• New Horizons on Maelstrom
    Maelstrom New Horizons


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    [REL] Complete Sailor's Guide to Privateering (GoF)

    Latelly I have played a bit with GOF 1.1 and 1.1.2, and I agree books are very unbalanced. Just resting in taverns and looking under the table in the morning, i often could find a book or two. The same travelling through jungle and specially in ship cupboards after boardings. Books were more...
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    [HELP] Worst Pirat/Merchant ever - What do?

    Ok, i'll show you some advanced fighting techniques that only a chosen few have managed to kow so far. The first are supernatural reflexes. Whenever you are in a tough fight press minus twice (numeric keypad), and you will be granted panther reflexes. You can evade shots and you can parry and...
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    [HELP] Worst Pirat/Merchant ever - What do?

    Train your fencing skills with drunk men in taverns and cheater dice players. Travelling by land you can find lonely robbers in the beginning, although you can find groups too and then you have to run, (put off your sword). In some places you can fight skeletons one on one from behind a narrow...
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    [REQ] Decreasing turning speed mod?

    Thanks MK. No, it was my fault. I installed GOF and patch to 1.1 and missed the 1.1.1 and 1.1.2 links because they are not in the same post. Then looking at the code and reading what Buho and J. Aldridge said i thought those values weren't doing anything. But now i have installed 1.1.2 and i...
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    [REQ] Decreasing turning speed mod?

    Sail states are 3: none-half-full. That doesn't change ever. But there are a couple of situations where there is a percentage of sails. One being raising or lowering sails and the other damaged sails. Speed calculations need to translate this percentage of sails to a sail state in order to apply...
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    [REQ] Decreasing turning speed mod?

    I suppose this magic number is a way to control the final value. Bigger number lower result. yes i found the get event data. Perhaps sail damage is substracted from sail state in a temp variable, so 0.5 battle sails can become 0.33 after some damage, or 1.0 full sails can become 0.66. Then a...
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    [REQ] Decreasing turning speed mod?

    Before going to ship speed i'm trying to understand the logic of these operations. Perhaps someone good in maths can help. My goal is to make turn rate depending on speed on a logaritmic increased function not a linear one. speed 0 = turn rate close to 0; low speed = very low turn rate; high...
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    [REQ] Decreasing turning speed mod?

    Yes that's it. Thanks, may be the translation could be uploaded to the forum and pinned for reference. I can understand most functions but some are unknown to me. I was googleing when i found this topic :)
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    [REQ] Decreasing turning speed mod?

    Hi. Thanks for the great mod GOF :onya2 . I've just found this topic. I think it's possible to stop turning completly. IN AIShip.c, void Ship_UpdateParameters(), before the line fTRResult = Bring2Range(0.07, 0.95, 0.00001, 1.0, fTRResult); we have: float fTRResult = fMaxSpeedY *...
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