• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Recent content by DoubleRumRation

  1. D

    better sail simulation

    In a word YES . Not only the sail simulation but the different ship types have their own sailing character. I have sound problems and i thought my POTC version was corrupted but still same problems with new copy. Anyway, impressive mod, it was a pleasure to read the documentation, specially snow...
  2. D

    Multiple Cannon Types

    I have some ideas about cannons for this game. Multiple cannon types would be wonderfull and a very pleasant experience for people in love with the age of sail. The problem of coding it i think is not too complicated. Leaving out the graphic representation of several gun groups which could as...
  3. D

    better sail simulation

    I've been searching the files to see if it's possible to change ship navigation control, so instead of pressing "A", "D" continuosly to turn the ship, it could be set to "RUDDER_LEFT", "RUDDER_RIGHT", and "RUDDER_CENTERED" with a single key press. But i guess the code is in a dll out of my...
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    FINALY!--- How to reduce enemy attacks

    This code in worldmap_encgen.c checks if there are less than 8 encounters created (numShips). If so, it adds a quantity to the time since last encounter of any given type was created. Then if any of them is greater than random number 1-1000 a new encounter of that type is created. The time...
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    Hurtin' Balls!

    I've been trying to play CMv3 for some days and i've given up, too many unexplainable changes from vanilla like this in the ammunition. I will post a personal review of the mod in its thread when i can, but as i have found this post i will say a few things about it here. The reason why ships...
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    Encounters

    The constants are in worldmap_globals.c I have changed from: #define WDM_MAP_TO_SEA_SCALE 50 #define WDM_MAP_ENCOUNTERS_TO_SEA_SCALE 25 to: #define WDM_MAP_TO_SEA_SCALE 50 #define WDM_MAP_ENCOUNTERS_TO_SEA_SCALE 50 Now if you engage a patrol encounter at the longest distance you...
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    FINALY!--- How to reduce enemy attacks

    Ty for the info. Started some tests as adventurer, pirate nation, combined mod, encounters few. I have tested these numbers: #define WDM_STORM_RATE 0.0001 #define WDM_MERCHANTS_RATE 0.09 #define WDM_WARRING_RATE 0.015 #define WDM_FOLLOW_RATE 0.015 Then : #define WDM_STORM_RATE...
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