• 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. R

    Major breakthrough with Akella

    The title you guys are looking for is "compiler" ... "modpack compiler" That conveys the idea that the lead's job is to put all the new stuff into the mod, without suggesting any kind of hierarchy that would offend anyone. It's also a title that can be passed off easily, should someone get...
  2. R

    Major breakthrough with Akella

    Well, I've been out of the loop for a bit ... working on my other pet mod project. ("Realistic Combat Model" for various mods of "Mount and Blade". I have quite a fan base among the modders over there, and fans can be quite demanding.) I keep thinking I'm going to get back into the program...
  3. R

    Backup Saves

    Use the save menu. Save in three or four slots, and then just overwrite the oldest one each time. That should give you several backups in case of a bad save or a crash. Not automatic, but relatively fool-proof.
  4. R

    Damage Model

    Couple of "issues", or bugs, suggestions or whatever. Seems we are still suffering from rapid-fire guns. The 24 pound carronades on my schooner, rated at 70 seconds, were clear down to under 25 second reload. That was gun skill about 9, and full crew with pretty high morale ... but 25...
  5. R

    Pre Build 13 Modpack

    Last version I saw before this one, I think all of the "sink something" missions were working with board and capture as well. Unless new bugs appeared... If it runs very low of crew before it sinks, it might surrender. This is also true if it takes a lot of hull damage, or if the rigging gets...
  6. R

    Pre Build 13 Modpack

    <!--quoteo(post=172231:date=Nov 18 2006, 08:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 18 2006, 08:10 PM) 172231</div><div class='quotemain'><!--quotec--> <!--quoteo(post=172107:date=Nov 17 2006, 05:39 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 17...
  7. R

    Pre Build 13 Modpack

    Yeah - figure any ships for sale at the pirate shipyard are probably stolen. On that note, there could be anything there. ------------------------ The numbers I gave do not really increase the number of surrendered ships. Morale drops based on damage taken, not number of hits. True that the...
  8. R

    Pre Build 13 Modpack

    I haven't worked the chainshot that hard in the tests I was doing. Most of the pirate missions from governors were lighter ships, so matches didn't really last long enough to benefit from extensive chainshot volleys. If the masts got cut, fine, if not it made little difference - the smaller...
  9. R

    Pre Build 13 Modpack

    Computers that suck - there's a topic I know a lot about. Best of luck getting it fixed. Hard to just catch equally matched ships by accident. I was mostly trying to base the history and physics off of individual hits - i.e. let them hit me with a couple of 9-pounders, and then check the...
  10. R

    Pre Build 13 Modpack

    <!--quoteo(post=172128:date=Nov 18 2006, 01:42 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 18 2006, 01:42 AM) 172128</div><div class='quotemain'><!--quotec--> On second thought, look in BuildSettings.h. Those two files are currently undergoing cleanup, and I probably have a newer...
  11. R

    Pre Build 13 Modpack

    <!--quoteo(post=172081:date=Nov 18 2006, 12:15 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 18 2006, 12:15 AM) 172081</div><div class='quotemain'><!--quotec--> InternalSettings.h has what you want. Here are the values I use: #define SAILTO_DISTANCE1 200.0 // FLOAT - Closest you'll...
  12. R

    Pre Build 13 Modpack

    <!--quoteo(post=172061:date=Nov 17 2006, 11:17 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 17 2006, 11:17 PM) 172061</div><div class='quotemain'><!--quotec--> The only 44 gun ships in the game are the Fearless/Warship1/Warship2 which all have the same specs. This is a 2000 ton ship...
  13. R

    Pre Build 13 Modpack

    The numbers I described seem to work pretty well. Smaller ships still sink often enough if you hammer them, but you can't just take a stray volley and go down like a stone. Furthermore, hull condition seems to affect morale - so smaller ships don't surrender after the first cannonball. The...
  14. R

    Pre Build 13 Modpack

    I spent the afternoon messing with this. (Have to teach a class this evening, so I won't get back to it for a bit.) Hull damage on all shot types balances pretty well at about half the default numbers, for all shot types. This allows small to medium ships to take several volleys before they...
  15. R

    Pre Build 13 Modpack

    Just reloaded everything to get the latest version working. My settings, at this instant, are what came with the mod. Certainly not "arcade" - that was the first thing I set before starting the game. The round ball doing, what was it, 12 hull damage and 0.75 crew? The 12 hull damage seems a...
  16. R

    Pre Build 13 Modpack

    Just got the last release working yesterday. (Had to re-install everything - still don't know why. Works now, anyway.) Sea battle code is still using old damage numbers. Round ball does virtually nothing to crew, and ships sink with annoying regularity, even with most hands still...
  17. R

    A suggestion about sailing

    If you want to go to a "named officer" system, we're going to need a lot more than four slots to work in. In fact, to make the whole skill-to-job thing work out, we would need named characters for just about every officer and NCO on the ship. A Master Gunner, a First Gunner's Mate, a Second...
  18. R

    What's in the newest version?

    So reload, sail damage, and general damage models are on hold until otherwise notified ... check. Hook: Whenever you get a reload model that works, send me a copy. (Presumably after the build 13 release, to make sure they work together.) The sooner I have everything, the sooner I can start...
  19. R

    What's in the newest version?

    After much discussion on fixing the gun damage and reload times, Hook came up with both a reload computation model and a mod that makes sail damage affect turn rate. I tried to modify the damage numbers for gunfire, but I was waiting on these other changes before I could do anything final...
  20. R

    A suggestion about sailing

    Considering that the game is intended to be open-ended, do we really want to add a Class system? I mean, "your class is gunner so you can't learn carpentry" doesn't make much sense. Sure, it's more logical for gunners to develop their primary skill first, but it shouldn't stop them from...
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