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    Maelstrom New Horizons


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An updated mod of pure evil...

Thanks for the heads-up, Peter. I haven't actually gone into the Tartane decks since revamping this mod (I've had to use ships with cannons to test for compatibility with the gunpowder mod) as I've been focusing on the other areas, so I hadn't realised that removing those items would be pointless. That's saved me a bit of time - by the time you get a bigger boat, Evil Stormy Start has done its duty and faded into the background. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I think using square roots for the loan shark values might risk creating some funky numbers offered by the loanshark. Mine is based on doubling the effect of player rank on the amount offered and then dividing by a scalar (20).

This scalar kicks in up to rank 20, when there is a now a <b>nice new cap</b> that reverts back to the standard Build 13 loanshark calculation.

The core functions of Evil Stormy Start should be at beta stage during next week. As this doesn't substantially modify or change files, there's no reason that version couldn't go into the next Build alpha. Starting with an additional 10,000 loan might be added at a later stage, or included as a separate option as this is likely to require additional testing for a) bugs and b) gameplay balance.


Morgan / Hook -

I've decided, for now, to go with Quebradas Costillas. The point about dungeon crawling in Oxbay is a very good one...and in a small boat it should be fairly straightforward to run the gauntlet of ships into QC...although leaving might have to be well-timed.

According to the init files (and my memory) QC does have a loanshark, so that shouldn't be a problem.
 
i'm at QC at the moment, so i'll check if you're right. maybe the loanshark is on the streets, just like the tailor?
 
That'd be grand, if you could. I'm certain there's one there, but it'd save a lot of headaches if you're able to check.

I briefly missed a point earlier, about decreasing the value of loot drops. Much like starting with a loan, this is something that I would quite like to implement, but I think its something for a v1.1 of Evil Stormy Start that would need to be selectable.

On that note, you'll be pleased to hear that v1.0 of Evil Stormy Start is <b>now available for download</b> from the top of this thread.
 
well, there IS a loanshark. unless he'll be on his lunch break, he should be there. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

i'll wait until build 14 alpha 5 is released before i use it.
 
That's because you replied before I had a chance to upload it. It should be there now. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I've warned about potential alpha compatibility issues there as well. This mod will currently restore Build 13 settings to characters_init.c, both_reaction.c and ships_init.c. If any of the alpha mods have changed these files, there may be problems with using both.


Unfortunately it isn't easy to copy-paste the relevant changes, as there are several tweaks in several different areas, mixed in with other mods which have affected the same things and need to be bypassed, as otherwise they'd make the starting section too easy. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
and it turns out that you posted when i had already noticed that i had looked to early. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

actually, build 14 is meant for new mods, not build 13.
 
True, but as Build 13 is the most stable full build and the files modified are important ones, I figured making it compatible with Build 13 was the priority and sorting any teething problems with the latest alpha are secondary to that.

The main problem I faced before is that most modders add functionality to the game start (ie, new weapons, gunpowder requirements), whereas this mod is primarily concerned with selectively removing anything which benefits the player at the very beginning - which includes parts that other modders have put in.

Unless people combine those efforts into one section that Evil Stormy Start can bypass (unlikely), then I have to write around several different individual sections to achieve the same result. Because of that, I can end up chasing other modders' amendments in order to make the Evil Stormy Start compatible all over again each time there's a new alpha.

It'll probably be easier if it gets into the next alpha as (hopefully) people will see how and where I've had to stick bypasses in their code and they'll put any amendments inside those...although that's probably wishful thinking.
 
<!--quoteo(post=178433:date=Jan 7 2007, 06:46 PM:name=The Diamond)--><div class='quotetop'>QUOTE(The Diamond @ Jan 7 2007, 06:46 PM) [snapback]178433[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks for the heads-up, Peter. I haven't actually gone into the Tartane decks since revamping this mod (I've had to use ships with cannons to test for compatibility with the gunpowder mod) as I've been focusing on the other areas, so I hadn't realised that removing those items would be pointless. That's saved me a bit of time - by the time you get a bigger boat, Evil Stormy Start has done its duty and faded into the background. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
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Please note: This only applies to the Build 14 Alpha. If you want to make the mod compatible with Build 13, you do need to think of something. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=178455:date=Jan 7 2007, 09:16 PM:name=The Diamond)--><div class='quotetop'>QUOTE(The Diamond @ Jan 7 2007, 09:16 PM) [snapback]178455[/snapback]</div><div class='quotemain'><!--quotec-->
Unfortunately it isn't easy to copy-paste the relevant changes, as there are several tweaks in several different areas, mixed in with other mods which have affected the same things and need to be bypassed, as otherwise they'd make the starting section too easy. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
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Do you know of the program WinMerge? You can use that to view all differences between the Build 14 Alpha code and your mod, so that you can merge them together much easier.

<!--quoteo(post=178462:date=Jan 7 2007, 11:25 PM:name=The Diamond)--><div class='quotetop'>QUOTE(The Diamond @ Jan 7 2007, 11:25 PM) [snapback]178462[/snapback]</div><div class='quotemain'><!--quotec-->
It'll probably be easier if it gets into the next alpha as (hopefully) people will see how and where I've had to stick bypasses in their code and they'll put any amendments inside those...although that's probably wishful thinking.
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I'll try to put your mod into the Build 14 Alpha mod, but a bit of help from you to make it properly compatible would be useful. Many things have been changed in the Build 14 Alpha version.

Morgan Terror is right: We try to put all new mods into the Build 14 Alpha version first. Then once they're confirmed working, I will add them to the Build 13.1 version I hope to release this month.

<!--quoteo(post=177617:date=Jan 1 2007, 11:47 PM:name=The Diamond)--><div class='quotetop'>QUOTE(The Diamond @ Jan 1 2007, 11:47 PM) [snapback]177617[/snapback]</div><div class='quotemain'><!--quotec-->
#define EVIL_STORMY_START 1
// 0: Off, stock POTC / CCC Stormy Start. Set CCC_STORMY to 1 if this is set to 0.
// 1: Enables a more difficult version of the Stormy Start

#define CCC_STORMY 0
// 0: Set to 0 if using EVIL_STORMY_START. This is needed for certain checking functions.
// 1: Returns CCC Stormy Start to its normal status. Set to 1 if Evil Stormy Start is set to 0.
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Aren't these two toggles for the same thing? When the first is 1, the second must be 0, right? Why don't you combine them into one toggle instead? You can use a check if(EVIL_STORMY_START) for the first option and use if(!EVIL_STORMY_START) for the second option. Or am I not understanding the intent of both toggles properly. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> i was right! for the second time today!
 
I'm happy to parse the changes into the latest alpha, although I don't have it currently as I didn't get the chance to download it before Pieter's site went down...

The copy-paste issue is only that some of my code is now embedded in other mods, which may have changed - hence my code may need to change position as well. Whilst not particularly difficult, it will take a bit of sense checking. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

The current use of the toggles is exactly as you describe - only one is necessary. However, it was easier for me in implementing the mod to have visually distinct toggles to indicate different types of bypasses that I was making. That way I could tell at a glance which were bits that I'd added (EVIL_STORMY_START) and bits which I'd bypassed (CCC_STORMY). ! marks aren't quite so easy to spot when you're in a hurry and looking at several different sections. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I've kept them in, anticipating it'll be easier to merge with the alpha if the toggles remain visually distinctive. Once done, CCC_STORMY can simply be replaced with !EVIL_STORMY_START and the redundant entry removed from BuildSettings. Believe it or not, there is method in my madness...

I released the v1.0 in this state in case anyone was interested in casting their eye over it, to be honest. Plus, its functional - so why not make it available? The final one, as promised, will be a little more elegant.
 
I have made this mod comaptible with the Build 14 Alpha version and I'll add it into the next release. I can't release any new update at the moment though, so please find attached the standalone Build 14 Alpha compatible Evil Stormy Start mod. This should work on Build 14 Alpha 4.

Note to The Diamond: I changed some things in your code so that less toggles are required. This should not influence the workings of your mod at all. You might want to check what I did though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: I just noticed there is no loanshark-related code in the version you have released yet.
 
I've cast my eye over the changes and they look fine. Thanks for going through that for me.

Also, thanks for pointing out that I didn't add the Loanshark element in. I've attached that file to this thread.
 
In the current version of Evil Stormy Start, the player doesn't start with a loan. The loanshark changes in my previous post are to stop the player borrowing their way to a better ship until they've increased significantly in level (as mentioned previously).

I won't be introducing a starting loan until I've got the opportunity to test what would be a reasonable amount using the latest Build Alpha.

Besides, by the time the loan comes around the player will probably be in a position to stave off creditors with their swords if they need a...uhm...slight extension on the payment date.

I'm still thinking in terms of 8,000 - 10,000, although I expect that this could be made changeable in the Internal Settings, for those who feel particularly concerned. Its not beyond expectation for players to achieve this - but they probably can't do so without some kind of sacrifice, e.g. selling the excellent blades they pick up and the merchant ship that they've captured, etc. etc.

Or, if they keep those items, then they've got to find alternative means to pay the loanshark...or accept the consequences of defaulting on the loan. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=178675:date=Jan 10 2007, 01:49 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 10 2007, 01:49 PM) [snapback]178675[/snapback]</div><div class='quotemain'><!--quotec-->
I have made this mod comaptible with the Build 14 Alpha version and I'll add it into the next release. I can't release any new update at the moment though, so please find attached the standalone Build 14 Alpha compatible Evil Stormy Start mod. This should work on Build 14 Alpha 4.

Note to The Diamond: I changed some things in your code so that less toggles are required. This should not influence the workings of your mod at all. You might want to check what I did though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: I just noticed there is no loanshark-related code in the version you have released yet.
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I have downloaded and tried out this new mod. I love the idea and it certainly can be challenging. Two early observations:

1. If you have no sword in your inventory at all, in places, bandits do not attack you. Therefore, sometimes you can easily walk to collect the Falchion in the caves between Oxbay/Greenford etc. Bandits will then attack you on the way out but you have a good sword by then!

2. In sailing map mode, when the French Invasion movie triggers, you automatically get the usual starting equipment added to you inventory e.g sabre, short pistol etc. Found this out when had to sail out of Devil's Island where I was washed up - no chance of finding anything on the island (although Akellani do not attack - same as point 1). Not sure why Invasion movie kicked in here (always happens wherever I am on world map - even if I turn off movies in Build settings) and it doesn't normally matter but in this case I obtained inventory from nowhere, defeating the object of the mod?

I wondered if there are any tweaks I could make to tackle this?
 
of course! if you have no weapon, noone attacks you! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> that's definatly a killer bug.
 
<!--quoteo(post=179019:date=Jan 14 2007, 03:32 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 14 2007, 03:32 PM) [snapback]179019[/snapback]</div><div class='quotemain'><!--quotec-->
of course! if you have no weapon, noone attacks you! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> that's definatly a killer bug.
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Hmmm ... then perhaps we should give the player a rusty knife ... which would be more realistic anyway.

At first glance I would have thought that stones would be sufficient, but remembered that stones are counted as gun weapons, and its the Blade weapons that trigger attacks.
 
yep, a badly worn dagger would solve it. the player should have it long enough to get a different blade before it breaks. now, what about the other bug?
 
Why doesn't the player have his fists (BladeX4) equipped? The fists are a blade that are given to the player at the start of the game and equipped immediately. I added the fists with the specific intent to solve all issues that occur when the player has no blade equipped at all. Solution: Make sure the player does have his fists and has them equipped using Evil Stormy Start as well. I don't quite understand why this doesn't work yet; it should. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
yes, but what if the player doesn't want to equip them? i think that they should be always equipped until you equip a different melee weapon.
 
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