• 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!

Recent content by ihuedge

  1. ihuedge

    Corsair Chimera Project

    Grappling is quite impressive tho, no loading scenes, just nicely included into sailing mode.
  2. ihuedge

    ERAS 2 -Balanced Loot

    Hi I agree with with you, economy wise most mods feel arcade. A few years ago i did economy rebalance for ERAS II when it comes about trade goods, ship prices and some of quest rewards (i believe it was 2.7 version from 2017), together with weights and item production for colonies. Might...
  3. ihuedge

    Build14 beta3 full , error !

    in worldmap_init.c worldMap.date.hourPerSec = 4.0;
  4. ihuedge

    Mod Release Gentlemen Of Fortune 2.0

    GoF 2.1.0 There is a bug regarding speed rate upgrade at pirate shipyard, when you upgrade your ship sail texture doesn't change properly, instead of upgrading your sail textures it resets it to 'common' every time. Code responsible for it: pirate_shipyard.c //increase sail texture level...
  5. ihuedge

    Mod Release Gentlemen Of Fortune 2.0

    No it doesn't require gof 1.0. Regarding your previous post, what patch did you tried to install? because there are no executable patches for gof 2.0.9 afaik, unless you wanted to install 2.1.0 which might be bugged and unstable like an autor of mod stated.
  6. ihuedge

    Mod Release Gentlemen Of Fortune 2.0

    hmm then bug i guess, what character did you choose, also did you check any other chars? Edit: np, have fun ^^
  7. ihuedge

    Mod Release Gentlemen Of Fortune 2.0

    You should be able to change your stats, you will be asked if you want to in a dialog after you start a game (unless you chose characters with storyline then dunno), keep in mind you won't have any additional points to apply unless you decrease some of your starting stats.
  8. ihuedge

    Need Help Ship speed for tactical battles

    No, multiplier applies to all ships in game (player's and NPC's also), and that was my intention.
  9. ihuedge

    Need Help How to generate more vessel clutter in harbors

    I managed to filter out player/companion ships, but you were right about angles :( Edit: As far as i can tell for most cases standard angles are working well enough, unfortunately entering any shops/houses resets positions of all ships in port, and there is nothing i can do about it without...
  10. ihuedge

    Need Help How to generate more vessel clutter in harbors

    Assuming all ports are build on same model regarding axes i can force same angle for all of them (with random small deviation). Now i need to separate player/companions ships from rest so they wont sail away without captain... :aar
  11. ihuedge

    Need Help How to generate more vessel clutter in harbors

    Ok i found out how to make them sailaway while in port, now i just need to figure out how to give them proper angles, so they wont sail towards port/island. Edit: oh and there also will be another problem, most prolly when they sail away in port, they will still spawn somewhere close to port...
  12. ihuedge

    Need Help Ship speed for tactical battles

    Not the game, just speed of ships. I really liked all aspects of tactical settings apart from speed of ships at sea, as you can see in my previous post there are different speed multipliers for ships for each game setting (1x for tactical and 2.5x for arcade mode), for me personally 1.8x suits...
  13. ihuedge

    Need Help Ship speed for tactical battles

    Bump. I found what i was looking for. In AIShip.c there is section for applying arcade/tactical settings for game. // Apply arcade mode if (iArcadeSails == 1) { //arCharShip.MaxSpeedZ = 6.0 * stf(arCharShip.MaxSpeedZ); arCharShip.MaxSpeedZ = (2.5 *...
  14. ihuedge

    Need Help How to generate more vessel clutter in harbors

    Just at sea ;) Just fiddling around with gof 2.09, so dunno all this came from :dunno
  15. ihuedge

    Need Help How to generate more vessel clutter in harbors

    Just made similar mod a few days ago, but decided to generate mostly class 7 (not all of them) ships with small chance of spawning usual random ships. Instead of using fchecker, made my own number randomizer for ships. islandships.c iShipsQuantity = rand(6)...
Back
Top