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Solved Various Questions

Another one, got a tip from bartender on Turks that tailor on Tortuga needs help. Went there and there were three of them, 1 behind the counter, 1 before it and 1 on stairs. All gave me quest for 160 cotton. All tailors had different look.
As for hiring captured captains as officers it worked for me, caputerd two, both agreed to be my officers but their salary was exactly half of what they mentioned in conversation
 
their salary was exactly half of what they mentioned in conversation
That might be because there is a difference between the initial cost of hiring and the actual salary.
Does sound weird though.
 
Another one, got a tip from bartender on Turks that tailor on Tortuga needs help. Went there and there were three of them, 1 behind the counter, 1 before it and 1 on stairs. All gave me quest for 160 cotton. All tailors had different look.
That is probably because you're playing in 1500, the "Early Explorers" period. England and Holland don't have any colonies of their own, so to allow players to buy their outfits, their tailors get to share the shop in Tortuga.

I am not familiar with the code which generates fetch quests, but it probably wasn't written to take that into account. You'll probably find something similar if you go to Grenada in any year from 1770 onwards. That would put you into the "Revolutions" or "Napoleonic" periods, in which Grenada belongs to Britain, leaving Portugal without any territory and its tailor in a similar situation. You'll therefore probably find a Portuguese tailor and a British tailor sharing the shop in the town which in those periods is renamed Saint George.
 
That is probably because you're playing in 1500, the "Early Explorers" period. England and Holland don't have any colonies of their own, so to allow players to buy their outfits, their tailors get to share the shop in Tortuga.
Good point! I completely forgot about that, even though it was me who added it in the first place. :facepalm
One more mystery bites the dust!

I am indeed pretty certain the fetch quests were never written to take this into account.

There shouldn't be a lot of difficult politics regarding those extra tailors though.
Tortuga is kind of "free for all". ;)
 
POTC has a nice feature that i totally missed in COAS - you can encounter damaged ships. In coas all ships were in pristine condition even when you saw them coming out of storm, also they were 100% when you have entered the battle. However i tend to encounter damaged shpis too often and its like for example 3rd rate galleon with 9 cannons left and so on. This makes things too easy. I wonder about mechanics behind it ...
Also i have a question, is there any way of getting rid of a ship except for selling it or opening fire at it? I cant just remove a captain it seems ...
 
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Merchant ships often have fewer guns than maximum. Warships should usually have a full load of guns at the start of the battle. Note that the figures you see in your spyglass are estimates, not necessarily accurate, though if you've found a 3rd rate warship with only 9 guns then that's odd. On the other hand, if it only had 9 guns by the time you boarded and captured it, perhaps it was short of guns because you had been knocking them out.

You can indeed remove the captain and abandon the ship, which will then sink. But you need to be alongside it so that the icon to transfer between ships is visible. If there are no enemy ships around then you can transfer cargo freely without needing to be next to the other ship, but not officers. If you're alongside the other ship then you can transfer anything, including officers, regardless of whether there are enemy ships nearby.
 
Ohhh great, alongside it is sir!
As for the warship she has 9 cannons at the start of the encounter before the cannons roared.
 
:bow I must admit I thought COAS will never be better than POTC but I was so wrong. Maybe interface is worse a bit and I think I like COAS melee combat more but the naval combat realism is far better.

Ok just noticed a glitch on Tortuga, need to check it on other islands but if you have no powder for personal guns the its also not listed in merchants available goods. That applies to store and outside vendors alike. Found one piece in taverns room chest and there it was available for sale. After tossing it out it vanished from goods list but there was at least 4 left for sale before.
 
:bow I must admit I thought COAS will never be better than POTC but I was so wrong. Maybe interface is worse a bit and I think I like COAS melee combat more but the naval combat realism is far better.
Wait, are you saying Naval Combat is better in CoAS!?! o_O

Ok just noticed a glitch on Tortuga, need to check it on other islands but if you have no powder for personal guns the its also not listed in merchants available goods. That applies to store and outside vendors alike. Found one piece in taverns room chest and there it was available for sale. After tossing it out it vanished from goods list but there was at least 4 left for sale before.
@Jack Rackham, gunpowder items are your area of expertise...? :ninja
 
NO NO NO i meant quite the opposite! I guess i tried to put too much text in one sentence and my english is far from perfect :) COAS combat is just ... arcade even with relistic combat option on :)
 
NO NO NO i meant quite the opposite! I guess i tried to put too much text in one sentence and my english is far from perfect :) COAS combat is just ... arcade even with relistic combat option on :)
Ah, that does make more sense! :cheeky

Indeed CoAS does do better on melee combat, as well as graphics.
I'm not familiar enough with the CoAS interfaces to compare those, but I'm quite willing to believe that some of the PotC:NH ones are still a bit clunky.
Everything else though, is a different story! :woot
 
Well you guys really did something remarkable. I remeber vanilla game, bought it just after release and I must say the mod takes it a looong way into awesomness :)
 
Ahoy, did you miss my whining? Now about "land ho" feature. I was fighting two pirate sloops near Tortuga and suddenly got in the middle of sea S from Cuba no sail around ...
 
Now about "land ho" feature. I was fighting two pirate sloops near Tortuga and suddenly got in the middle of sea S from Cuba no sail around ...
If you don't want to risk that happening, you can use the regular [0]-key (zero) to temporarily disable the DirectSail feature.

Also related is this fix by @LarryHookins: Hook's fixes | Page 6 | PiratesAhoy!
But nobody ever got round to making that compatible with the Build 14 Beta 4.1 WIP code. :(
 
Thanks for the tip, thats really annoying. The battle went so smooth, one sloop borded with some silver aboard the other was almost sinking and suddenly ... Land Ho Cuuuuba :)
 
Indeed that helped, thank you. Now another minor one: in quick sail option theres #stown_name# instead of actual town name. Other locations display properly. Can't remeber exaclty at which point that started I am 100 % sure it wasn't like this before.
 
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