• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. KillPhil

    FAQ for new members

    AddStorylineVar(FindCurrentStoryline(), "CHANGING_RELATIONS", "1"); //Enable dynamic relations Copy this into the console and execute it. Though it doesnt really work for me, but it should theoretically. Maybe it works for you EDIT: I think you were referring to the build option - this option...
  2. KillPhil

    Hook's fixes

    Its a black picture because the alpha channel is still there (: remove it with e.g. XnView and the screenshot will appear
  3. KillPhil

    Hook's fixes

    There are some rare CTDs with going from Port to Shipdeck. I dont use directsail that often, but I can't remember of any crashes related to that. Only one time, when I wanted to enter my shipdeck on sea, the game transitioned exactly at the same moment, which resulted in a ship only with rigging...
  4. KillPhil

    Hook's fixes

    BTW, if you are on this: Is it in any way possible to add DirectSail to Open Sea? It is nothing important - but it would be nice if you go into a battle from worldmap and then, after victory (or escape) are able to go to the next island(s) without going to world map again.
  5. KillPhil

    Switching off Item period related availability

    No, I would really like to switch off period code for everything
  6. KillPhil

    Switching off Item period related availability

    Ok, I thought that there is a simple switch like 0 and 1. Well it isn't that bad, since there arent that many guns which I need to edit. By the way, if you ever wondered: PotC doesn't care how many bullets your gun holds. If you have more than 4, it simply adds more bullet icons next to the...
  7. KillPhil

    Switching off Item period related availability

    I was wondering if you build-in such a nice little switch like on the beginning of ships_init.c ? I really would like to have some guns which are not avaible any more in the period of my game
  8. KillPhil

    Feature Request Bring Arcade ship stats into consistency

    So, I was out testing and I can confirm that it works fine. I couldn't notice any major difference, after I tweaked the turn-mulitplicator in the internalsettings.h (to 0.75). EDIT: Ah forgot to mention that AI also has no problems. Turn rate to 0.75 was a bit too much, I tweaked it to 2 now
  9. KillPhil

    Feature Request Bring Arcade ship stats into consistency

    :aarHere to help/test! :) I already downloaded it, I will merge my personal values (crew, some HP and stuff) with it. And then I will test how it behaves compared to the old ships_init.c and will give a feedback here by the end of the week ;)
  10. KillPhil

    Feature Request Rework QAR Model

    I can understand you, as I love the Black Pearl and whenever I see her in the movies, I get a special glance in my eyes. I would basically do everything to sail her in real life, but thats another story :D . The Problem is, like I said before that those models are completely messed up, I guess...
  11. KillPhil

    Feature Request Rework QAR Model

    If I remember right, all the PotC-Movie Ship models are heavily messed up and would require a lot of work to even make them editable again. Also, those minor differences aren't that bad, are they? :) Black Pearl and Dutchman also are not 100% accurate but, I think it is enough
  12. KillPhil

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    No. Every ship with a white flag gets attacked by its former mates (but wont get attacked anymore by former enemies). Only those who have been boarded (or surrendered while being boarded) are "out of the battle". I thought you know :shock this "bug" is there like.. forever? Can't remember any...
  13. KillPhil

    Confirmed Bug Sea Relations: When commander of group surrenders the whole group surrenders

    This is already known. As soon as any enemy ship surrenders, their former mates will try to sink them (for their betrayal ;P ) ;)
  14. KillPhil

    Low Priority Taking Captains of your Convoy in the landing party

    Ahhh I didnt think of that. True that would be pretty dangerous.
  15. KillPhil

    Low Priority Taking Captains of your Convoy in the landing party

    I wonder if it is possible for your valued officers to stay in the landing party, even if they are captain of a (captured) ship (at the moment). I just don't get why your crew is behaving when you go on land but all other captains always have to stay on their ships to maintain order and control :D
  16. KillPhil

    Feature Request Bring Arcade ship stats into consistency

    If we are already looking at this, here a minor hint/advise from me: In arcade your ship can get pretty fast, which is sometimes in battles or ports not that good, because as soon as you stroke down all sails your ship brakes "without resistance", meaning that you either have to stroke them down...
  17. KillPhil

    Screenshots thread

    Just the normal day of a privateer captain, you know, raiding enemy nation merchants and stuff :D Got lucky and caught a pretty fast Bellona Class (faster than my Pinnace :O ! ), which is now my new Flagship ;)
  18. KillPhil

    Feature Request Bring Arcade ship stats into consistency

    Higher Values turn better. However, there is a multiplicator in InternalSettings.h for this. Dutchman is a bad example, since her turn rate is really really bad. I would go with a Pinnace, since their values are reasonable
  19. KillPhil

    Low Priority Changing World Map Encounters: No Merchant vs Merchant

    I just wanted to state out that many world map battles are between two groups of (escorted) merchants, which doesnt fit that good IMO, If it is possible, it might be more logical to change it so that always at least one of the battle participants is not a merchant, but also not e.g. a Battle...
  20. KillPhil

    Need Help Question About the new gameplay

    So, here it is: I changed the log to General, since there is actually nothing else I am aware of that gets posted there. Also changed the "Visited " description to something more fitting. Tested, works perfectly as intended ;) Thanks Pieter!
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