Oh... so It is that into the game now, not?
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Not sure. But I think its not in the game yet.Oh... so It is that into the game now, not?
sounds good to me. Maybe @Jack Rackham could help with this cause he seems to know this code better then I do.As far as I'm concerned, we don't need more. We need the ones we have be more interesting.
Some officer-specific dialog options for example:
- First Mate: Automatically buy weapons for the weaponslocker (saves you the trouble of doing so)
This would mean there has to be deteriation first. We could include this but don't know how much trouble it is. Maybe tie this to the guns vs storagespace mod? With a carpenter on board you can actually use the space the guns where using as cargo hold cause he can convert it. Else you just have less cannons.- Carpenter: Ability to lay up your ship on a beach somewhere to to careen your hull and get some more speed of your ship again
Could create some problems too. You will need to add some dialog to what you think is a good amount of supplies to have in stock. I don't know if the rations are cut down already automaticly if you start to run out of food. But maybe he could (also) controll this. If the quartermaster detects your closest island is still to far away to get there with these rations he will half them to make it.- Quartermaster: Automatically buy supplies when you get in a friendly port using the Auto Buy functionality
Sounds like an idea. I would also sugest it lowers the chance of having mutiny.- Boatswain: Talk to you on your ship's deck after there has been a fight, asking you how to deal with the offenders.
How you respond might influence crew morale and your reputation, but doing nothing will ensure that morale keeps dropping.
this could get very complicated because we have both the worldmap and the open sea. I might sugest something else. "Stay clear of encounters" command. If you tell your navigator to do this you wont have any (hostile) encounters on this journey, or at least way fewer.- Navigator: Tell him to set a course for a specific port in the game, saving you the trouble of sailing yourself;
this may be interrupted if something happens along the way.
Think they are good already. I don't know for sure how your health is if you board your ship and go to port again. But maybe a doctor could also serve as a healer on your ship so you could heal yourself and your party there.- Gunner: Automatically supply the player and officers with ammo upon visiting the ship (already done)
- Doctor: Reduce after-battle casualties (already done)
Sorry Pieter, I have not been involved much in weaponslocker. The andcrew I fixed with don't use it anymore.Maybe @@Jack Rackham could help with this cause he seems to know this code better then I do.
I hope this will be optional, not compulsory. Because I never buy weapons for the weapons locker. All weapons in my locker were looted from dead enemies, all armour was found in chests.As far as I'm concerned, we don't need more. We need the ones we have be more interesting.
Some officer-specific dialog options for example:
- First Mate: Automatically buy weapons for the weaponslocker (saves you the trouble of doing so)
I'd also want this to be optional, because I've never used Auto Buy before and don't want to be forced into Auto Buying by proxy.- Quartermaster: Automatically buy supplies when you get in a friendly port using the Auto Buy functionality
... such as changing course to chase after an enemy I've just spotted on the worldmap, or changing course to avoid a storm I've just spotted on the worldmap.- Navigator: Tell him to set a course for a specific port in the game, saving you the trouble of sailing yourself;
this may be interrupted if something happens along the way.
Note the words "dialog options" in my post. You don't have to worry; I have no intention of making anything worse than it currently is for anyone.I hope this will be optional, not compulsory. Because I never buy weapons for the weapons locker. All weapons in my locker were looted from dead enemies, all armour was found in chests.
Same answer.I'd also want this to be optional, because I've never used Auto Buy before and don't want to be forced into Auto Buying by proxy.
Yep.... such as changing course to chase after an enemy I've just spotted on the worldmap, or changing course to avoid a storm I've just spotted on the worldmap.
It is possible to change what Auto Buy will get you in InternalSettings.h:I do not use auto buy as it does not give me what I want in the quantity I want, but does give me items that I do not want. The loadout depends on the ship and the situation. Sometimes I carry no shot and powder and sometimes I carry so much that there is little room left for other things. But that is just me and I would not presume to tell others what to do.
// Store goods merchant AUTO BUY settings
// For each ammo type, the button will buy this many rounds per cannon
#define BALLS_PER 15.0 // FLOAT - suggested balls_per: 15.0
#define GRAPE_PER 15.0 // FLOAT - suggested grape_per: 15.0
#define CHAIN_PER 15.0 // FLOAT - suggested chain_per: 15.0
#define BOMBS_PER 15.0 // FLOAT - suggested bombs_per: 15.0
#define POWDER_PER 0.6667 // FLOAT - enough cannon powder to fire this fraction of your ammo
// For sail and plank, the button will buy this many units of sail / plank per point of hull HP of the ship
#define SAIL_PER 0.01 // FLOAT - suggested sail_per: 0.01
#define PLANKS_PER 0.02 // FLOAT - suggested sail_per: 0.02
// For wheat and rum, the button will buy this many days' worth of wheat, or rum, for your current crew size.
// Note that this is for /double/ rum rations; so normally set this to half the number of days' worth of rum.
#define WHEAT_DAYS 30.0 // FLOAT - suggested wheat_per: 30.0
#define RUM_DAYS 15.0 // FLOAT - suggested rum_per: 15.0, 30 days at normal rum rations.