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A random string of thoughts...

The skeletons, you mean? I think those can stay. They're dungeon-only anyway. And cursed natives and monkeys aren't all that common either.
 
Ah. Cursed or not cursed; it's just a look difference anyway. <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
that's a very sad excuse pieter. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I've got plenty of other things on my plate to keep me occupied. How about that as an excuse? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
it's a good excuse, but not for the fact that they're everywhere while you said they wheren't common.
 
There's a toogle on Buildsetting.h about skeletons and mummies, right?
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define SKELETON_CHANCE    0.0
    // 0.0: All enemies in dungeons will be "realistic" smugglers
    // 0.1 - 1.0: The higher this value the more enemies will be haunted skeletons

#define MUMMY_CHANCE    0.0
    // 0.0: All enemies in jungles AT NIGHT will be "realistic" natives
    // 0.1 - 1.0: The higher this value the more enemies will be haunted mummies<!--c2--></div><!--ec2--> In my opinion the only thing that could be done is setting default value to 0. If the player wants skellies, he just have to increase that value.
 
I want to have some skellies by default though. So I'd like the default value between 0.1 and 0.5. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Hey! It is! I thought it was 0.5 by default. I think 0.15 is quite fine as is.
 
the wierd thing is, those monkeys still occur really often, despite the setting. but that's more due to the fact that bandits occur way too often. i mean, it rarer to have nothing going on in the jungle than having to fight bandits! it's rediculous!
 
Dangerous place, this jungle.

Oddly enough, not unreasonable. Guards in town, so every dirtbag in the area sets up on a trail outside of town, just out of earshot of the guards, waiting for some fool to come stumbling out there looking for something.

Same reason piracy at sea was (and still is) popular. Odds are that resistance will be light compared to the return on investment.
 
And, honestly, I like fighting all those thugs. The duelling system really didn't grab me at first but once I jacked the difficulty a little and got into party based fighting - well, I can't say it's really deep but it feels right. Kinda like Mount & Blade in that way. The mechanics are simple but the cumulative effect is quite satisfying.

Playing down the supernatural might be right. I wonder if you could create a context-dependant encounter table. Heck, we'll need it anyhow once ports start to change hands (to reflect the different local garrisons). Civilized islands won't have supernatural encounters (outside of special locations like the monestary - and I'd be tempted to move that to a more distant location myself). Wild islands could have just about anything.

How editable are the encounter tables? Can you add new entries or subtables and things like that?
 
In theory you can edit just about anything you want in the encounters. Whether it is <i>easy</i> is another matter.
 
OddjobXL, try looking at LEnc_monsters.c in PROGRAM\LandEnconters. I think this is just the file you're looking for!
 
Okay, there seem to be a couple files there that dictate the basic type and quality of encounters. Thanks for pointing me in the right direction. Unfortunately - I'm code illiterate. Think of me as a truffle dog. I can probably sniff things out but I'm not going to be able to cook it.
 
<!--quoteo(post=227112:date=Dec 22 2007, 08:42 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 22 2007, 08:42 AM) [snapback]227112[/snapback]</div><div class='quotemain'><!--quotec-->I want to have some skellies by default though. So I'd like the default value between 0.1 and 0.5. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I agree.
And if someone does not want to encounter natives or monkeys, they can turn it off for themselves.
 
Maybe we should break this up into different topics, so that each one can be attacked independently.

Who all is currently doing code? Hook, are you still working this stuff pretty heavy? (For anyone unfamiliar with the history of this project, a lot of the current cannon code, and all of the sail damage effects, were because by some miracle Hook managed to put my last string of impossible ideas into the game.) Who else has time to mess with some of this?

Again, I can help test and such, but to do any more, somebody would have to explain exactly how a particular block of code works and what numbers I should tweak.
 
Who is doing code? Pirate_KK and Maximus, both being busy with their own stuff. Nobody else is doing any substantial work on it. Me a little bit, but I also have plenty of stuff on my plate already. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
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