored, it seems there isn't anything really interesting. Same question goes for the Peninsula of Zapata, on Cuba.
Not in any storylines either?I don't think they're quest-specific locations
Not originally - Windows searches for "Hispaniola_shore_04" and "Cuba_Shore_06" (the game's designations for Île a Vache and Peninsula de Zapata respectively) don't show up anything quest-related apart from @Bartolomeu o Portugues' new "Family Story". I'm going to try adding "Cuba_Shore_06" to "PROGRAM\smuggling.c" just to have some sort of action there.Not in any storylines either?
In that case, they might just have been part of the island models and added to the game, but never given a real use.
This proved harder than I thought, mainly because I thought all I needed to do was add a line to "PROGRAM\smuggling.c" to have smugglers allow Peninsula de Zapata as a possible meeting place. But Peninsula de Zapata isn't a beach. It's a port, specifically a clone of the pier at Nevis Pirate Settlement, and that means it doesn't have a "smg.gm" model file for the crates and cart used by the smugglers, nor "smuggler" locators for them to be placed. It also has a thriving civilian population.I'm going to try adding "Cuba_Shore_06" to "PROGRAM\smuggling.c" just to have some sort of action there.
That's really cool!So I've copied "smg.gm" from one of the beaches, moved it so that it fits into this scene, and added the needed "smuggler" locators to a revised file. Then I edited "PROGRAM\Locations\init\cuba.c" to make "Cuba_Shore_06" use the revised locator file and commented out the line which allows fantoms, i.e. civilian walkers, to appear. A new game as a Spanish smuggler starting out from San Juan, who then sails to Cuba to sell his initial contraband, and a rigged version of "smuggling.c" to make Cuban smugglers always appear at Peninsula de Zapata, resulted in this:
Sounds fun!So it seems to work. Meanwhile, what we have here is a pirate-style jetty next to a cave. Apart from being possibly the most ideal smuggling location in the game, this is asking to be used in a storyline or quest - perhaps some long-dead pirate built the dock and then hid his treasure in the cave, for example.
There's a smuggling agent in the Pirate Settlement tavern. If Nevis Pirate Settlement becomes a valid smuggling destination, it means you have an even chance of being asked to smuggle goods into Pirate Settlement through its own port. (If the justification is that the goods are then going to Charlestown, there's a sneakier route already in place. You find out about it in the "Tunnel of Trouble" episode of "Hornblower".)That's really cool!
Do you think it would make sense then to make use of that for Nevis as well?
I was indeed thinking of Charlestown, but:There's a smuggling agent in the Pirate Settlement tavern. If Nevis Pirate Settlement becomes a valid smuggling destination, it means you have an even chance of being asked to smuggle goods into Pirate Settlement through its own port. (If the justification is that the goods are then going to Charlestown, there's a sneakier route already in place. You find out about it in the "Tunnel of Trouble" episode of "Hornblower".)
You're right, of course.Besides, the main reason for setting up smuggling to Peninsula de Zapata is to make some use of the location. Nevis Pirate Settlement already has plenty of things going on, including your choice of one of two sidequests.