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What HUD feature are you referring to exactly?Did 4.1 remove the remove HUD feature? Or am I simply to stupid to use it right now?
Not planning to make any changes there, no.Are you planning on adding/expanding the map size even more for the ironman mode? I am playing with Ironman exclusivly, and traveling from Grenada to guadeloupe in just 3-4 days seems a bit.. odd; better said too short.
The code to change this is relatively easy though and all grouped together in the InitOpenSeaMod() function in PROGRAM\NK.c if you would want to tweak it.
You can open the file with any texteditor (notepad is okay).How exactly do I do this? While I have found the file, I have no experience with the storm engine and cant acces it; and looking through the forum frankly didnt help. But just letting it as it is broke ship hunting quests for me multible times since I just bugger off to martinique while persuing them.
if(iRealismMode>1 || OPEN_SEA_MOD)
{
DIRECTENCOUNTERCHANCE = 25; // chance in percent that an encounter fleet appears every hour
DIRECTENCOUNTERDISTANCE = 2250; // distance from player at which random ships appear
ENCOUNTERBREAK = 3.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
// so you can let the clock run faster (by increasing TIMESCALAR_SEA below), meaning longer voyagetimes, without getting too many encounters.
TIMESCALAR_SEA = 15; // INT - how many seconds of gametime one second of realtime is at sea
MAX_WBALLAST = 10; // INT - how far the weighting will swing in favor of current trend.. use positive integer between 0 and 50 - 0 is no swing - 50 is major swing.. this is for Windspeed
MAX_RBALLAST = 10; // ^^DITTO for rain
MAX_FBALLAST = 10; // ^^DITTO for fog
MAX_ABALLAST = 10.0; // FLOAT - ^^DITTO for wind angle
MAX_WINDCHANGE = 3; // INT - How much the wind CAN change in one hour - use positive integer between 0 and 20
MAX_FOGCHANGE = 3; // INT - ^^DITTO for fog
MAX_RAINCHANGE = 3; // INT - ^^DITTO for rain
COASTRAIDER_CHANCE = 0.01; // FLOAT - Generates local ships in ports and around the islands. Some are local merchants, others pirates.
// 0.0 : Stock PotC, no local ships at all
// 0.1 - 0.9 : The higher that value the more pirates instead of merchants appear
NAVYRAIDER_CHANCE = 2.0; // FLOAT - Ditto, but chance that raider is a foreign warship. Chance for that is coastraider_chance * navyraider_chance
MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER = 100.0; // FLOAT - original value is 500 - Petros: reset to 500.0 to prevent trouble
MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION = 100.0; // FLOAT - original value is 500
RANGE_TO_ENEMY = 3500; // INT - in feet/yards/whatever unit the game uses.
WDM_MAP_TO_SEA_SCALE = 60; // orig 19.607843 for this and next line
WDM_MAP_TO_SEA_ENCOUNTERS_SCALE = 60; // was 60 in build, 10.0 in stock. NK 05-04-30
}
else
{
DIRECTENCOUNTERCHANCE = 50; // chance in percent that an encounter fleet appears every hour
DIRECTENCOUNTERDISTANCE = 1000; // distance from player at which random ships appear
ENCOUNTERBREAK = 1.0; // LDH - Changed to float, number is hours per encounter, directsail is called every 5 minutes occasionally
// so you can let the clock run faster (by increasing TIMESCALAR_SEA below), meaning longer voyagetimes, without getting too many encounters.
TIMESCALAR_SEA = 5; // INT - how many seconds of gametime one second of realtime is at sea
MAX_WBALLAST = 25; // INT - how far the weighting will swing in favor of current trend.. use positive integer between 0 and 50 - 0 is no swing - 50 is major swing.. this is for Windspeed
MAX_RBALLAST = 25; // ^^DITTO for rain
MAX_FBALLAST = 25; // ^^DITTO for fog
MAX_ABALLAST = 25.0; // FLOAT - ^^DITTO for wind angle
MAX_WINDCHANGE = 5; // INT - How much the wind CAN change in one hour - use positive integer between 0 and 20
MAX_FOGCHANGE = 5; // INT - ^^DITTO for fog
MAX_RAINCHANGE = 5; // INT - ^^DITTO for rain
COASTRAIDER_CHANCE = 0.2; // FLOAT - Generates local ships in ports and around the islands. Some are local merchants, others pirates.
// 0.0 : Stock PotC, no local ships at all
// 0.1 - 0.9 : The higher that value the more pirates instead of merchants appear
NAVYRAIDER_CHANCE = 0.4; // FLOAT - Ditto, but chance that raider is a foreign warship. Chance for that is coastraider_chance * navyraider_chance
MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER = 500.0; // FLOAT - original value is 500 - Petros: reset to 500.0 to prevent trouble
MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION = 500.0; // FLOAT - original value is 500
RANGE_TO_ENEMY = 3000; // INT - in feet/yards/whatever unit the game uses.
WDM_MAP_TO_SEA_SCALE = 19.607843; // orig 19.607843 for this and next line
WDM_MAP_TO_SEA_ENCOUNTERS_SCALE = 19.607843; // was 60 in build, 10.0 in stock. NK 05-04-30
}
'WDM_MAP_TO_SEA_SCALE' and 'WDM_MAP_TO_SEA_ENCOUNTERS_SCALE' are the most crucial for that.Which one exactly is for the map size? I would rather not break anything right of the bat
You would indeed not see anything. The only difference is that you'd notice different travel times.Odd, I did change those, but it didnt show me any difference.
The actual F2>Inventory>Maps>Archipelago Map just switches between two different texture files.I suppose that the visual change of the map for the ironman mode was added by you guys?
60 is the Open Sea Mod/Iron Man Game Mode value. If you want it even bigger, you have to increase that number even more.If I were to make the map bigger, would I need to insert a higher or a lower value then 19.?
Not a very big one. I've known far, FAR worse!I cant imagine what sort of annoying pleb I must be
Oh believe me, after you've modded this game for a while you get used to a lot of stuffThank you so much.
I cant imagine what sort of annoying pleb I must be, thanks for your time.