That will be nice. Much better than using the cheat menu, too much temptation there :
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void ExecuteConsole()
{
ref pchar = GetMainCharacter();
if (!bSeaActive) ref lcn = &Locations[FindLocation(pchar.location)];
ref ch;
int i;
int limit;
// Models and Times (for screenshot-making)
// ------------------
// GiveModel2Player("Jack",true);
// SetCurrentTime(14.00, 0);
// Give ship
// ------------------
// GiveShip2Character(pchar,"NL_Amsterdam","Amsterdam",-1,HOLLAND,true,true);
// GiveShip2Character(pchar,"BlackPearl","Black Pearl",-1,ENGLAND,true,true);
// GiveShip2Character(pchar,"CursedDutchman","Flying Dutchman",-1,PIRATE,true,true);
// GiveShip2Character(pchar,"SteamFrigateFR","Jeanne d'Arc",-1,FRANCE,true,true);
/*
if(!Checkattribute(pchar,"cheatship")) Pchar.cheatship = 0;
int con = sti(Pchar.cheatship);
if(con<SHIP_TYPES_QUANTITY)
{
GiveShip2Character(pchar,ShipsTypes[con].id,"Test Ship",-1,ENGLAND,true,true);
Pchar.cheatship = con +1;
}
TraceAndLog("*************************** Ship : " + ShipsTypes[con].id + " , Index : " + con + " ");
*/
// Give items
// ------------------
// GiveItem2Character(PChar, "compass3");
// EquipCharacterByItem(pchar, "compass3");
// GiveItem2Character(pchar, "spyglass4");
// EquipCharacterByItem(pchar, "spyglass4");
// GiveItem2Character(pchar, "clock2");
// EquipCharacterByItem(pchar, "clock2");
// GiveItem2Character(pchar,"blade26+3");
// EquipCharacterByItem(pchar, "blade26+3");
// GiveItem2Character(pchar,"pistol3_14");
// EquipCharacterByItem(pchar, "pistol3_14");
/*
GiveItem2Character(pchar, "mapKhaelRoa");
GiveItem2Character(pchar, "mapAntigua");
GiveItem2Character(pchar, "mapCayman");
GiveItem2Character(pchar, "mapConceicao");
GiveItem2Character(pchar, "mapCuba");
GiveItem2Character(pchar, "mapDouwesen");
GiveItem2Character(pchar, "mapFalaiseDeFleur");
GiveItem2Character(pchar, "mapGuadeloupe");
GiveItem2Character(pchar, "mapHispaniola");
GiveItem2Character(pchar, "mapIslaMuelle");
GiveItem2Character(pchar, "mapOxbay");
GiveItem2Character(pchar, "mapQuebradasCostillas");
GiveItem2Character(pchar, "mapRedmond");
GiveItem2Character(pchar, "mapSaintMartin");
GiveItem2Character(pchar, "mapTurks");
GiveItem2Character(pchar, "mapAruba");
GiveItem2Character(pchar, "mapCuracao");
GiveItem2Character(pchar, "mapEleuthera");
GiveItem2Character(pchar, "mapRedmond_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Dungeon");
GiveItem2Character(pchar, "mapOxbay_Cave");
GiveItem2Character(pchar, "mapDouwesen_Cave");
GiveItem2Character(pchar, "mapKhaelRoa_TempleGround");
GiveItem2Character(pchar, "mapKhaelRoa_TempleUpper");
*/
// Reload to location
// ------------------
// DoQuestReloadToLocation("Redmond_port", "reload", "Sea_2_back" ,"");
// SetCharacterShipLocation(Pchar, "Redmond_port");
// DoQuestReloadToLocation("Oxbay_Port", "reload", "reload1" ,"");
// SetCharacterShipLocation(Pchar, "Oxbay_Port");
// Capture Colony
// ------------------
// CaptureTownForNation("Douwesen", HOLLAND);
// LaunchCaptureColony(pchar, "Santo_Domingo");
// DEBUG = 1;
Well i figured to bring more realism to the game we require the calibures to be more realistic so i have looked at the ships_init file and changed every ship to mount max calibure to smaller calibures for most ships because originally they was set depending on ship type and class. I have given for example the Suprise 16Ibs cannons and the Constitution 18Ibs, i think it was 14Ibs cannons the Suprise had mounted in M&C though.
I have also made it so you can't upgrade to 48Ibs cannons, i was thinking of making it so you could only upgrade to a max of 36Ibs cannons but i don't know, any thourght here would be helpfull. Personally i'm thinking that both 42 and 48Ibs cannons should be amde as specail calibures only available on large ships so they should be left locked.
Thanks, and this will please you too then MK. 34 and 36Ibs culverines have been removed. Cannons still have those calibures but culverines for added realism reasons have been removed. The culverines now have the expected advantages over there counterpart cannons, in CMV3 it was a 50 yard difference, in patch 2 i increased that to 100 yards now with the 34 and 36Ibs culverines removed that has increased to 150 yards. Giving culverines a much more appealing reason to buy them even though they are weaker than cannons, take longer to load and cost more. Which was the case in the stock game aswell and has alway's been that way. I never intended to make culverines become well pointless so by removing those two calibures it has added the realistic feel to them and a more satisfiying feeling when using them. Also the 32Ibs culverines have the range of the 42Ibs cannons but the damage ability of the 36Ibs cannons, in the stock game the culverines had a similar damage multipler to the 24Ibs cannons, so the current setting might be unrealistic i'm not completly sure there maybe you can put some input into this area MK?
As it stands the damage is set to the second cannon calibure above there equivalent so that os already set, now for the weight, check the culverines was made to be slightly heavire. They can be set to be like the damage multiplier two calibures above there equivalent which would drastically effect there weight. The range has been set as it was in the stock game to a 100 yard difference between culverines and there cannon equivalent.