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    Maelstrom New Horizons


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A&M map & islands in build 12

Cat: Ah, right. Sorry. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
If we can figure out how to get models to display on the worldmap--and it's possible, Oxbay Town so appears; though I played around with adding another town that way to no island a few days ago and never got it to work*--then we can just make model islands and place them on the map.
The problem is, once again, locators, though, I think.

*So that we could display ships via script, not DLL

Inez: the meaing we're using it for is not only not its literal one--what you say--, but is also not the more general figurative one (lots of things that all look the same--a homey synonym for mass produced items). It's a figurative one derived from that.
Think of it like, um, generic jigsaw pieces. I.e. jigsaw pieces that do not fit only one way, but many ways (each to each).
So that any number of them may be combined in any pattern to make a unique end model/location/thing.
It ("`cookie-cutter`") is also somewhat derogatory, moreso than calling something simply mass produced is; especially when applied to people or ideas (i.e. the 1950s ideal of `clean-shaven`, `gray-suited` businessmen...).
And, of course, it's inferior to individually created models/locations/things in the same way; but it's far easier than doing everything by hand, and it allows a new game every time, and (near) infinite change over time in the game.
 
Mebbe "building blocks" might be a better analogy.... like Legos! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Yes, exactly! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
Fred Bob to the rescue. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I just comment out the geometry parameters of the small icons of fort and jungles. I did it because there are no icons declared for the new islands and also because it was very hard to `re-adjust` the exact position of those icons on their own islands
 
Nathan's idea of autocreating locations from Lego blocks (thanks for that anology, FB, Lego is something Europeans understand <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ) is a great one.

What I had in mind is a notch simpler: RANDOM locations appear if you use an exit that is not connected to a defined location. So if you open a door you'll never know what's behind it: one time a normal hut, next time a shop, and sometimes you fall through rotten floorboards into the derelict cellar...

That kind of location generation is of course unsuitable for scripted quests, cause you can never rely on a certain location being there. Ever changing locations are only good for expeditions into the unknown. The advantage is that you will always have a new, surprising set of rooms or jungles to roam, fight and plunder in.
See location generator thread for details.
 
Maybe instead of an indicator that says "house" when you walk by the door, you could use a simple "?" for the random surprise location... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I have uploaded a little update on ftp server. You can go ashore on Hispaniola and Turks and i've added some jungle locations and towns (tortuga and port au prince but empty at this time <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> ) this not is complete and for testing.
The Ftp server don't allow me to upload all of the loading screen i made for new locations so.... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> (It can work without them)
I have transformed some randitem locators in Box locators so i have put permanent chest and random chest in some cave on new islands. Like that you can hide your loot in grots like pirates <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I use opportunity of addiction of new islands in the game world to make a little mod that we could called REAL ASSOCIATION OF CAPTAINS.

Imagine a good pirate captain who propose to associate our two ships. To make association with him, There are 3 conditions . you'll have be a pirate, have a minimum rank (which depends of his rank) and you'll have to be an ennemy of his ennemies. The good thing in that is that this association will be complety free of goods and salary. You won't have to pay him and you won't have to provide goods for his crew. It would be as if this captain would provides goods for his crew himself. Of course, you couldn't swap ships and exchange crew men's and you couldn't take and sell his ship but you could repair his ship in shipyards if you want and hide men for his crew.
The "counterbalance" of all of that is when you'll decide to stop your partnership, you'll have to share all your gold with him 2 equal parts. Of course, this partner will want a ninimum plunder to be shared in fonction of his rank and if you'd divide less or decide to keep all for you ....... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
But if you shared a good plunder with and finished good friends, you could do new associations with him.... It could be a good mod to attack towns <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
I have puted a new character in the house near the lighthouse in TURKS ISLAND. He's a french pirate named Lenoir. He's my first charcter to test this little mod.

I just saw the new mod of CCC. I will test it and try to update it in the new map mod....
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cheers.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="cheers.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> man, it's like chrismas today, so many new mods at the same time <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
That´s a brilliant idea, screwface, I really like it. Reminds me of "Captain Blood" (the movie), when Le Vasseur says "In all the Carribean, there is no buccanear as strong as me - except you". Okay, you have to see the scene.
 
ah, I've just tried to play it but I get a abnormal coding D error.. the usual. is it compitable with NK_b13pre_050419 ? because I have build 12 and NK_b13pre_050419 mod and it doesn't work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
this is the log

-----------------------------------------------------------
Error summary
-----------------------------------------------------------
Error.log
-----------------------------------------------------------
COMPILE ERROR - file: BuildSettings.h; line: 95
define redefinition: ARMOR_LUCK_SCALAR

-----------------------------------------------------------
Compile.log
-----------------------------------------------------------

-----------------------------------------------------------
System.log
-----------------------------------------------------------
Scanning modules\
Loading modules...
Loaded 0
Reset...
Initializing CORE...
Creating atoms space: 128
done
initializing complete
User Rised Exception
C:\PROJECTS\DRIVE_V2\ENGINE\SOURCES\Core.cpp line 526
fail to create program
 
Jopieseethoek--They're almost certainly not compatible in the "drop one on top of the other" sense, but if you merge the changes then yes they will be.
That error means you have two copies of the define ARMOR_LUCK_SCALAR in your BS.h file.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> This sounds WONDERFUL! I only wish I had the time to play with it!!! Excellent work, Screwface! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Ok, dont pounce on me fer me stupidity, but will this be something easily implimented by the common user? I for one find it difficult to put different things in all those different places. So if we do have to put them in ourselves, please have a detailed readme...thankie!


<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

P.S. In the other forum I was a privateer, any help on getting back to that?
 
<!--QuoteBegin-Screwface+Apr 20 2005, 06:26 PM--><div class='quotetop'>QUOTE(Screwface @ Apr 20 2005, 06:26 PM)</div><div class='quotemain'><!--QuoteEBegin-->I have uploaded a little update on ftp server. You can go ashore on Hispaniola and Turks and i've added some jungle locations and towns (tortuga and port au prince but empty at this time  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, the PotC world is growing <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> Keep it going <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Add the location generator and Tortuga won't be that empty anymore <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Would it be possible to make the map folder on the ftp (yeah, from where I´m now I can acess it, don´t know why) a zip file? I can´t go into the folder, as it seems, and I can´t download it by rightclicking and saying "save target as".
 
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