• 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!

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  1. Scheveningen

    the only thing better than a spanish galleon

    F O R T Y G U N S The line never gets old.
  2. Scheveningen

    Need Help Questions regarding how the DamageX variables work for cannon ammunition

    Effectively, yeah. I admittedly hadn't tried out 0.5*fCrewDamage+frand(0.5*fCrewDamage)+frand(0.5*fCrewDamage) yet, but I'll give it a try when I get around to it.
  3. Scheveningen

    Need Help Questions regarding how the DamageX variables work for cannon ammunition

    It seemed that *2 was too much of a modifier, eventually I just adjusted it to *1.2 for a flat 20% bonus, so that grapeshot broadsides deal at least 20% damage to crew and at most 120% damage. Thanks anyway!
  4. Scheveningen

    Need Help Questions regarding how the DamageX variables work for cannon ammunition

    Oh yes, I'm totally fine with that. I felt as if my own crew applied on the same principle of being nearly untouchable since the crew damage formulas were off. Having only a 50% chance of doing even a little bit of manpower damage didn't seem fun.
  5. Scheveningen

    Need Help Questions regarding how the DamageX variables work for cannon ammunition

    Oh, sorry, when I referenced the "vanilla cannonballs" I was making a point of example for the sake of reference since those stats for the cannonballs was what was adjusted for vanilla. I am playing with most of the mods flicked on for New Horizons. Enemy ship surrendering is possible in my...
  6. Scheveningen

    Need Help Questions regarding how the DamageX variables work for cannon ammunition

    Ah, alright. I was aiming to adjust the effectiveness of grapeshot since despite around 15 or so salvos on a Fleut-Of-War I was trading broadsides with, I wasn't able to put much of a dent in the manpower, no matter what angle I tried or how close I got. I endangered my ship too much and I...
  7. Scheveningen

    Need Help Questions regarding how the DamageX variables work for cannon ammunition

    { case GOOD_BALLS: fDamage = fDamage + MAST_BALL_SCL * hp * fMult; break; case GOOD_GRAPES: fDamage = fDamage + MAST_GRAPE_SCL * hp * fMult; break; case GOOD_KNIPPELS...
  8. Scheveningen

    Need Help Questions regarding how the DamageX variables work for cannon ammunition

    So I admit I'm confused, I went through Atom to skim pretty much every file in the PROGRAM folder (since to my understanding that's everything about the game that's coded), and I'm here to ask another silly question. How do the damage formulas for ship munition types work? Let's say I'm...
  9. Scheveningen

    Need Help Confirmed cannon hits make ships sink incredibly fast, and create " Greek fire" log spam

    I'm not sure either, since I was running B13 just fine! Silly of me to mess up the install.
  10. Scheveningen

    Need Help Confirmed cannon hits make ships sink incredibly fast, and create " Greek fire" log spam

    I just realized what I did wrong, it was indeed an installation issue. I did the installation in the wrong order (I unzipped the original March 2016 contents archive to overwrite the updated things that the installation wizard did) which also undid your extra fixes! I think what happened was...
  11. Scheveningen

    Need Help Confirmed cannon hits make ships sink incredibly fast, and create " Greek fire" log spam

    Hi there! First post is a complaint, unfortunately. :( I'm not certain if this is intentional or not, but apparently any confirmed hit for cannon balls, chains or even grapeshot causes fires on all ship types whether ally or enemy. This makes merchant ships incredibly vulnerable in particular...
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