• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. R

    A dissertation about not losing sight of gameplay.

    My looks at the code found an incomprehensible jumble of variables I can't look up, punctuation I have no way of checking, and statements that referenced things I can't find. My shot at the code was a dismal failure. I'm a much better historian than I will ever be a computer programmer. (I'm...
  2. R

    Ships Boats

    It would be better done as AI most of the time. Historically, many boardings were done from a smaller boat rather than trying to get two ships alongside one another. Make it a cutscene-type sequence when you select "anchor", and then make it operate AI for boarding operations unless you...
  3. R

    A dissertation about not losing sight of gameplay.

    Funny. Sort of a comical twist on the old British orders "sink her, burn her, or take as prize." Seriously, I would be more concerned about what happens BEFORE you board one. If the option of sinking the captured enemy ship were replaced with the burning scene, that would be fine too...
  4. R

    A dissertation about not losing sight of gameplay.

    My point on fire was not that ships "never" sink, but that a lot of other very bad things would happen to them first. Which is more gameplay? A game where ships go down like blowing beer bottles out of the river? (That's a hoot, if you've never tried it.) Or wood ships that can get shot to...
  5. R

    A dissertation about not losing sight of gameplay.

    Again, I don't really suggest "adding" features. I just say to change the ones that are there. In the case of fire, get rid of that annoying "white phosphorous burns through bottom of the hull" effect and replace it with fires that could either spread or be put out. That way it's not just a...
  6. R

    A dissertation about not losing sight of gameplay.

    I'll see what I can do with the blades. May be a while. As for "less blades" - I think the complaint was about piles of worthless junk. It's not the number of blades, but the number of BAD blades that ticks everybody off. There are always 50,000 garbage weapons before you get to anything...
  7. R

    A dissertation about not losing sight of gameplay.

    You wouldn't have to "remove" blades to get what I mean - just group them. Make all the rapiers low-damage but good blocking. All the sabers medium performance. All the really heavy swords high damage and block penetration, but weak on defense (i.e. clumsy). Within each group, there could be...
  8. R

    A dissertation about not losing sight of gameplay.

    Well, nobody agrees with everybody on everything ... that's what makes a discussion interesting. A few points need more mention. As for "more stuff that can happen during combat", I would much rather see a more advanced combat tactics system where troops would line up and use muskets, or where...
  9. R

    A dissertation about not losing sight of gameplay.

    For a reference to that fire damage model, start here: <a href="http://www.piratesahoy.com/forum/index.php?showtopic=7020&hl" target="_blank">http://www.piratesahoy.com/forum/index.php...pic=7020&hl</a> The ideas on a fire damage pattern and ship hulls are about halfway through the several...
  10. R

    Navy Mod Poll

    Boy, my brother would second some of that. He was on the USS Whidbey Island with the 2nd Marine Division during the first round of action in Afganistan and Iraq. (He's been out of the military for over a year now.) He said their captain could only be described as a "doofus". He's surprised...
  11. R

    A dissertation about not losing sight of gameplay.

    I think I was saying a lot of this earlier, and so did some other people. Micro-management is, by most accounts, a VERY BAD thing to have in a computer game. There is some debate about what constitutes too much detail, but a few things clearly cross the line. The other side of the issue is...
  12. R

    Stable Build 13 Work In Progress

    I haven't commented for a while, but I have still been reading. Speaking of bad luck, there are some of us who are good with ideas but poor with programming. When it gets down to bug fix issues, I'm out of luck. I think 13 is a great number for this mod. The unlucky bug collection. Maybe...
  13. R

    To-Do list for Build 13

    Well, that's the problem with being a "pirate". If you can't stand the heat, stay out of the kitchen. You could do what the historical pirates did. Declare war on one country, and take refuge with that country's enemies. Spain was always at war with England. If you shoot up Spanish ships...
  14. R

    To-Do list for Build 13

    That's not "casualties" - that's just a glitch when you have 250 crew just jump into the ocean because you boarded a surrendered ship. Casualties would be when you have a few more than expected killed during a broadside. Maybe it's depression. I've had days where I would rather shoot myself...
  15. R

    To-Do list for Build 13

    Interesting. Crew casualties "should" be horrendous. If crew losses are much worse than hull damage, then tweak the damage on cannon fire until it balances. It should balance at a point where crew and cannon losses are the most common forms of damage, and hull damage is more of a repair...
  16. R

    Danielle dialogue not found!!!

    Bodies are there to be searched (and subsequently looted). Once looted, they disappear. The space bar "action" command works when you do not have a weapon drawn. Otherwise, I believe the default key is "o". Combat seems to be paused while looting. There are some settings in the...
  17. R

    To-Do list for Build 13

    That movie cut out a lot of the time delay, or covered it by shifting the scene (i.e. the ship was still trying to turn, but the camera was turned on a conversation or something). The turn rates are painfully real in POTC now, with the possible exception of very small ships in high wind. (Say...
  18. R

    Ships in Oxbay port during French occupation

    Yeah, well, that's another funny thing. The number of times you see hostile ships blasting away at each other near ports is a bit much. I'm always catching hostile ships of one sort or another near forts. They never attack with the forces to damage the fort - they just charge in and die...
  19. R

    Defining a Common Goal

    Most ships would probably not keep all of the gunpowder in the same box. British ships of the 1800's tended to have a "powder magazine" because it was the most protected part of the ship, and because 70 gun lineships burned so much ammo that you needed a large storage area - but those ships...
  20. R

    Defining a Common Goal

    Well, it does reduce the resistance in the boarding fight screen. Either the number or quality of enemies, and/or the number of decks you have to fight through. Rate of surrender from either cannon fire or casualties in the boarding screen are the same factor. Can't give you the programming...
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