• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. T

    The Future for Storm-Engine Based Pirate Games

    Well, there's been a number of good ideas I've seen met with: "Can't be done, I'm afraid...we'd need the source code" - so this is absolutely fantastic news on all fronts. I'm not yet sure what the best route ahead is, but this "old" modder is looking forward to finding out. ;)
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    A stormy horizon (return of the evil stormy module)

    Aye, if that's a do-able tweak, then I'll give it a bash. In the meantime, let no-one say I don't release teasers. :(o) Its about time the video intro for my version o' the Stormy Start had a wee revamp...and I've decided on its new name. Arr!
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    A stormy horizon (return of the evil stormy module)

    It could well be a worthwhile venture - although I'd see that as a 'version 2' that would follow on from (and re-use) the core Evil Stormy code but add in a more unique story to justify being its own scenario as well as a Horizons add-on. I've got a fair bit to consider in any case...some of...
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    A stormy horizon (return of the evil stormy module)

    Hmm...well, its also about what potential users would want from the Evil Stormy / Dark Horizons / whatever the blazes it'll end up being called mod. It was always aimed at upping the difficulty level from CCC's Stormy Start option which is, AFAIK, linked solely to the standard New Horizons...
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    A stormy horizon (return of the evil stormy module)

    Arr, no - I meant the Quebradas Costillas. A godfersaken place that no sane man visits these days and no longer appears on maps, so once marooned there ye be stuck there fer all eternity, wi' no convenient rum smugglers or 'sea turtles' to bring ye back to the civilised world. Arr! I've been...
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    A stormy horizon (return of the evil stormy module)

    Arrr...it seems yer turn yer back for two years, and suddenly yer module in the buildsettings is quietly dropped. So take this like ye'd take a warning from the crewman on the crow's nest of a black sail or storm on the horizon. Cp'n Diamond's looked over the Build 14 beta code, has seen most...
  7. T

    Fudge Dragon's Changing face of the Caribbean Modifcation

    Looks good. I'll be trying that out.
  8. T

    Evil Stormy Start v1.1

    Okay, I'm going to brainstorm out loud - please, anyone and everyone, feel free to chip in. The more I experiment myself, the more I'm finding that Morgan Terror's strategy is a bit too effective at escaping the Evil Stormy Start. I'm not totally convinced that pirate hunting missions are...
  9. T

    Evil Stormy Start v1.1

    The toggle works fine, although there are some oddities if you select Evil Stormy and then don't use the Stormy Start option in Malcolm's dialog. However, this should be fixable. The early fights are more deadly with Alpha 6, which undoubtedly helps things from this mod's perspective. I'm more...
  10. T

    Evil Stormy Start v1.1

    Hmm, What this suggests to me is implementing a level cap on some of the more exploitative options. For example, no pirate hunting missions under level 10, say. Plus the shipwright significantly overcharging for repairs until level 10, etc. Trying to prevent early dungeon-crawling is more...
  11. T

    Evil Stormy Start v1.1

    Tis true, the mast of the Leaky Bucket is one of the Caribbeans' best lightning rods. On the other hand, it means that the 'obvious' escape route of sailing out to sea rather than risk the bandits inland isn't quite as safe as you might think, when your ship is living up to its name. <img...
  12. T

    Evil Stormy Start v1.1

    Arrr....its been a while, I know, but Cap'n Diamond's ship is a' mooring in these waters again, me 'earties. And with it come further tales of grief and despair for new captains starting life on the Caribbean, fer development o' version 1.1 of the Evil Stormy Start is underway. As rumoured...
  13. T

    An updated mod of pure evil...

    Hmm...checking these is going to be difficult as I don't have the latest alpha at the moment, so I can only go on the Build 13 compatible version. That said: <b>Equip Fists bug</b> The line to auto-equip a different blade at game start (as in the CCC original mod) was intentionally...
  14. T

    An updated mod of pure evil...

    In the current version of Evil Stormy Start, the player doesn't start with a loan. The loanshark changes in my previous post are to stop the player borrowing their way to a better ship until they've increased significantly in level (as mentioned previously). I won't be introducing a starting...
  15. T

    An updated mod of pure evil...

    I've cast my eye over the changes and they look fine. Thanks for going through that for me. Also, thanks for pointing out that I didn't add the Loanshark element in. I've attached that file to this thread.
  16. T

    Direct, continuous sailing

    Heh...methinks 1775 is stretching the historic period slightly. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> I suppose there'd be nothing technically stopping an inventive ship's captain from dropping a powder keg...
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    An updated mod of pure evil...

    I'm happy to parse the changes into the latest alpha, although I don't have it currently as I didn't get the chance to download it before Pieter's site went down... The copy-paste issue is only that some of my code is now embedded in other mods, which may have changed - hence my code may need...
  18. T

    An updated mod of pure evil...

    True, but as Build 13 is the most stable full build and the files modified are important ones, I figured making it compatible with Build 13 was the priority and sorting any teething problems with the latest alpha are secondary to that. The main problem I faced before is that most modders add...
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    An updated mod of pure evil...

    That's because you replied before I had a chance to upload it. It should be there now. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> I've warned about potential alpha compatibility issues there as well. This mod will...
  20. T

    An updated mod of pure evil...

    That'd be grand, if you could. I'm certain there's one there, but it'd save a lot of headaches if you're able to check. I briefly missed a point earlier, about decreasing the value of loot drops. Much like starting with a loan, this is something that I would quite like to implement, but I think...
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