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    Maelstrom New Horizons


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Mod Release Gentelmen of Fortune! v1.2 Full Release Patch 1.0 FAQ/Bugs/Installing

Yep, I've tested with the 0 values in front. It seems better. It's still not the best result, but I will try to play a bit with those values. Thanks a lot!

I've been thinking more, and considering the fact that the 'random' adjustment is still using the original TurnRate to figure an amount to slightly alter every unique ship's numbers, which in theory, could make the occasional ship get a huge jump above others of its same type (because you are reducing turn rate so much), it might be better to change it first, then let it do the random part like this:

//Add 2 lines to adjust first
rRealShip.TurnRate = stf(rRealShip.TurnRate) * 0.35;
rRealShip.SpeedRate = stf(rRealShip.SpeedRate) * 0.95;
//Now let it do the normal calc
rRealShip.TurnRate = stf(rRealShip.TurnRate) + frandSmall(stf(rRealShip.TurnRate) / 5.0) - stf(rRealShip.TurnRate) / 10.0;
rRealShip.SpeedRate = stf(rRealShip.SpeedRate) + frandSmall(stf(rRealShip.SpeedRate) / 5.0) - stf(rRealShip.SpeedRate) / 10.0;

It's almost the same thing, but now the frandSmall(stf(rRealShip.TurnRate) / 5.0) - stf(rRealShip.TurnRate) / 10.0; part is also using the smaller number to do it's alteration, rather than the larger, original number.
 
I've been thinking more, and considering the fact that the 'random' adjustment is still using the original TurnRate to figure an amount to slightly alter every unique ship's numbers, which in theory, could make the occasional ship get a huge jump above others of its same type (because you are reducing turn rate so much), it might be better to change it first, then let it do the random part like this:

//Add 2 lines to adjust first
rRealShip.TurnRate = stf(rRealShip.TurnRate) * 0.35;
rRealShip.SpeedRate = stf(rRealShip.SpeedRate) * 0.95;
//Now let it do the normal calc
rRealShip.TurnRate = stf(rRealShip.TurnRate) + frandSmall(stf(rRealShip.TurnRate) / 5.0) - stf(rRealShip.TurnRate) / 10.0;
rRealShip.SpeedRate = stf(rRealShip.SpeedRate) + frandSmall(stf(rRealShip.SpeedRate) / 5.0) - stf(rRealShip.SpeedRate) / 10.0;

It's almost the same thing, but now the frandSmall(stf(rRealShip.TurnRate) / 5.0) - stf(rRealShip.TurnRate) / 10.0; part is also using the smaller number to do it's alteration, rather than the larger, original number.

Interesting. I will try it and report back. Do you, by any chance, have a solution to the well known problem where ships with lower caliber guns fire like semi automatic rifles? It annoys me pretty much, and isn't really realistic :)
 
Interesting. I will try it and report back. Do you, by any chance, have a solution to the well known problem where ships with lower caliber guns fire like semi automatic rifles? It annoys me pretty much, and isn't really realistic :)

Hehe, you are the second person to ask me this in the last two days. I started looking into this yesterday and contemplating the best approach to this. Some of it appears to be reload speed, but if that's reduced, a low-level character will suffer a similar reduction in speed and often in the lower levels, it appears that 'your' reload speed for those same low-caliber cannons is quite a bit slower compared to your opponent's, so you won't fare any better. It might be better to maybe slow the reload speed a touch, but also make your opponent in beginning/low level to be more comparable and evenly matched.

I've not yet studied/experimented enough to make any conclusions just yet, but am looking into both the .reloadrate property and the cannon skills an opponent receives from CalculateAppropriateSkills in GeneratorUtilite.c relative to the player's character at certain levels.
 
Hehe, you are the second person to ask me this in the last two days. I started looking into this yesterday and contemplating the best approach to this. Some of it appears to be reload speed, but if that's reduced, a low-level character will suffer a similar reduction in speed and often in the lower levels, it appears that 'your' reload speed for those same low-caliber cannons is quite a bit slower compared to your opponent's, so you won't fare any better. It might be better to maybe slow the reload speed a touch, but also make your opponent in beginning/low level to be more comparable and evenly matched.

I've not yet studied/experimented enough to make any conclusions just yet, but am looking into both the .reloadrate property and the cannon skills an opponent receives from CalculateAppropriateSkills in GeneratorUtilite.c relative to the player's character at certain levels.

I have no knowledge in coding, but I assume that it might have something to do with the difficulty level? Maybe with higher difficulty, you get penalties and AI's get bonuses. I don't know if that's the way they coded the game. I haven't played the game in sailor difficulty. Currently, I'm using Commodore difficulty. I have noticed, when I began the game, that my lugger was reloading slower than AI's lugger's. So I guess that's not equal treatment :D
 
Does anyone know what ship model is this one?
Untitled.jpg
 
In PotC, you could probably find her as "US_FirstRate" (or possibly "US_SotL"/"US_Victory").
I don't know if they kept that same name when they copied her into CoAS.
 
Hi. After many years i'm back into this game and those mods. I know i used one of the mods into the past but i don't remember what mod was it,
it was quite stable and i had a lot of fun.
Anyway, i started playing this mod recently and i experienced a bug when ships colide. One of the ship described something like a circular sector on water
surface by pivoting on its tail (pi/3 or maybe bigger angle) and hitting everyting (every ship) inside the sector.
I'm mentioning this bug hoping that maybe there's a fix or maybe it will get some attention at some point.
 
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Well... I'm new to the game and the mod. But I've encountered a game breaking bug I think. =/

I started a new game as Jack Aubrey with his Sophie, got into some fights and managed to capture a few ships. But in the last battle four of my cannons got destroyed. I don't know how to replace them.
During my search for a solution I stumbled upon this thread: AOP 2 SHIP SYSTEM/NAVAL WARFARE SYSTEM TIP
The last picture shows the menu, where you should be able to add new guns.
All good and well, but even with 4 cannons in hold I can't do anything. No buttons, no arrows... nothing.
It looks a little something like this for me:

What can I do now? T_T

EDIT: Same problem with other characters.
 
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All good and well, but even with 4 cannons in hold I can't do anything. No buttons, no arrows... nothing.
It looks a little something like this for me:

Your screenshot shows you are in the Shipyard. That is the wrong place to replace cannons on the ship and is reference only. To fix/replace your cannons on a particular ship, use F2 to access your character screens, click Ships, select a ship in the left scroll, double-click the Cannons/Culverins cell in the table underneath the ship's picture (same table with Hull, Sails, Speed, etc. Make sure the cannons in the ship's hold (purchased or looted from another ship) all match, select those spare cannons that show in the table on the screen that will look similar to your screenshot, then click Repair All, or use the arrows for a particular increment/decrement.
 
what kind of virus bullshit is this?

i went to link, and after getting a virus from the link, i checked it out, and saw its a y, not an i, and replacing the y with an i leads to this::

Not FoundThe requested URL /coas/CoAS GoF/GOF 1.2 Full Release Version 1.0.7z was not found on this server.
changing to an i does not link to a mod

since this site is legit for the most part, i have no issues with pirates ahoy. however, i do have an issue with the blatant virus uploaded by the vermin who clearly did it intentionally
 

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however, i do have an issue with the blatant virus uploaded by the vermin who clearly did it intentionally
I think I know what happened.
"pyratesahoy.com" used to be a separate server for our FTP files.
But it died a long time ago and isn't used anymore.

I assume some other party took over the URL and put all sorts of mess on there.
I'm really sorry you had trouble from this.

I've edited the links to no longer point to a now-dangerous website.
Unfortunately I also couldn't find these files uploaded anywhere anymore.
So now the links are broken instead... :facepalm
 
Hello

What is the difference between both muskets?
I gave Humphrey accidently a sword, now he has that equipped, not the musket. Is somewhere defined, what he has equipped?
He did disapear as well, but i belive that is related to the wrong equipped sword. If someone is able to tell me, where the definition of that officer is, I might be able to change him, so he is using the Riffle again.

Thanks alot!
 
Too bad this mod has not been worked on in a few years... Although it is not periodically accurate it's fun and has some variety to it and some decent models, which is what I like about this.
Oof wrong mod, excuse my lack of attention.
 
I have updated the links to the mod in the first post of the thread to moddb.com, as the previous links were broken.
 
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