• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Whether or not changes like these will be put into the mod is one thing of course, and nobody has suggested it, but even then it won’t stop me from revitalising the entire encounter logic if only for my own amusement. Besides, this is the sort of thing which could, if I put enough work into it...
  2. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Going by the class of the unique ships in the init file, they go up as far as tier 4... but I guess that doesn’t really mean anything since it changes in-game. I’ve had to wrangle a few attributes to allow them to be encountered on a regular basis, and it will be pretty tough testing this...
  3. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    I have a somewhat primitive but effective method in place. It’s still modifying the random captains but I hope to find a more permanent solution in due course. For what it’s worth though, this actually works remarkably well. The only real test at the moment is how likely they are to be generated...
  4. Mere_Mortal

    Fixed Boarding: Inconsistent Crashes Related to Looting

    I don’t particularly understand what is happening when an items box is active, but my feeling is that there is a crucial difference between the interface states. Having said that, and I’ve pointed out that there might be confusion as to whether the land or sea interface should be used, I’m not...
  5. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Is it possible to spawn a ship next to me? I’m doing this at the console... Force_GetShipType(1,1,"war",ENGLAND) All I see is a compile.log entry telling me about HMS Victory, but no ship. :unsure
  6. Mere_Mortal

    Need Help Game won't Install

    Sounds like an incomplete download, or the archive has otherwise become corrupt. Best advice would be to download it again, as much as that could rather annoying. Having said that, if you’ve got that far and the files were not deleted, it might work. :shrug
  7. Mere_Mortal

    WIP Increasing Companion Limit

    Yes, it was always throwing those errors because the index was invalid. Now I have no error log at all. I set Horatio Nelson’s ID back to what it originally which fixes that problem, although it could prop up again if I happen to run into HMS Victory since she’s probably still floating around...
  8. Mere_Mortal

    WIP Increasing Companion Limit

    Maybe, I dunno... but if it causes me any nasty problems then I’ll find out the hard way. :cheeky
  9. Mere_Mortal

    WIP Increasing Companion Limit

    Well I tell you what, they’re gone now and they’re staying gone. :walkplank
  10. Mere_Mortal

    WIP Increasing Companion Limit

    It’s an array, it starts at zero anyhow (though that doesn’t explain why it is 4 rather than 3). Either way, it systematically crashes if both that and the number of companions are greater than 4. Wait... you know what? Screw that nonsense. What exactly does this even do? if(bSeaActive &&...
  11. Mere_Mortal

    Ship PDF - up-to-date?

    Except it wants me to log-in. I dunno why but it always takes me half-hour to get into my old Hotmail. :(
  12. Mere_Mortal

    WIP Increasing Companion Limit

    It doesn’t change anything. If that value is 5 and I have 5 ships, it doesn’t care... it will crash. Still, I’m going to leave the two different variables in place as a precaution, I like it that way. Maybe if I start a new game I might see different results, it’d be a good idea.
  13. Mere_Mortal

    Fixed Boarding: Inconsistent Crashes Related to Looting

    I’d be really grateful if people could make note of something for me... Does the crash ever occur if the number of companions equals the number of officers (or there are none of either)? I ask this because I have a feeling that this here in LogInterface.c is causing problems... void...
  14. Mere_Mortal

    WIP Increasing Companion Limit

    So this code here in LogInterface.c... This seems to be rather important. The bit I pointed out, should that be matching the companion limit? I changed this to 5 and the game didn’t care until I got a fifth companion... that’s when it crashed on launching to sea. Funnily enough, by changing...
  15. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    Well I don’t know the first thing about how that all works, but if I do look into it and drum up some ideas then I’ll certainly let you know! :onya
  16. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    No, no... only the Flying Dutchman has been duplicated. For the others, I just flipped the encounter bool and added the nations and periods - other than that they are completely unchanged. So then it’s just a matter of preventing multiple instances of them.
  17. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    I hear you. Since I got back into this game, at least after about a week of playing, I’ve pretty much done nothing but code. I’ve been alright lately, but when I was working on the transfer interface it really was burning me out because I kept going around and around in circles. End of the day...
  18. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    The only case where I’ve done that is the Flying Dutchman because it has 100k hull, but I suppose your idea would work there. The others haven’t been altered at all except for the chance of encounter.
  19. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    Yes, but... What I mean is that the morale of a companion’s ship has nothing to do with the other ships, right? So the player and 2 companions could be very happy... but one of them is a Horror of the High Seas so to speak. If that becomes workable then it would certainly interest me in this...
  20. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    It is too easy to make money, even with one ship. So what about companions having a morale (or loyalty) attribute? If it drops too far then he either goes hostile or simply sails off.
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