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Build 14 Alpha Work in Progress

There is no other link. And the current download links on my site are all down at the moment. I have contacted the person who provides me with the webspace and I hope to have this solved shortly.
 
that bug actually sounds like fun. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
It is fun. But I'm not going to release it, because it's just wrong. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />-)
 
Came up with some cool ideas:

"Raking the Enemy":
If you are to sail past an enemy ship's stern, crossing their T, and fire a broadside of solid shot at point blank range, it triggers a mod that causes the cannonballs to do much more damage to the hull and crew. It also increases the chances of overturning a gun and if so, multiple guns.
(I think its more realistic if overturning guns occured less often, a broadside doesn't tip guns over, it either kills the crew or bashes in the gunport lid, putting the gun out of comission. So overturning guns only occur in the "Raking the Enemy" mod.)

"Missing Stays":
In sailing, if one wants to sail upwind, they must tack. I would like a mod to make this part of the game. Its too easy right now to sail into the wind and actually move. This mod would quickly slow you down and bring you to a short standstill, then, if your sails are spread, you will begin to move <i>backwards</i>. In otherwords, you missed stays. The way to overcome this problem is to build up enough speed while tacking to swing over, cross the wind, and switch tack. If you miss stays, then you turn your rudder and "back" out of the wind, catch it, and build yp speed to try again.

"Disable their Rudder":
If you cross the enemy's T from a distance, aim right at the waterline and fire a broadside of solid shot, there is a one out of twenty chance that you will disable their rudder, making it impossible for them to steer and maneuver their ship. There would be an ability that you can get called Rudder Repair that requires Advanced Defense, Light and Quick Repairs, and Professional Ship Defense. The ability Rudder Repair can be used only once per battle and requires wood.

Feedback anyone?
 
There is already increased hull damage when raking. I'm not sure how much, but I have seen it in the code. Firing chainshot at sails obviously does more damage if it passes through more than one sail.

It's hard to determine if raking should cause damage to more guns than firing broadside. Once a cannonball hits a gun carriage it will stop. A cannon does not have to be "tipped over" to put it out of commission.

I have mixed emotions about missed stays. It would be a pain to try to code it to work right.

A ship with the rudder totally shot away wouldn't be able to repair it no matter what kind of repair materials they had on board. And having the rudder totally shot away would not mean the ship could not maneuver at all. At most it would not be able to come about through the wind (tacking, as described above). By carefully trimming the sails fore and aft, you can get the ship to sail pretty much where you want, but with considerably reduced maneuverability.

There are reports of ships with the wheel shot away still maneuvering by calling orders below decks to crew manning the tiller.

Hook
 
Well, I meant like what happened in M&C, the rudder was still there, somewhat riddled, and it's rudderchains shot off. I know that there can still be some maneuverability, but it would make it more crucial to repair it rather than "Oh well, they shot off my rudder, now I'm a frigate that's as cumbersome as a first rate."

In a single broadside in the game, there might be one report of a gun being destroyed, but when raking, isn't there a better chance of taking out the guns, which explains the whole multiple guns knocked out. I know that they don't have to tip over, it just seems to be a common depiction in Hollywood- a shot screams in and bashes the barrel off the carriage, both parts falling over and smashing some poor old salt.

Thanks for telling me about the missed stays part, didn't know the mod was already in there. (I guess thats because no one here's a bad sailor and missed stays before. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />)
 
i have destroyed almost an entire broadside once in one volley, but that was at a pretty high range. guess it was just luck.
 
Not sure if I understand that last post... a broadside is the firing of an entire tier of guns and I tend to consider a volley a broadside on a smaller scale- swivels or musketry.

Are you saying that you destroyed an entire battery of guns in a single broadside from long range? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> COOL! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> Lucky you! I've ne'er seen that, or heard of it for that matter...
 
well, i was using a manowar. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> there where only 3 cannons left on one side of the enemy ship. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> another volley and i knocked out two more of them, as well as a few of the deck cannons on the other side. (i was aiming pretty high) shooting just above the red bit of the crosshair at the bow of an enemy ship can destroy cannons on all four arcs and gives you a high chance of shooting off one or more masts as well. <img src="style_emoticons/<#EMO_DIR#>/thumbs1.gif" style="vertical-align:middle" emoid=":2up" border="0" alt="thumbs1.gif" />
 
When I go into battle, I use <i>Old Ironsides</i> tactics. I close quickly, under tops n' gallants. Sieze the weather gague and rake 'em hard. Its a good first blow, battering the hull pretty hard and killing a lot of crew. I stay alongside and take off their masts at close range, then I move away a bit and pound them to submission. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> If they manage to give me a run for my money, I board them and take on fresh stores and crew, then scuttle the ship.
 
my enemies usually sink before they get a chance to surrender. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> the morale simply doesn't get low enough.
 
If you want the to surrender, you need to hit them with grape, not solid shot. Grape will lower their morale dramatically. Of course, it is satisfying to see an enemy ship sink to Davy Jone's Locker. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
i know, but they do surrender when i attack them with a less monstrous ship. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> at least i have a reason now to use grapeshot. i've often only used vast amounts of cannonballs to wreak havoc on my enemies. if i unload enough of the stuff on them they usually loose a mast, causing them to slow down (i don't bother with the sails) or surrender because their ship is simply a floating pile of rubble, afterwhich i board them, take the stuff i need, and scuttle them. i can remain at sea for months on end using that tactic, occasionally dropping anchor at a beach to save my game and chop down some trees to fix up my ship if i have a lack of planks. it works exceptionally well if you join the pirates. the problem is, to join the pirates you will have to have a high notiority, and to get that is by getting land, and to get land you have to work for a nation, causing you to have to betray them afterwards. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
You want to be a PIRATE, don't you? Are you <i>that</i> surprised that you need to betray a country for that? We're talking about PIRATES, after all.
 
yes, but it would be much easier to be able to join the pirates straight away. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> it just takes really long to get your notiority high enough by doing something that you don't even want to do.
 
You can start as a pirate by choosing the pirate flag in the choose character interface.
 
of course! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> and i'm going to choose a gunboat to make my life really miserable. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> now i only have to wait until build 14 alpha 5 with the evil stormy start comes out to make it even more hellish. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

gunboats are fun. it's a great experience to persue a ship that i fireing on you as you are sailing straight through big splashes and huge clouds of smoke! <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> it's just like boarding a ship like it really was done sometimes, with little dingies. <img src="style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
 
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Build 14 Alpha 5 Released</b></i><!--sizec--></span><!--/sizec-->
Hello all,

I've had website troubles, delays, lots of non-PotC work (schoolwork), but finally I have been able to get something ready for release. So here is Build 14 Alpha 5. I hope it will work better than the previous Alpha's.

Download the Update version <a href="http://www.s31clan.com/pietersmods/b14_alpha5_update.zip" target="_blank">here</a> (4,83 MB). This is to be installed on top of Alpha 4. So if you're still using Alpha 3, you'll also need <a href="http://www.s31clan.com/pietersmods/b14_alpha4_update.zip" target="_blank">Alpha 4</a>.

Download the full version <a href="http://www.s31clan.com/pietersmods/b14_alpha5.zip" target="_blank">here</a> (113 MB). This is to be installed on top of any Build 13 or Build 14 Alpha version.

<i><b>Changelist:</b></i>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- Evil Stormy Start
- Default forward/backward controls reset to mouse
- DirectSail reset to original CCC version
- Two fixes added to DirectSail:
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->> Compatibility errors with Free Walk on Ship mod prevented
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->> Enemy captains enabled on DirectSail ships.
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc--> Previously player got stuck when a DirectSail ship surrendered
- Change to Auto Skill Up system: Now you can increase a maximum of 2 skill points per character level
- Proper Fast Travel icons enabled for "Back" and "Player Ship"
- Can loot corpses with blade drawn
- Slight improvements to Bartolomeu quest
- BlackJack should be slightly easier
- Girl won in Card Game quest further improved and hopefully fixed
- Silehard dialog bugs fixed
- Changes to Cabinfight
- Can equip any officer manually:
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Go into F2>Character screen, select the character who you want to equip,
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->go to Inventory and choose the items to equip
- Inventory screen now has all items categorized in four groups: Weapons, Medications, Items and Quest Items
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Strange side-effect: Medications are equippable now, but equipping them has no effect in the game
- Map interface screen shows current ship location
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->The map interface screen now uses the worldmap picture instead of the original map,
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->because the original map is highly inaccurate.
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Would be nice if somebody could make a better accurate map.
- Passengers screen bug fixed
- Potions made more rare to make the Bandages and Cauterization Kits more important
- Sapphire set to +1 Commerce
- Saber of Nicholas Sharp made unique (hopefully this works)
- Lockpick made equippable: Lockpick works when it's equipped and doesn't work when unequipped
- Blaze and Beatrice Devlin disabled as enemies, because they die in really odd ways. Especially Blaze causes trouble
- All officers walk around the ship now
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Location is based on their officer type
<!--coloro:#C5B89E--><span style="color:#C5B89E"><!--/coloro-->.....<!--colorc--></span><!--/colorc-->Active officers are found in the captain's cabin
- Character greetings fixed: Some characters had old greetings that should have been changed
- Merchants talk when you walk past them, what they say depends on their nation
- Music in towns depend on town nation
- If you're a pirate, you'll hear pirate songs in the pirate taverns
- Campfire at QC beach at night<!--QuoteEnd--></div><!--QuoteEEnd-->
<i><b>Stuff still in the works:</b></i>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- Finally adding those AoP towns: We are getting somewhere, but it isn't finished yet
- Making corpses that are lootable, but that do drop on the ground properly and don't obstruct walking
- Improving the DirectSail mod
- Adding Isla de Muerte<!--QuoteEnd--></div><!--QuoteEEnd-->
 
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Pieter,

This looks fabulous. I will give it a try tomorrow.

Once again we are all in your debt.
 
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