• 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!

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  1. B

    Preparations for a walkthrough

    Tenochtitlan Quest I've noticed that while you can (rarely) buy the totems from merchants, These don't work when trying to use them at the temple. To use them at the temple, they have to have been picked up off the ground at the various points. So corrections to the above are: Totem_4 on...
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    Mod Dance?

    I'm running: 1. COAS_Ships 2. COAS_Characters_mod 3. COAS_combinedpic 4. JsCombinedMods_COASShips 5. vor_NoCrewLimitCapture_JSMerged 6. vor_ShowOfficerPosition_Merged in that order, and those ones are all written to be compatible. Most of the other mods are not compatible. We're working on...
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    C+ virtual function bug

    Hi There, Well, that sounds an interesting one. Unfortunately that error would be coming from inside the compiled DLL's, so there's no way to really debug it. I'm not sure which ship you mean by "coastal frigate" but whichever it is, you could try removing it from the various script files and...
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    [REL] New ships and characters

    Hi Takeda, You've still got CANNON_TYPE_CANNON_LBS26 in there on line 2111. I fixed this in the file I sent you here. Change that to CANNON_TYPE_CANNON_LBS24 and see if that helps. Cheers, JA
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    What's this "gun fall out"??

    Well, I found part of the code that controls this. (see below) It definitely depends on the characters cannon skill, but then it goes off into the AI_MESSAGE_CANNONS_BOOM_CHECK function which I think is in the compiled code, so I can't see what it does there :shrug float fCannons =...
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    What's this "gun fall out"??

    I had that happening for a time. I think it might of been having too large guns for my gunnery skill at the time. (Maybe)
  7. B

    Shipyard Upgrade Cannons -> 42 Caliber

    He did say "Pirates_Shipyard.c"... :shrug
  8. B

    Companion Ball Choice

    Ok, This mod allows you to command your companion ships to fire the ball type of your choice: Cannon balls, Grapeshot, Knippels or Bombs. This is done through the standard companion command system. The companion will keep using these until you assign another ball type, or you assign the same...
  9. B

    red stats when sailing a bigger schip

    Right click on your navigation skill to see what you need for a class 4 ship, and then see if you can find an officer in a tavern with a navigation skill high enough to handle the ship. Hire them and make em navigator and you'll be all good.
  10. B

    Need Help City capturing

    I'm pretty sure you can't upgrade captured colonies in the base game. There's a Russian mod being worked on for the Russian version (Link) where they add this functionality, so maybe one day we'll see if we can get this on the English version.
  11. B

    [REL] No Crew Limit Capture mod

    I Like It! :2up I'll see what I can do not to break compatibility with the JSMod Version.
  12. B

    Savegame screenshots

    I get that too. I think it only happens if you have the game in windowed mode, but I haven't worked out exactly what triggers it. The games load perfectly well... Jonathan A.
  13. B

    QuestLookout Mod

    Ok, another new little mod. This one will have the lookout attempt to spot any wanted quest ships in the area, notifying you with a message and updating the quest log if he sees one. Someone requested this, but i can't find the post :shrug Download here. As always, this is the base...
  14. B

    Gameplay: Two questions

    It shouldn't require a restart, so give it a go and tell me how it works for ya. Cheers, Jonathan A.
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    Quick Map

    Ok, I've updated this mod, so now you can look at ALL of your maps from the quick map screen (push M). Also, if you left click on an island on your Caribbean map, it will jump to the appropriate island map if you have it. And the maps can be carried by you, your fighters, or your navigator, so...
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    Gameplay: Two questions

    Hi Luffy, For number 1, you have to select a blank ship space on the left for the ship to go into. For number 2, you could install my mod "JsCombinedMod", which lets you tell your officers to follow closely and not run off. Also, make sure you lure the skeletons into a tight doorway, so they...
  17. B

    A couple of errors

    Hi Takeda, Ok, found the bugs in this at least. You had SHIP-GALEON_L instead of SHIP_GALEON_L. And while "RandFromThreeDight" was defined in program/utils.c, there was no RandFromFiveDight. So I've added a routine for RandFromFiveDight at the bottom of the AIFantom.c file, so it looks like...
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    Where Are My Ships?

    Hi All, This mod adds a new tab to the players log, which shows the details of all the ships left in ports around the Caribbean. Download here. This is the base compatible version. If you want to use it with any of my other mods, download the JsCombinedMod As always, please report any...
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    A couple of errors

    Given that last error line, I'd check that all calls to RandFromFiveDight(X,X,X,X,X) have valid ship codes in them, as it sounds like an invalid parameter is being passed. Upload your file and I'll have a look if you like. Cheers, Jonathan A.
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