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So then the problem DOES come from the increase in difficulty. Therefore we have to tone down the effect. But not too much.So I switched to apprentice level and as expected it was like a hot knife through butter. They fell easily.
Pistols still do serious damage, even the smallest ones and the grapeshot pistol is by far the hardest hitting one of all. The blundebuss, musket, and musketoon are a waste of time in comparison.
All of my officers all got much higher HP too.
This is why i play on swashbuckler. One needs to find out if it is possible or not.
//---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
// GUNS: ItemIndex picIndex Price Charges
// | gunID modelID | rare | minDamage Accuracy|Reload time DisableWeaponsMod
// | | | picTexture| | MinLevel | | maxDamage | | | Nation Sound Ammo type | Available in period Last period of availability
//-------------|-------------|------------------|---|---|------|-----|-----|-----|------|--|---|--|------------------|-------------------|--------|---------------|----------------------------|-----------------
n = InitGun(n,"pistol1", "pistol1", 6, 1, 0.50, 1, 150, 35.0, 45.0, 40, 1, 8, "", "OBJECTS\DUEL\pistol_small.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Short Pistol//BB BASE FOR PISTOLS
n = InitGun(n,"PiratesPistol","PiratesPistol", 22, 10, 0.20, 4, 254, 40.0, 55.0, 50, 1, 10, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_THE_SPANISH_MAIN, PERIOD_NAPOLEONIC); // Pirates Pistol (SuperDurnius)
n = InitGun(n,"pistol2", "pistol2", 6, 2, 0.50, 2, 208, 30.0, 40.0, 60, 1, 12, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Long Pistol//BB small calibre(less dmg)+good accuracy
n = InitGun(n,"pistol7", "pistol7", 9, 1, 0.20, 6, 357, 35.0, 45.0, 40, 3, 25, "", "OBJECTS\DUEL\pistol_small.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Brace of Small Pistols (Alan Smithee)
n = InitGun(n,"pistol3", "pistol3", 6, 3, 0.37, 7, 402, 50.0, 70.0, 30, 1, 20, "", "OBJECTS\DUEL\pistol_grape.wav", "pg", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Grapeshot Pistol
n = InitGun(n,"pistol5", "pistol5", 6, 5, 0.10, 8, 653, 40.0, 60.0, 55, 1, 14, "", "OBJECTS\DUEL\pistol_big.wav", "pb", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Scrapper Pistol
n = InitGun(n,"pistol6", "pistol6", 6, 6, 0.05, 12, 1260, 40.0, 60.0, 55, 2, 20, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Double-Shot Pistol
n = InitGun(n,"pistol8", "pistol8", 9, 3, 0.15, 14, 1026, 40.0, 55.0, 50, 3, 30, "", "OBJECTS\DUEL\pistol_medium.wav", "pb", 0, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Brace of Mid-size Pistols (Alan Smithee)
n = InitGun(n,"pistol4", "pistol4", 6, 4, 0.05, 20, 3620, 45.0, 60.0, 45, 4, 35, "", "OBJECTS\DUEL\pistol_small.wav", "pb", 0, PERIOD_REVOLUTIONS, PERIOD_NAPOLEONIC); // Quad-Shot Pistol
n = InitGun(n,"pistol9", "pistol9", 9, 2, 0.10, 17, 2286, 50.0, 65.0, 50, 2, 25, "", "OBJECTS\DUEL\pistol_big.wav", "pb", 0, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // Brace of Large Pistols (Alan Smithee)
n = InitGun(n,"pistolmtoon", "musketoon_back", 8, 9, 0.08, 6, 968, 50.0, 80.0, 60, 1, 24, "", "OBJECTS\DUEL\pistol_mtoon.wav", "pg2", 1, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // JRH: model was Musketoon
n = InitGun(n,"pistolmket", "musket_back", 8, 10, 0.05, 10, 3245, 70.0,100.0, 80, 1, 30, "", "OBJECTS\DUEL\pistol_musket.wav", "mb", 1, PERIOD_GOLDEN_AGE_OF_PIRACY, PERIOD_NAPOLEONIC); // JRH: model was Musket
n = InitGun(n,"pistol10", "pistol10", "JD", 5, 0.02, 20, 6572, 60.0, 90.0, 60, 3, 15, "", "OBJECTS\DUEL\pistol_big.wav", "pg", 1, PERIOD_EARLY_EXPLORERS, PERIOD_NAPOLEONIC); // Pump Shotgun SLiB LDH fix sound error
//---------------------------------------------------------------------------------------------------------------------------------------------
// Blunderbuss
makeref(itm,Items[n]);
itm.id = "pistolbbuss";
itm.multidmg = 1; // new attribute, does multiple damage
itm.sound = "OBJECTS\DUEL\pistol_bbus.wav";//JRH
itm.shottype = "pg2"; //JRH
itm.skiptrade = false; // you can sell the item
itm.skipsell = false; // PB: make them buyable
itm.skiprand = false;
itm.skipequip = false; // LDH
itm.groupID = GUN_ITEM_TYPE;
itm.name = "itmname_pistolbbuss";
itm.describe = "itmdescr_pistolbbuss";
itm.folder = "ammo";
itm.model = "blunder1_10";
itm.picIndex = 7;
itm.picTexture = "ITEMS_ccc";
itm.price = 460; // BB (1600)
itm.chargeQ = 1;
itm.chargespeed = 30; // BB (40)
itm.dmg_min = 40.0; // BB (50)
itm.dmg_max = 70.0; // BB (80)
itm.accuracy = 40; // BB (60)
itm.rare = 0.15; // BB (0.08)
itm.minlevel = 8; //Sulan: added minlevel to improve rarity.
itm.nation = "";
itm.period = PERIOD_GOLDEN_AGE_OF_PIRACY;
itm.sneaky = true; // PB: Sneaky Trader
n++;
If I understand correctly, the musketoon requires TWO grapeshot bullets instead of ONE. If you only have one in your inventory, you would get the click effect.When the long guns misfire you hear a "click" and no ammunition is used. It does not fire.
That comes straight from the game code. It cannot be incorrect, because that is all the game has to calculate with.I don't know where you got those charts, but they are not even close to being accurate.