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    Maelstrom New Horizons


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  1. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    To clarify, the way I’m doing it at the moment is like this... For HMS Victory, Black Pearl, Flying Dutchman, Queen Anne’s Revenge and a few others, I have changed CanEncounter to true. At the moment they all have a temporary 10% chance of being spawned if the ship class requirement is...
  2. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    You’re not wrong there, it does make things a lot easier. Maybe at some point I’ll look at ways to mitigate this. One option could be to impact upon morale if the player has more than 4 ships (either that alone or maybe also if the player has a certain amount of credits), so that it becomes very...
  3. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    That’s what I was doing to get these guys spawned in their ships. Maybe I don’t need to do that, I dunno. I think I need to make new characters and forcibly replace the captain.
  4. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Ah, well I guess they work somewhat differently to creating an NPC. Anyway, I think I’ve triggered some kind of “problem”. By changing an existing NPC’s ID, the game now cannot seem to find somebody and is regularly crashing when I go to sea or dock at port. I’ve narrowed down the problem to a...
  5. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Sid Meier’s is actually something which came to mind while I was doing this. I don’t really want to think too much about the possibilities this could open up, I’m way too liable to losing attention to one thing and switching to another - as you’ve probably noticed. xD Do characters like...
  6. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Right then, I have managed to get Barbossa in his cabin. :napoleon I assume this will work fine with one Lord Nelson as well. I’ve moved the code out of ships.c to the very bottom of AIFantom.c and this is what I have so far... void Fantom_SetRandomModel(ref rFantom, string sFantomType) {...
  7. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    Yeah, tell me about it. Maybe I’ll go through it all at some point, although I probably won’t be sure with some of it if they are looking at skills individually or otherwise. Right now though I’m seriously going to do some work on unique ships/captains.
  8. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    The thing is, SKILL_MAX is extensively used and I’m pretty sure it is being used for individual skills in many places. So this means that increasing the limit to 20, for example, is all well and good but in some areas it will do absolutely nothing if SKILL_MAX = 10.
  9. Mere_Mortal

    WIP Unique Ship/Captain Encounters

    Okay, so I’m not getting a captain at all now. I get to the cabin on the Black Pearl on nobody is there. :unsure This is the code I’m currently using... void SetRandomNameToShip(ref rCharacter) { ... if (rShiptype == "BlackPearl") { rCharacter.Name = "Hector Barbossa"...
  10. Mere_Mortal

    Screenshots thread

    Well either way, he’s supposed to be Royal Navy so it’s hardly appropriate to change that.
  11. Mere_Mortal

    Fixed Boarding: Inconsistent Crashes Related to Looting

    Is this what you’ve applied? I can’t open any corpses or boxes at all with this. :unsure
  12. Mere_Mortal

    Brainstorming Personal Modifications for Feedback and Testing

    You’re right about this, there is confusion. If SKILL_MAX = 10 and MAX_CHARACTER_SKILL = 20 then the skills on my character sheet cannot exceed 10 (but I think in reality they actually are higher, they just stop at 10 in a display sense). As soon as I change SKILL_MAX to 20 then my skills which...
  13. Mere_Mortal

    Fixed Boarding: Inconsistent Crashes Related to Looting

    I will test that as a priority. :onya
  14. Mere_Mortal

    Included in Build Companion Officer Duplication

    The file I have is completely original, my new interface has a different file name. I suppose I could reinstate it for general transfers, move some officers about with this code in place and if it all goes well then I could indeed upload the change.
  15. Mere_Mortal

    Included in Build Companion Officer Duplication

    Anyway, I don’t see any harm in fixing this. transfer_characters.c Original: void RemoveProcess() { int i,j,n; string oldname; string lastname; i = GetCompanionIndex(refMyCharacter,nMyCharacterCompanionPlace); if(i<0) return; if(nFourImageNum>0) { j =...
  16. Mere_Mortal

    Included in Build Companion Officer Duplication

    Yep, I guess nobody noticed because companions’ passenger lists couldn’t be accessed. For all I know there could be problems if a twin is moved onto another ship where the other one is, but if they’re literally just sat in an inaccessible list then I guess no they couldn’t be a problem in any way.
  17. Mere_Mortal

    Screenshots thread

    Oh, so then it only applies to the player?
  18. Mere_Mortal

    Screenshots thread

    I named my ship that way. I don’t know what’s up with getting their models, I must have done it wrong. I’m trying to get Nelson’s flag to show as well.
  19. Mere_Mortal

    Included in Build Companion Officer Duplication

    I started a new game anyway and have not since had any duplicate passengers at all because my interface fixes it, and neither anybody since whose skills have all been green. It affects the original version, I had duplicates in my companions from when I was using it. Basically, I don’t know about...
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