• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. LarryHookins

    Discussion Navigation and the Age of Sail

    No idea on latitude or longitude. Also no idea why your ship appears in random spots on the map; someone must have thought that would be a good "realism" issue. Maybe you can turn that... feature... off in options somewhere. After all, if you have the necessary equipment and skill, you...
  2. LarryHookins

    I need someone to do some minor changes to a ship model

    I'm working on modifying a ship for Vehicle Simulator which uses compiled .x files. I have no experience to make changes to the ship model, and I'd like to remove a jib boom extension and reattach a few lines to the end of the jib boom that remains rather than attaching to the end of the jib...
  3. LarryHookins

    Hook's Mod version 1.0 for TEHO 1.5.2

    ------------------------------------------------------------------ FILE TEMPORARILY REMOVED UNTIL I CAN MAKE AN UPDATE FOR THE NEW DLC. The file has had 1476 downloads. Please do not attempt to install this mod over the new update as it may overwrite updated text files. If you have done this...
  4. LarryHookins

    Hook's Mod version 1.3 for TEHO 1.4.1

    Version 1.3. As good as I can get it. Use it with @kb31's Active Map mod. MEGA The newest version of my mod is very nearly for release. It contains bug fixes for the base game, a number of changes, and some new stuff. The only thing missing now is a way to get it to fail gracefully if you...
  5. LarryHookins

    Hook's Mod

    I have mode the final planned change to the code by adding the name of the mooring location when the anchor icon is visible. And I suddenly realized I'm done. I've got someone independently testing the mod now. This is a full list of changes. Most of them are applicable to sailing on the...
  6. LarryHookins

    How badly do people want trade winds?

    I read through the posts at Wind direction in the Caribbean | PiratesAhoy! but I want to start a new discussion on the subject. I have all the tools and most of the information I need to do a reasonable implementation of Caribbean trade winds. It's not a mod I'd want to play myself, and it...
  7. LarryHookins

    Hook's fixes

    I'm going to post this here for your amusement. The screen shot shows the battle interface scaled at 1.2 to be more readable on my 1920x1080 monitor. The game is set to display 1600x1200 windowed, and takes the full screen. The scale can be adjusted by the user, and even make the display...
  8. LarryHookins

    Hook's fixes

    I'm making a new thread to consolidate all the fixes I've been working on. I've already found and fixed the problem with the game crashing when you try to save a game, and ending up with a corrupted save. Pieter has that code already. I'm adding points to the worldmap islands to help with...
  9. LarryHookins

    Hook is back

    Hey guys! I did a lot of modding for PotC 7 years ago, but ultimately got burned out a bit. I'd been on Steam playing a space trading game called Drifter, which is good, although simple, when I realized that the archetype for this kind of game is the 17th century sailing ships, so I got Sea...
  10. LarryHookins

    Guide Some notes on setting the ship's crew numbers

    I ran across something while checking out a ship that I'd captured. Have a look at the following numbers from ships_init.c // Wappen von Hamburg by Yo Ho Ho refShip.Name = "ConvoiShip1"; refShip.SName = "TwoDecker1_47"; refShip.Cannon = CANNON_TYPE_CANNON_LBS24...
  11. LarryHookins

    Prevent new game if a save has already been loaded

    Since the reinit code doesn't clean everything up, we need to keep the player from starting a new game unless he's just started the program. This only takes effect after a saved game has been loaded. In the file seadogs.c in the OnLoad() function: <!--c1--><div class='codetop'>CODE</div><div...
  12. LarryHookins

    Do you think it's too easy to make money in the game?

    If so, have I got a deal for you. In Build 9 patch 3, we've raised the limit on the crew salary modifier from 15 to 30. It defaults to 3. Your crew isn't getting nearly enough pay anyway. At standard rates (pay multiplier of 3) it's about 50 gold per crewman per month at Adventurer...
  13. LarryHookins

    Boxsize

    I ran across a problem in PotC Build 14 today. The following error message appeared in my compile log. <!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->AICannon: CrCuracao5 with ship type Battleship3 has no boxsize!<!--c2--></div><!--ec2--> AICannon uses boxsize to...
  14. LarryHookins

    Dividing the loot

    Are you making too much money in the game and can't figure out what to do with it all? Is all that gold weighing heavily on your pockets, and perhaps your conscience? There's an easy solution: Divide the loot! It's easy, it's painless, and it's quick, at least in terms of what you have to...
  15. LarryHookins

    Random notes about merchants and items

    I've just spent a few hours going through code and come across some interesting stuff. Items in the game have a minlevel, which is supposed to keep you from seeing them before you reach a certain level. There seems to be a problem that it's only used if you have IT_RPG_STYLE set to true to use...
  16. LarryHookins

    I'm back for a bit

    Hey guys! I'm back playing PotC for a while, don't know how long or how much. Doing a few small changes here and there. I'm running Build 13 Final at the moment. I forgot how pretty this game was, and how much fun. I kinda got burned out running the same sea battle over and over trying to...
  17. LarryHookins

    Making land encounters more difficult

    I've finally found out why encounters in towns are so easy. There's some code that generates the enemy character level at <b>one half</b> the player character level, and later this is cut by another third. In towns, the enemies you encounter will average 1/3 of your character level. Then...
  18. LarryHookins

    Proposed changes to ship goods transfer time

    While working on other problems in store.c I found an additional bug in the time-to-transfer-goods calculations. Currently, the time it takes to load or unload a companion ship is based on the number of crew on that ship alone and the leadership skill of that companion. I propose to use the...
  19. LarryHookins

    New boarding music

    There's a boarding music scheme in the game but it's not activated. It's probably because when you first appear on the deck in boarding the music starts, then immediagely changes to the fight music. Some of the three music selections used are pretty good. If you want to activate it, look in...
  20. LarryHookins

    Boarding cabin possibilities

    I have discovered that I can change one line of code and make it where after you fight the crew in the boarding cabin you can go back to the cabin to talk to the enemy captain. Many times during my tests of the boarding code, I'd notice the enemy captain would surrender *after* the fight in the...
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