• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. KillPhil

    Upgrade ships to warships

    Well I think hardcoded is fine enough? Or are you planning to add another 100 ships to the game? :D If someone can do the code, I can do the copy and paste from ship_init.c that would be needed for this.
  2. KillPhil

    Upgrade ships to warships

    I just had the idea after battling some merchants, and many of them had some very nice Pinnaces. We have many -of-War versions of certain ships, Fluyts, Pinnaces, Sloops.. it would be really cool if you could upgrade the base versions of this ships to the War-Versions. E.g. you capture a Pinnace...
  3. KillPhil

    Screenshots thread

    Oh sorry, bad english here I guess xD I meant that I really enjoyed them and couldn't stop to play ;) But, in Ardent I have a little tip: Add that you might listen around in Port Royale in the kidnap quest.. I spent hours in Santiago trying to figure out how to kidnap Donna
  4. KillPhil

    Screenshots thread

    Quite quiet the last days here.. lets change that! I tried a few storylines and I especially got stuck at Assassin and Ardent. In both storylines I now have my new favourite (normal) ship - the Heavy Pinnace of War (still behind the Black Pearl :p ). The Marigot Fort Commander surely was...
  5. KillPhil

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

    The other ships only sometimes turn hostile again after boarding. Which is very weird because it appears to be completely random if they turn hostile again or not.
  6. KillPhil

    WIP Rebalanced "initItems.c" discussion

    Well for speed, maybe there is a function that can speed up animations? It would be very interesting if this could actually work!
  7. KillPhil

    WIP Rebalanced "initItems.c" discussion

    I have to ask here: I think I already know the answer is engine limitation but I still ask: Is it possible to add values to blades for range and speed? If this would be possible, we could really do major differences between different blades without risk balancing of damage.
  8. KillPhil

    Unlocks for Advanced Blocking and Toughness

    Well if you can find the book more easily then no problem if leaving the requirement, else remove it. How about this: Toughness gets unlocked after sleeping at strangers (maybe be hurt as another requirement?) and the raiders can teach you critical hits, since this is something you can actually...
  9. KillPhil

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

    Tinygun calm down.. Pieter is right, if you don't fix this 100% right somewhere else will pop up bugs, and even if I didn't code that much, I am 100% sure about this. The group surrender bug isnt that bad at all and if you really want to fight every single ship of the group you just have to...
  10. KillPhil

    Unlocks for Advanced Blocking and Toughness

    I started a few new games and I have the same problem everywhere: I cant find this goddamn book for advanced blocking. And especially in the early game it is very important. And then Toughness.. It is IMO not good that you need advanced blocking before. And also many don't know that the...
  11. KillPhil

    Solved Damaged stock files - need replacement

    Thanks Guys, I didn't ran into any other black world for 2 weeks now, I hope those 2 were the only ones :) Thanks a lot!
  12. KillPhil

    Increase Spawn Distance from World Map to 3D Sailing

    Yeah but it gets worse with the Open Sea Mod, and e.g. Jamaica has no problems at all with this - if you switch on Open Sea Mod and go to World Map when leaving Port Royale Harbor, you find yourself on the other side of the island in World Map.
  13. KillPhil

    Increase Spawn Distance from World Map to 3D Sailing

    Ah found it all, thanks. Uhm, the Open Sea Mod has 2 bugs: 1. You spawn sometimes completely in the nowhere when 3D Sailing -> World Map. This is most likely because of the Worldmap.to.3d scaling value. The other Bug is a wrong value for battle distance - Open World Mode has only 100 yards...
  14. KillPhil

    Increase Spawn Distance from World Map to 3D Sailing

    If you enter a battle you always get thrown at like 10m from the next enemy ship, which is waay too short. Since I dont use any sail-ho info, I always get bad surprises because I spawn next to 3 warships with my Lyme frigate - which sinks in seconds. This completely takes away the fun of the...
  15. KillPhil

    Unconfirmed Bug Exploit with Musket with Knife Bayonet

    Oh yes, I forgot to mention that. It only works if you have multiple muskets (and knives?) in your inventory
  16. KillPhil

    Fix in Progress Demasted AI and retreat order

    I'd like to add here that if you use chasers, your crew always will fire slightly above the ship's hull - which will result in a complete demast in one salvo (with large enough cannons) and then you have to manually aim to hit the ship at all because the crew just fires over the hull and behind...
  17. KillPhil

    Needs Testing Intelligent AI retreats and surrenders

    Will also test it the next days ;) BTW: Is it in any way possible that you tell the AI that she wants to boarder you instead of sink? Its quite lame at the beginning of a game when you encounter a rag-tag bunch of pirates with your little sloop and then they just sink me, like "well he might...
  18. KillPhil

    Screenshots thread

    Unfortunaly no, I don't have a savegame. I can play to this point again in some time ;)
  19. KillPhil

    Unconfirmed Bug Exploit with Musket with Knife Bayonet

    Simple add to the musket so the player is aware of this. I also wrote that if the player dont like he should get rid of the knives
  20. KillPhil

    Screenshots thread

    Shouldn't it be enabled for the Endeavour/Dauntless?:confused: If I could just get rid of the HMS prefix it would be fine. The navy blue flag looks cool and I am always disappointed if the game doesn't recognize it for a new ship.
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