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    Maelstrom New Horizons


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Glad to help project

Uzver

Powder Monkey
Storm Modder
I worked with game code a little...look at this, if you like)
I tried to add more realism, difficulty and interest. Also I fix a few bugs, imbalance things and annoying parts of gameplay. Then, I realize some of my good ideas...and I was not even boored to play after that! :D


v B14_b4.1
localization - russian (i can attach it later, if needed)
 

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Ahoy there, @Uzver and welcome to the forum! :cheers

Thanks a lot for sharing your work.
Do you have a list of things somewhere that you changed, by any chance?
 
Thanks)) Everything is tested by me...not sure about 100% effective, but ~90% already has. And I continue playing with that (and work on it)
 
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Hello again, @Pieter! Do you like my "worst-code-ever" (at least at first sight)? :rolleyes:
By the way, I already fix the "military agression" bug, which i wrote about in archive, a-and something else.
I'll drop it here after few tests, maybe
 
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Hello again, @Pieter! Do you like my "worst-code-ever" (at least at first sight)? :rolleyes:
I haven't had access to my game code for a few days, so didn't look at anything yet.
In fact, I haven't got the game installed and not touched any files for several months, due to real life.... :oops:

For starters, I wonder if @Grey Roger or @Jack Rackham could have a first look at it?
If not, let me know and I'll try to find a bit of spare time when I can.
 
I've had a look through some of it, and the change to "WhrFogRainCheck.c" to prevent night-time rainbows certainly looks safe enough to go into the next update archive. (With one slight further alteration. The version presented restricts rainbows to the hours between 6 and 20, but PoTC has night fall at 22, so I've amended the condition accordingly.)
 
@Grey Roger
The last hour when sun is visible is 20:00, after that is too dark for rainbow to be possible (lightshafts are very far away from ground).

@Pieter Boelen
Let they take a look, of course))
 
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The max ammo is now set to a base of 8 instead of 6. This means

8, 16, 32 without container, powderflask, powderbarrel
instead of
6 12, 24.

The balance problem with ammo is if you get too much
it easy gets rather meaningless. And if you get to little annoying.

I think 32 is a very high number. If 6 and 12 are considered too low
maybe 8, 16, 24?

Arrows are change to 5. Think it's 3 now and 12 with quiver havn't checked if that's changed too.

I want to hear more players, modders about ammo numbers before we decide.

The procedure of just doing a lot of changes and then it's up to us to check everything means a lot of work for us.
Please give us all changes in details, so it's quick to see if there's anything there for me.
I don't have time to check anything else.
 
@Uzver: point taken. I've put it back to 20 in the version which will go into the next update.

@Jack Rackham: indeed, arrows are currently 3 by default, 12 if you have a quiver equipped. I agree that changing all the ammo allowances is liable to affect game balance.
 
Piece of cake! I added a few fixes, while I write it.
***
If someone wants to play it (by using it as unofficial patch to B14 b4.1) ...go ahead!
If that's the reasonable changes, why not? It should be installed in the game folder.
 

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So concerning ammo amount:
if I read it correctly the only changes that you have kept is changing max arrows from 3 to 4.
With quiver from 12 to 16 as an effect of that.

The fact that you can carry very many grenades is of course strange. Like you can carry 100 blades.
Personally I would like to see a game with fewer items carried around. Mods like that can be made.
But it will cause very big changes in playing style/game balance.
 
There is half finished code for a "weight mod" already in place.
@konradk had started on that at some point.
Lack of time intervened though, so it remains incomplete.
 
@Jack Rackham, yes, everything about max numbers of ammo returned back to normal, except arrows...12 is really a little.
But...not completely yes...the strings 78-85 from my explanation is the changes that I prefered to keep.
One of the most important thing, that I consider to do (already did), Is possibility to carry all types of bullets, but without increasing GP count.
Nessesity to change current ammo type everytime, when I wants change my weapon, is enough uncomfortable and comlicate deal. Also it is allows to try some other weapons, if current bullets is over.

The pickpocketing win balance is ideal now (s.1206):
 

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One of the most important thing, that I consider to do, Is possibility to carry all types of bullets, but without increasing GP count.
Would that mean (without any containers) 6 pistolbullets + 6 pistolgrapes + 3 musketbullets = MAX?
If so that would be equal to 18 pistolbullets. Or did I not understood you right?
 
The formula (without any ammobags) is: 6 PB max + 6 PG max + 3 MB max + 6 GP max.
If player do not have, for example, musket bullets, the max possible count of pistol bullets would not increase.
***
So I'll have to change weapons every time when I have a gunpowder, but haven't a current bullets.
***
And if I will restock my ammo, I will automatically gets bullets for my current weapon ONLY. But, other types of ammo wouldn't loose. So I will need to go to powder deck, if I wants other.
***
I'm sorry, my English is horrible...I trying to explain everything as I can (and sometimes I editing my recent messages). So, if I can't explain something correctly, you can find any information in my code, at the strings that I marked in my list. I made it for 3 days, I found all of my changes, do not ignore that type of my work, please.
 
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No problem with your english @Uzver. Mine isn't that perfect either.
I realize that your suggestion is more convenient for the player.

The only thing to say is that it's maybe a little illogical
that you can't carry 18 pistolbullets when 6pb + 6pg + 3mb is possible.
On the other hand I absolutely don't want to carry 18 pb.

What do other players say?
 
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