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A mod of pure evil...

The Diamond

Landlubber
Storm Modder
<b>Version 1.3 now available for download from this thread (compatible with Aug 21st Pre-build).</b>

v1.3 comes with a shiny new winRaR installer. Simply unzip/unrar in the main POTC directory and the files will go to the correct places.

Although, would you believe it - we can't upload .rar files here. Okay, the file is now CALLED .zip, but you'll want to rename it to .rar once you've downloaded it.

Blimey, these things are never simple, are they?

==============================================================================

Arrrrr...break out the rum, me 'earties, I be back on these shores once again. Back wi' a foul temper and one of those new fangled things which yer sticks in people ter make 'em bleed...a vengeance, that be the one. Arrr!

Now, as ye may recall, I was always a fan o' Cp'n Charles' Stormy Start mod. When last I beached on these shores, I had meself plans ter tweak it, by a' makin' it 'arder...and by the Devil's own hand, I've proud ter say, me hearties, that I've made good on my word.

So gather round, shipmates, and I'll tell ye a dark tale. Now, every pirate 'as a beginnin', see? He don't just pop into place aboard a great ship and call 'imself Cp'n, oh no. Can yer tell me how a pirate starts out life, seadogs? Wha'? Storks? What d'ye mean, 'storks' yer scurvy cur? No, damn yer eyes, that wasn't what I was a meanin'. Now don't you look at me like that, didn't yer mother ever tell yer about...yer don't mean yer askin' ME ter explain?

Oh, bleedin' eck! Well, when a mummy pirate and a daddy pirate love each other very, very much...arrr, I saw yer laughin'. Ye be a' havin' me on! I've a good mind terl keelhaul ye fer that, yer bilge rat. Well, since yer brings up the matter, when a daddy pirate finds a wench of a mod just a cryin' out fer a tweakin', ye ends up with a brat left behind wi' a terrible start in life who be meaner, tougher and four times as 'ard.

So, here ye have it, me 'earties: <b>Cp'n Diamond's Bastard Whoreson of a Stormy Start mod.</b>

What be the story of it, ye asks, as might well ye do? Well, on Cp'n Malcolm Hatcher's last voyage afore he retired, he passed his ship on ter his stinkin' novice o' a first mate, Nathaniel Hawk. On a nearin' Oxbay, these terrible dark stormclouds descended upon the ship, the whole place was a lit up wi' St. Elmo's fire, the crew were soilin' emselves left, right and cent'r. There was a great flash o' lightning, a terrible cannon roar o' thunder and then suddenly, nothin' happened! But it happened suddenly, mind.

Then all o' a sudden, a thumpin' great stinker o' a wave crashed o'er the bow, tore off half the prow and swept several o' the crew overboard and straight to Davy Jones' locker...what der yer mean ye've heard all this afore? Avast, ye scurvy curs, I'm a gettin' to the best bit...

For a downtrodden piece o' filth of a sailor, barely fit to swab the floor o' an outhouse, was swept off amongst them and, ter his relief, he clung ter a piece o' driftwood fer three days and nights until the storm washed 'im up on dry land. Arrr!

He woke up in rags, lost and wi' nowt to 'is name but a couple o' stones he'd picked up from the beach and an old spyglass that he'd a' strapped ter his belt, cracked and 'alf broken in the storm. No money, no survivors, no nothin'. His on'y savin' mercy was the storm havin' wrecked half a dozen ships round the island, and 'is beady eyes a spottin' a smuggler's fishin' boat 'alf smashed 'gainst the rocks off shore.

Wi' this boat, "Captain" (insyrt name 'ere) would be owner o' all he touched, iff'n the owner weren't a' watchin' and master o' the best boat afloat o' the Spanish Main, providin' all the others were in port.

Will ye take the challenge, me 'earties, and start as a true pirate starts, wi' nothin' but the shirt on yer back, the sea beneath yer feet and a pittance o' contraband and supplies that weren't a washed overboard on the dead smuggler's boat? Arrr, I hoped ye would...and if ye wouldn't, ye breath o' bilge water, why are ye readin' me thread? Avast with ye, and good luck to those who'll proudly fly their tattered sails and say "Aye, I took Cp'n Diamond's challenge head on, spat 'im in the eye and lived ter tell the tale!"

Good luck, me 'earties. Ye'll be a' needin' it. Arrr!


###

Now...there be a couple o' snags. First, WinZip is playing silly buggers and won't let me save path information. Its fairly obvious where the files should go - if in doubt, search and see, but you'll have to put them in the right places yourself. Since this isn't really ready for general release, I figure that's no great problem.

Second, while it goes hand in 'and wi' the Stormy Start mod, it goes together like a match wi' gunpowder fer some o' Maximus' mods, and yer lucky if the least that 'appens is that yer eyebrows get singed.

I've put in a couple o' workarounds, allowin' ye ter select the Tartane and the Brodyaga (bum) skin from the character selection, and removed yer bonus skill points when ye gets washed ashore. If ye have the Ammo mod, ye'll notice that ye no longer starts wi' any gunpowder, since that's the only way ter stop yerself starting wi' a whole boatload full o' the stuff after me changes, which is bizarre (Arrrr!) fer a ship wi' no guns.

So, it ain't finished...but it be workin' wi' no bugs that I can notice fer the time bein'. Its just a bit o' a one-way ticket, iff'n yer catch me drift, wi' the only way in or out ter be cuttin' and pastin'.


#### CHANGE LIST ####

Designed for use as with normal Stormy Start mod. Using this mod without selecting the Stormy Start option in a New Game will lead to a very bizarre starting situation in Oxbay. You've been warned.

Ability to select bum skin and Tartane2 from the selection menu.
In fact, whatever ship you choose, you end up with a Tartane, you scurvy cur...what else did you want this mod for?
Starting goods: 2 wheat, 1 rum, 2 (contraband)
Starting equipment: Fists, (random) stones, scratched spyglass
Starting money: 0 party, 0 personal
Starting skills: None, plus all stats set to 1
Damage to ship: Heavily damaged hull, heavily damaged sails
Number of crew: 0

Gunboat and War Tartane values increased to prevent instant buying via a generous loanshark
Tartane values reduced to prevent trade-in bonuses for the above
Minimum crew for Tartane and Tartane2 set to 0, so now you can re-enact Jack Sparrow's infamous arrival, alone on a sailing boat slowly sinking underneath him...Arrr!

CCC's Survival mod altered, to remove the infamous Tartane repair trick (as noted by Diamond last year, although KK has since made it irrelevant) and to allow ships to be royally pranged. +50 hull and +5 crew no longer apply...its now possible to be utterly stranded.

Cp'n Malcolm Hatcher should make a reappearance at Oxbay, if yer wants to slay him fer his part in gettin' yer shipwrecked in the first place.

<b>PLEASE NOTE that this mod is not selectable.</b> Until I've found a more sensible workaround for the AMMO mod and the character selection mod, its necessary to comment out or supercede several lines of code. As a result, it should only be used with Stormy Start for the time being. It isn't unfriendly to Maximus' mods in-game, but it doesn't start you off with gunpowder, etc.

### Bugs fixed ###

Captain's Cabin no longer contains 1,000 gold, potions and cracked spyglass (so no cheating!)

### Files Changed ###

This works with the current Pre_build (as at 17th August). It may not be friendly with future build updates until the mod is made selectable.

Seadogs.c
Both_reaction.c
Ships_init.c
character_init.c

###

Finally (last, but definitely not least), a good hearty vote of thanks to CCC for writing the mods that mine is wholly and shamelessly based upon.
 
Arrr...hmm, Cp'n Hatcher don't seem to be appearing. He should be outside the shipyard, as per th' original, rather than sat in the tavern where any scurvy dog can kill him since the drunken fool won't fight back. Not quite sure what I got wrong there, shipmates, but I'll have a look and try to fix it.

And, arrrr, if anyone spots any strange or unusual bugs, please let this ol' sea dog know. As ye can prob'y appreciate, a testin' this mod beyond the first coupl' of minutes comes with its own inbuilt set of extra difficulties.
 
Hello again The Diamond. Nice seeing another modder in these waters again. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

I'll be having a look at your mod. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

BTW: Malcolm Hatcher being at the tavern is something that was added by Maximus. I suppose it could be made so that he will be at the shipyard instead if your mod is used.

I wonder how your mod can be added into the current modpack. I'll have to think up something for that. Maybe I should wait until Build 13 is done though... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Excellent. A real challenge. Bring it on I says!

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Thanks fer the kind words, shipmates. I hope ye enjoys the mod.

Arr...movin' Malcolm Hatcher was on'y so that he could fight back when ye tries ter kill 'im, which he doesn't in the tavern. Hatcher's causin' me more problems than the rest o' the mod combined - the current problem is that he acts as a nice, convenient way ter sidestep the tailor if yer wants to change yer appearance. I definitely ain't havin' that, so's I'll have ter dig around and see what I c'n do.

Another fine bug I've spotted is instantly repairin' sails. They're set to be damaged at the start and when ye first sails out they'll be in shreds. When you next come back into the sea view, though, they'll be magically repaired. Related ter that bug, if yer happen ter be struck by anythin' causin' yer crew damage when ye have a crew of 0, a handful o' sailors will magically appear aboard yer ship. *sighs*

If anyone knows the cause o' these, it'd save me a lot o' diggin ter find and fix it. It's prob'y related ter the initialising, since these bugs never happen more than once in a game (at least, not that I've seen).


Gettin' the mod into the Build might be a wee challenge. The problems I've struck so far 'ave been that virtually no-one has ever assumed that any player would want ter start with nothin' - the ammo mod filling the hold wi' gunpowder, fer example. The tweaks to CCC's Stormy Start could be made Build friendly if I add an option for BWofaSS to be enabled or disabled, but its the other changes which are a little more permanent - removin' Borgiablades from yer deck and the overwhelmingly large number of uber-swords casually lying around in obvious places (aye, like I'd leave a 10,000 piaster sword lyin' by a town gate).

These might suit the standard Build, but they defeat the point o' BWofaSS if yer can get yer hands on marvellous gear wi' no risk too early on. Its supposed to be bloody 'ard at the start, wi' money bein' a right royal problem for yer first few months. The game I'm a runnin' wi' now has taken me virtually a year ter get loose o' me Tartane (albeit, I did set the ship values fer the Gunboat and War Tartane a wee bit high - they'll be modded down for v1.3 to slightly more sensible levels).
 
What modpack version are you using at the moment? Build 12.1? Pre Build 13 Base? The latest Pre Build 13 update?
 
Ahh (Arrr!), it looks like I'm probably using the Build 13 base. I thought t'was the most recent one, but exploring your site a little more, I can see that I missed the various updates. I think for my own sanity, I'm going to have to make the key parts of the mod selectable during this week so that its as Build compatible as possible.


Cpt. Yuke - kinda. This mod is an optional add-on to the Build mod, replacing CCC's original Stormy Start with a much harder Stormy Start, plus other tweaks to make the start period of the game more tricky. Some of these may affect the non-Stormy Start beginning (I'm working on solving that).

It works fine with the Pre-Build 13 Base. It will probably work with Build updates, but chances are it'll re-insert some of the bugs that have been removed. I'd suggest backing up the files that this mod changes before installing.
 
aha maby when i reinstal my stock version i will use it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=159066:date=Aug 22 2006, 12:17 PM:name=The Diamond)--><div class='quotetop'>QUOTE(The Diamond @ Aug 22 2006, 12:17 PM) [snapback]159066[/snapback]</div><div class='quotemain'><!--quotec-->
Ahh (Arrr!), it looks like I'm probably using the Build 13 base. I thought t'was the most recent one, but exploring your site a little more, I can see that I missed the various updates. I think for my own sanity, I'm going to have to make the key parts of the mod selectable during this week so that its as Build compatible as possible.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That would be grand. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

I would happily add it into the modpack if it is confirmed working and it doesn't introduce new bugs. Sounds like a very nice mod to me. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

BTW: If you could add a BuildSettings.h toggle on your mod, that would be great. Maybe there are some people who won't want to use it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Aaarrgghh...I'll definitely be using it. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Arrr...

The good news is that the mod works wonders with the latest Build update (21st August, or thereabouts) when the required changes are transferred.

The bad news is that some of the more irritating glitches still remain. The sails are still magically repaired on reloading the sea view - in fact, I'm not sure if this is a bug that can be fixed. Plus, the various uber-swords still scatter the Caribbean and I'm having more trouble than before to remove extra items from the ship's own stores in the Crew Quarters and Deck.

Avoiding conflicts with the gunpowder and ammo mod are now relatively simple, but it raises the larger question of what to do with things such as the items generated in the Captain's Cabin and easily accessible in the various jungles. My personal view is that the player has enough chances with a stone or two and a couple of bits of contraband to make what they will, using them or not. I've tried both ways, and either is possible - and both are risky.

I just feel that the spirit of a difficult start mod is destroyed if free items are easily available, especially when these are worth over 1,000 gold. The idea is that you don't start with swords or cannons, and that you don't pick them up 2 minutes into the game. Especially not good ones. Unfortunately, editing these will involve sweeping changes that may (or more likely may not) be made optional.

So far, I've had to intentionally ignore these items and note them down for future reference / removal. That's not ideal. People wanting a difficult start shouldn't have to be avoiding early castaway items on the grounds that they might be worth tens of thousands and therefore be almost classed as cheating to pick up. Good swords hidden in skeleton-infested dungeons - fine. Good swords 'hidden' in plain view in Douwesan jungle - not fine.
 
<!--quoteo(post=159311:date=Aug 24 2006, 10:15 AM:name=The Diamond)--><div class='quotetop'>QUOTE(The Diamond @ Aug 24 2006, 10:15 AM) [snapback]159311[/snapback]</div><div class='quotemain'><!--quotec-->


I just feel that the spirit of a difficult start mod is destroyed if free items are easily available, especially when these are worth over 1,000 gold. The idea is that you don't start with swords or cannons, and that you don't pick them up 2 minutes into the game. Especially not good ones. Unfortunately, editing these will involve sweeping changes that may (or more likely may not) be made optional.

So far, I've had to intentionally ignore these items and note them down for future reference / removal. That's not ideal. People wanting a difficult start shouldn't have to be avoiding early castaway items on the grounds that they might be worth tens of thousands and therefore be almost classed as cheating to pick up. Good swords hidden in skeleton-infested dungeons - fine. Good swords 'hidden' in plain view in Douwesan jungle - not fine.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Couldn't agree with you more. I know there are many out there that like to "get on with it" and gain high levels, powerful ships and weapons as quick as possible and that's fine. Everyone has their own preferences and style of game play, getting enjoyment from different elements of the game. I myself prefer as tough a challenge as possible, but still balanced and playable, and I think your finished version of this mod is going to give me that. It's obviously not going to be to everyones tastes, so to keep everyone happy, it's going to need to be optional in Build settings if it's going to make it into the Build.

Keep up the good work, matey. looking forward to more updates on how you're progressing.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
There are some settings in InternalSettings.h that have to do with item rarity. It should be possible to scale these down and make rare items even more rare. It should also be possible to add a .minlevel check, so that the rare items will not appear until the player has reached a certain level. Not sure how to code that in, but it should be possible. You should ask IncredibleHat: He rewrote much of the item code lately to make good items less common. But he did tha for the traders and not for the random items lying around. Still he would probably know how to change it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Cheers for the pointer. I've tweaked the item rarity checking, so I'll do a wee bit of testing on that to see whether its worked...

Hah...my findings, part one:

Guadeloupe
=========

Time taken to start new game: 1 minute
Time taken to find ship: 10 seconds (Cp'n Diamond turned around)
Time taken to walk up shore: 1 minute
Time taken to walk through jungle: 30 seconds
Time taken to explore plantation: 1 minute

Total time taken to break BWofaSS: Under 4 minutes.


Mixture found on beach: 60 gold
Short pistol found in plantation chest: 200 gold
Worn Tivali (sp?) found in jungle: 450 gold
Money taken from the dead body of defenceless plantation owner: 100,000 gold

The look on Cp'n Diamond's face? Priceless.

There are some things modding can't buy. For everything else, there's MasterCard.


I think I may have to go back in the general direction of the drawing board...
 
LOL! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I wonder if the plantation owner is a character added to the character\init files. If so, he has a lot of money because it is set so in Guadeloupe.c. That would easily be changed by changing the value in the file. Random characters never get that much money. And neither should preset characters. There used to be many characters that had much money preset in the init files, but most of these have been changed from 100000 to 5000, I think.

Also: There is a value at the bottom of InternalSettings.h where you can decrease the number of tries for a random item to be put somewhere. That might make a difference.
 
<!--quoteo(post=159375:date=Aug 24 2006, 09:25 PM:name=The Diamond)--><div class='quotetop'>QUOTE(The Diamond @ Aug 24 2006, 09:25 PM) [snapback]159375[/snapback]</div><div class='quotemain'><!--quotec-->
Cheers for the pointer. I've tweaked the item rarity checking, so I'll do a wee bit of testing on that to see whether its worked...

Hah...my findings, part one:

Guadeloupe
=========

Time taken to start new game: 1 minute
Time taken to find ship: 10 seconds (Cp'n Diamond turned around)
Time taken to walk up shore: 1 minute
Time taken to walk through jungle: 30 seconds
Time taken to explore plantation: 1 minute

Total time taken to break BWofaSS: Under 4 minutes.


Mixture found on beach: 60 gold
Short pistol found in plantation chest: 200 gold
Worn Tivali (sp?) found in jungle: 450 gold
Money taken from the dead body of defenceless plantation owner: 100,000 gold

The look on Cp'n Diamond's face? Priceless.

There are some things modding can't buy. For everything else, there's MasterCard.


I think I may have to go back in the general direction of the drawing board...
<!--QuoteEnd--></div><!--QuoteEEnd-->


<img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

Any progress lately, Diamond? As you're aware, I'm quite a fan of this idea.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Arrr...well, thanks to Peter's steer, I've tweaked the plantation owner in Guadeloupe so that he has a much smaller sum of money and I've removed the 1,000 gold, pistol and potions from the Captain's cabin (again).

I've had a crack at tweaking the random item generation. It appears to have made a slight improvement, although there are occasionally items at the start locations which are a little too good.


In the spirit of open testing, and because the next stages will take a while, I've attached v1.3 to the first post in the thread, which is August 21st pre-Build compatible. It will still overwrite the initialisation sections of the gunpowder mod and, as ever, is only designed for use with the Stormy Start mod. Oh, and your starting ship is still called "Leaky Bucket".


I haven't made any changes to Buildsettings.h for character creation, but if you want to add the Brodyaga skin back in, then head to the following section at the bottom:

#define NEW_MODEL_1 "Blaze"
#define NEW_MODEL_2 "Depp"
#define NEW_MODEL_3 "Brodyaga"
#define NEW_MODEL_4 "50_Raoul"
#define NEW_MODEL_5 "50_Boss1"
etc, etc.

and change one of the "character name" entries to "Brodyaga" or "Brodyag1" for the shipwrecked bum skins. Obviously, you could put any skin you wanted in there, but these seem to have the right kind of feel to them.
 
v1.3 Bugs
=======

Oookay, a couple of bugs that I've noticed, which may or may not be anything to do with BWofaSS:

1) A couple of times on going into Sail mode, the sails don't appear and the ship acts as if it has no sails. Changing the sail status with 'w' (strike sails, battle sails, full sails) has no effect. Going into the menu and selecting sail status did work.

I've tried it with different types of sails, made no difference. The bug appears to kick in until you go into the world map and come back out again...a bad glitch when you're attacked on leaving port and have no sails to work with!

Sometimes this bug happens, sometimes it doesn't. Anyone come across it before?

2) Perhaps more bizarre, I've been given sums of gold by the game for no apparent reason. The mod start you with no gold at all, party or personal. My first act to test out smuggling worked fine, I received 882 gold. I then took a trip to the store and bought a cargo's worth of planks and sailcloth. All fine so far. I sleep on the floor of a tavern, intending to save my highly-reduced gold.

When I look at the character screen afterwards, I have 1,064 gold in both personal and party - plus the full hold of cargo that I've bought. Very irritating...I can't spot where that's coming from offhand. Anyone noticed it happen before?

3) More of a gameplay issue/warning than a true bug, but when you have 0-3 crew then the time taken to load / unload cargo from your ship to the store is...uhm...a little on the excessive side. Be warned, and keep your crew's paycheck handy.
 
These bugs sound as if they don't have anything to do with your mod. Please post them on the <a href="http://swankyplace.com/potcbugs" target="_blank">Bug Tracker</a>. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
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