• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. jsv

    Included in Build Change Evil Stormy Start into Free Play Opening Scenario Choice

    Looks ok to me. But @Levis is our expert on all things contraband, he might notice something we don't. What I want is to make normal Stormy Start available at swashbuckler difficulty. I do not particularly care what will happen with the original Evil Start. Technically, the simplest solution...
  2. jsv

    Fix in Progress DirectSail and WorldMap island transfer inconsistencies

    Yes, the visibility is ... much better in the morning. :treasure:
  3. jsv

    Fix in Progress DirectSail and WorldMap island transfer inconsistencies

    You're welcome! :cheers And now that we're drunk... I don't see any attachments in that message. :rumgone
  4. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Oh. So with defense = 1, there is a 25% chance of any single cannonball killing a wounded? Vs. ~3% with defense = 10, but by that time you have broadsides of 70. Better to remove it, then. It doesn't feel right anyway. As a bonus, that would improve performance a (very) little bit. :)
  5. jsv

    Fixed Crewmen who die from gangrene are actually healed

    I don't really have any strong opinion about that. Wounded being cut down due to poor defence kind of make sense. But, as you've noted, that happens in rather opaque way, so removing it makes sense as well. The effect is most likely to be neglectable anyway (probability of wounded dying looks...
  6. jsv

    Fix in Progress DirectSail and WorldMap island transfer inconsistencies

    Here. But it's only tested to the extent that nothing crashes and there are no suspicious log entries after sailing for some 5 minutes.
  7. jsv

    Fixed Crewmen who die from gangrene are actually healed

    That's also an option. The code I quoted above is marked with "KK & PB", so you're probably in a better position to judge that than I. ;)
  8. jsv

    Fix in Progress DirectSail and WorldMap island transfer inconsistencies

    Status update. I haven't got any chance to work on this yet. I did remove the cell navigation code as a preparation and it looks like I managed to do it without breaking anything... but no progress since then.
  9. jsv

    Fixed Crewmen who die from gangrene are actually healed

    Not a bug, I think, just inconsistency in either logic or error reporting :) The culprit must be this (SeaAI\ship.c): if (IsMainCharacter(rOurCharacter) || IsCompanion(rOurCharacter)) { int wounded = casualties - randnorm(casualties, iskillDefence); if (wounded > casualties)...
  10. jsv

    Need Help The cannon's sounds get stuck when ships broadside

    One thing to note here, there is no guaranteed minimal delay in this function. There is multiplication by frnd(), which can get arbitrary close to zero and no additions since then...
  11. jsv

    Fixed Smuggling: Bribing Does Not Work Without Closing Dialog

    Confirm this fixed. (And nobody tried to kill me while I was testing that, so a definite improvement there as well)
  12. jsv

    Fixed Problem with coast guards not behaving as they should

    I don't have many pre-smuggling saves left, but as far as I can tell, this one is fixed.
  13. jsv

    Fixed Smuggling: Bribing Does Not Work Without Closing Dialog

    Yeah. In the original Dec 22 it was if not game stopping then smuggling stopping for sure. At first, guards were refusing to tell me the schedule (or anything else, for that matter); and after that was fixed, they'd become too busy trying to kill me for being a spy. :) But I haven't tried your...
  14. jsv

    Fixed Smuggling: Bribing Does Not Work Without Closing Dialog

    I'll try in the evening. Tavern dialogs are still a little bit completely broken, but I'll try :)
  15. jsv

    High Priority Change way shared XP works

    I haven't studied XP-related code yet, so my suggestions are probably of little use, but the logic I imagine goes more like this: Whenever XP received is associated with a particular skill, it's shared between all contributors (mainchar & contributing officers; captain and his officers if there...
  16. jsv

    Solved Whose skill/perk should affect officers' salaries?

    As I see it, that's a perfect example of the player being his own nation. In the game, you own the ships, and you hire and fire captains and officers as you please. It's natural that you pay for everything, for you're your own Ministry of Finances as well. And as this is RPG, it's natural that...
  17. jsv

    Mod Release Build 14 Beta 4 Internal WIP For Testing

    I was "lucky" enough to encounter that, but it was fixed by @Levis, IIRC :)
  18. jsv

    Solved Whose skill/perk should affect officers' salaries?

    Yeah, it's full contribution from the officers now, for all salaries. It still might be different for dividing plunder, I haven't check.
  19. jsv

    Fixed Invalid island index

    Thanks. The very same to you! :beer: This one COMPILE ERROR - file: dialogs\Random_sailors_sit_tavern_dialog.c; line: 47 Invalid Expression is already being addressed here: Random Sailors Sit Tavern Dialog: Various Errors Some of the others look interesting... Say, this: RUNTIME ERROR - file...
  20. jsv

    Fixed Random Sailors Sit Tavern Dialog: Various Errors

    In principle, we can check for false flag when relations are positive, but with a different set of reactions. If I'm a Spaniard in a Spanish Town, theoretically nothing prevents me from putting on English uniform, entering a tavern, and offering a toast to King Charles. Those who know me well...
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