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When its time to get ready for boarding, tie a rope to your grappling hook. When you try to hook the ship try to aim for the portholes. If you hook a rail on deck, the enemy might be able to cut the rope.
Don’t be too quick to put the boarding plank across. If it goes across to early, it might fall between the two ships.
If you wear a peg leg, be sure to check if the deck of the ship is made of a knotted wood. You don’t want to be getting stuck in the deck of their ship.
When you get on board, the first thing you want to do is kill the helmsman. Doing this will keep them from trying to pull away from your ship.
If he hasn’t been one of the first officers killed, take care of the Bosun. He’s usually directing the defence of the ship, and running him through will seriously limited the sort of defence that can be mounted.
Your next target should be the Chief Gunner. With him out of the way, it will throw the cannoneer team into disarray, and will keep the damage done to your ship at a minimum.
By this time, your captain should dealing with the enemy captain. If your captain fails to kill the enemy captain, then you kill him. If the enemy captain lives, then you’re a dead man anyway.
Good luck and happy pillaging!
Dealing with serious wounds on board a vessel can be a daunting process. This manual will help you treat various wounds that you will encounter
A sabre flesh wound:
A simple flesh wound to the first layer of is easy treated with a silk mesh pad, and wrapped with a bandage.(A musket-ball graze wound can be treated in the same way.
A deep stab wound:As long as it isn’t in the torso, cauterizing is the recommended treatment. Give the injured plenty of rum to drink, this will help keep him from experiencing too much pain during treatment. Heat a metal rod to red hot, and brace the wounded person. You may want to tell the man to bite down on a piece of wood or bunched up cloth. Insert the heated rod into the wound for 10-15 seconds.
Musket-ball wound:
Again, as long as it isn’t in the torso treatment is very much the same as as a deep stab wound with the exception being after the patient is given plenty of rum, the musket-ball must be removed.
Amputation:
This procedure is a last option, and is only to be done if the wound that has been treated is not healing, or the limb in question has been mangled. The first step is cutting the supplying artery and vein, to prevent hemorrhage. The muscles are cut, and finally the bone is sawed through. Skin and muscle flaps are then pulled over the stump. You may wish to add a fixture to attach a false limb.
In all cases, pour rum over the wound before treatment to prevent infection.
Skillfully persuading the authorities to let you go on your way when they have witnessed you committing a crime can be tricky business. Hopefully you will learn a few things with this book.
Bribery is one such way to accomplish this. Every man has his price, it is just a matter of figuring out what that price is. Have plenty of spare gold on hand.
Blackmail is another method, however it takes much more planning and skill. Get information on the Captain of the Guard, and all guards in the city. If you find one piece of damning information, tell him you know his secret, but don’t tell him what it is. That will be enough to get him paranoid. If tries to arrest you at any point, tell him straight out what you know, and tell him that a friend of yours knows, and if you don’t check in with your friend everyday, he’ll tell whoever (governor, judge, wife, etc)
Using these techniques, you may not see the inside of a prison cell as often.
Warning! If you do get sent to jail, the use of the blackmail technique may cause you to see the inside of a cell for even longer.
if(CheckCharacterItem(char, "bookpower_1") // If the character has the book that increases power/strength
{
char.SPECIAL.old.Strength = char.SPECIAL.Strength; // Remember the character's value for that
char.SPECIAL.Strength = char.SPECIAL.Strength + 1; // Increase the character's value by 1
}
else // If the character does not have the book (anymore)
{
if(CheckAttribute(char,"SPECIAL.old.Strength")) // Check if the character used to have a different value
{
char.SPECIAL.Strength = char.SPECIAL.old.Strength; // Restore that value
}
}
makeref(itm,Items[n]);
itm.id = "booklight_1";
itm.groupID = MAPS_ITEM_TYPE
itm.name = "itmname_booklight_1";
itm.describe = "itmdescr_booklight_1";
itm.model = "OpenBook";
itm.picIndex = 10;
itm.picTexture = "BOOKS_1";
//itm.shown = false;
// boal 19.01.2004 -->
itm.price = 2000;
itm.Weight = 3;
itm.imageTga = "books\booklight_1";
itm.Warrior.rare = 0.01;
itm.Warrior.min = 1;
itm.Warrior.max = 1;
itm.Solder.rare = 0.03;
itm.Solder.min = 1;
itm.Solder.max = 1;
// boal 19.01.2004 <--
itm.minlevel = 1;
itm.rare = 0.03;
What if you copy the code of an item that you KNOW shows up in the stores and change only the name?
makeref(rnditem,RandItems[45]);
rnditem.id = "bookleader_1";
rnditem.maxQuanity = 1;
makeref(rnditem,RandItems[36]);
rnditem.id = "bullet"; // boal "Mineral1";
rnditem.maxQuantity = 20;
#include "ITEMS\items.h"
#include "ITEMS\itemLogic.c"
#include "ITEMS\items_utilite.c"
//homo òóò ýòî äîëæÃÂî òî÷ÃÂî ðàáîòàòü
RemoveCharacterEquip(pchar, BLADE_ITEM_TYPE);
RemoveCharacterEquip(pchar, GUN_ITEM_TYPE);
RemoveCharacterEquip(pchar, SPYGLASS_ITEM_TYPE);
RemoveCharacterEquip(pchar, PATENT_ITEM_TYPE);
RemoveCharacterEquip(pchar, CIRASS_ITEM_TYPE);
RemoveCharacterEquip(pchar, MAPS_ITEM_TYPE);
DeleteAttribute(pchar, "items");
InterfaceStates.startGameWeather = FindWeather("20 Hour");
LoadMainCharacterInFirstLocationGroup("Estate", "reload", "reload1");
}