• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Defining a Common Goal

Apparently. I would personally expect it would take a bit more than just quantity... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
No, I wasn't refering to posting at all. It's just that Morgan is really funny lol <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
oh, i thought that you where referring to the posts! my nutty posting habits are quite infamous on most forums! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Hi this is my first post, I've been playing POTC Build 13 for a while now and i'm interested in further developments.

Here are my suggestions:

1) The ability to run the cannons out. If near freindly ships or forts and cannons are rolled out,they become hostile but won't fire until you do.

2)The ability to change ships colours when you buy them.

3)Able to change the colour of sails and if there is an emblem shown or not.

4)Able to choose a personal flag, from a selection, for the player at the beggining of the game.

I'll add more suggestions at another time but i've noticed that the blacksmith in Conceio will repair guns and other blacksmiths repair swords, maybe the player should have the choice of which the blacksmith repairs.

I also think the ability to make your own town is great but maybe the reputation losses and battles should be less often and the yields more often. I have that sometimes i've made a town then sailed away for a couple of months and then when I get back they say oh no a bug has eaten it all, This is very annoying because afer using all the resources and money to buy the town they don't produce anything and then soon enough some vagabonds come and destroy all the buildings.

Anyways congratulations on everything so far, I think it's great. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

Can't wait for the next build. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

..............................................................................................................................................
"When all the enemys dead and all the treasure salvaged, only then will we drink rum and celebrate."
 
1) Not sure what gameplay use that would have. And there's no way of visibly doing that anyway.

2) Not possible the way the game works with ships.

3) You already can do that: Go to the Ship menu, select Ship and press the Sails button that appears at the bottom of the screen.

4) Pirate_KK was once working on that.

Blacksmiths: I once tried to make it so that all blacksmiths repair both blades and guns, but I haven't been able to get it to work. It is possible, but I haven't found the time to try again.
 
Welcome to the forum, Hollidca, and thanks a lot for your feedback <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

<!--quoteo(post=181170:date=Jan 30 2007, 04:58 PM:name=hollidca)--><div class='quotetop'>QUOTE(hollidca @ Jan 30 2007, 04:58 PM) [snapback]181170[/snapback]</div><div class='quotemain'><!--quotec-->
I also think the ability to make your own town is great but maybe the reputation losses and battles should be less often and the yields more often. I have that sometimes i've made a town then sailed away for a couple of months and then when I get back they say oh no a bug has eaten it all, This is very annoying because afer using all the resources and money to buy the town they don't produce anything and then soon enough some vagabonds come and destroy all the buildings.
<!--QuoteEnd--></div><!--QuoteEEnd-->

It is difficult to balance that to everyones liking, cause everybody has different playstyles and preferences. Therefore I wrote the mod so that even newbies can easily tweak or rewrite it to their liking.

The characters even give you hints about modding, and if you open their dialogfiles in an editor you'll find explanations on how to increase production and decrease unlucky events.

If need further explanations feel free to ask in the "Buildingset" thread in the "Alpha&Brainstorming" subforum.
<a href="http://www.piratesahoy.com/forum/index.php?showtopic=6620&st=120" target="_blank">Here's the link. </a>
 
First off, I want to say WHOA! there is a lot new in there, and there are thousands of options going on, and things that I can do that are implemented that I haven't even thought to discover yet. That said I have somewhat of an idea. Because of how dry this would be, I'd feel really guilty asking somebody else to do it, so I would do it myself.

Before adding to your Gigantic list of requests, I figured that I could throw some organisation in the form of a Build mod Instruction manual. I know that with build, and build update, there is a list of mods that have been implemented. AFter spending about an hour reading these, I have learned that some of the things I was going to suggest have already been implemented (sweet!). I'm not really sure how it would be best implemented. I could put together a instruction manual with all of the commands that you can use, and all of the places/options that you have etc. kinda like what was stuck in the build 13 one, except more like a normal instruction manual with a reference for keys or something that you can print out at the back. I'm not exactly sure what kind of format would be best - but if somebody can find a way of giving me I guess every build mod's readme file, I'll start throwing something together, and hopefully I can organize it somehow, and make it a easy reference on how to play this game. And seriously - congrats... I can't think of any other game that I have played that has been modded enough to require it's own instruction manual.

If you think it's a stupid idea, just let me know too. I dunno - as somebody that has not played POTC since build 12, there is honestly so much that is changed that my head is spinning. in a good way. kinda like being drunk. except without all of the negative implications. Sorry - I really type too much.
 
I went through all of the files from build 12 (which had none) to build 14 alpha6, and everything I encountered could fit under the following headings. I just thought this would be a wicked reference, and make it even easier for new people to pick it up. I would love to also put in screenshots, and maybe I'll throw in some drawings to keep myself entertained (hey look - it's a butterfly... oh... what?). Naturally this is just the index that would appear at the front, and I would go into more detail later. So.... what do you guys think? I've gotten this far, so I guess I'll pretty much do it anyways. Oh - and it looks a lot nicer in word with the font changes and stuff. I'm just hoping that word is widespread enough that it would be safe to assume that most people playing the game would have it. I for one hate adobe acrobat reader. grrr. if anybody has any other suggestions, please let me know!

actually I guess I could try it in HTML... but I'm really, really rusty. It would make it really user friendly though. I'm really not comfortable with image placement though...

PS oh damn - I could have just attached the file. I'm so stupid. I'll do it anyways.


Seafaring Survival Guide
POTC PA! Build 14 alpha 6



<b>Contents:</b>
<b>
STARTING UP:</b>
Flag choice, name choice etc.
Interface + Menu interfaces

<b>LAND:</b>
<u>Village life:</u>
Creating your own City/Economy
Officers and Crew (hiring + crew on land + equipping etc.)
Reputation
Smuggling
Homes in the Archipelago (stealing chests + other purposes)
Blacksmith
Tailor
Traders and Wandering Traders
Shipyard
The Brothel
Marriage
Apothecary
Opium Den + Tattoos

<u>Combat:</u>
Fighting,blocking etc.
Capturing Cities
Caves/Dens (thieves+bossmonsters)
Armour
Healing
Weapons, Ammunition, and Weapon Quality
Stealth
Looting
What you packin’ ? (checking others for items and swords before fight)

<b>SEA</b>
<u>Man Your Vessel!</u>
Fires
Repairing your ship
Know yer colours (flag and sail options)
Hard Tack an’ Rum
Navigation (map, directsail, compass, and sky)
Boat sections (different sections of boat + options)

<u>Combat</u>
Boarding (preparation, boarding process, rewards/ransom etc.)
Surrender

<b>LAND HO! </b>(description of different islands/ports + quirks)
<b>SHIPS</b>(all different ships included to this point + stats)
<b>LOOT</b>(all different types of loot with descriptions)

<b>CUSTOMIZATION:</b>
Creating dialogue within your city
Creating your own Flag
Creating /Customizing Weapons

<b>QUICK KEY REFERENCE PAGE</b>
<b>
STUFF I DON’T UNDERSTAND
Random Location Generator
Rapid Raid Mod
Quickequip sword, spyglass etc.
Several Pistol Braces</b>

<b>TO THE EXCLUDED:</b>
I figured that including things about the improved sea, weather effects, skins, and models etc. aren’t necessary to mention in an instruction manual. I’m not saying these aren’t great mods, or that they aren’t appreciated, just that they don’t need to be written in an operation manual.
<b>
CREDITS</b>
At the end I would list the credit for each mod. I think. That’s going to take a looooong time – but people definitely deserve it.
 
The idear seems good to me!

Quickequip sword, spyglass etc : by pressing a key you equip yourself with your best blade or pistol for exemple - or with a special weapon you'd like to use, like a grenade. It's better than having to enter the menu in the middle of a fierce battle.
 
quick-equip buttons for pistols already excist. personally, i don't really see the use of them. i always just come well-prepared in a battle to avoid such things. if this is implemebted, there should definatly be a weapon quality check, as a badly damaged good sword could be worse than a regular sword with excellent quality.
 
As usual, Mr Spam-a-lot didn't read carefully...

I was saying that writing a new manual was definitly a good idear.
Then I explained what the quickequip mod was, as Heretik had put in "STUFF I DON’T UNDERSTAND".

So I wasn't saying this should be implemented. And whatever you may say, it IS a good point to be able to quickequip a grenade and throw it immediatly in a battle, and then take back your pistol. I do use a lot those key.

About the quality check, I think it already exists. (thought I'm not sure of that)
 
where did you get that from? <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" /> guess you where already around at that time then eh? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

maybe i should have said it differently. i actually meant that sword toggles would be innessesary, not the pistol toggles. what i wrote down indeed makes you think that i had it about all the toggles, but that's not what i meant. anyway, RANGED weapon toggles would indeed be useful.
 
Having a real manual for Build 14 would be great. If you're looking for documentation, just check out your <i>buildinfo</i> subfolder. That contains just about all documentation there is, including the ReadMe's for Build 11 and Build 12, which, of course, still apply to Build 13. It is great that you want to work on this! <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<b>Random Location Generator</b>
This is an experimental mod by CouchcaptainCharles that is OFF by default. With this mod enabled, when you go up to a closed door and press Space, you won't hear the knock-knock sound, but instead be teleported to a random location, such as a tavern or store or house or something else. You CAN go back to where you came from though. This is a fun mod, but quite weird when the locked doors are locked doors aboard your own ship or town gates or something. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

<b>Rapid Raid Mod</b>
This mod consists of two parts:
1) A function that enables you to generate a Rapid Raid of enemies with one line of code. You can define just about all custom settings for this that you might want to. This function does basically the same as CouchcaptainCharles' Ambush mod, so we have two functions by two different people that basically do the same thing. Both work just fine and can be used. Perhaps the Rapid Raid function allows for more tweaking.
2) When you press the Numpad 9 button, a Rapid Raid is immediately triggered. This is useful if you're bored and want to fight some enemies.

<b>Quick-equip Key</b>
I was really fed-up with having to equip all my items through the F2 inventory screen, so I coded in the Quick-equip key. If you press the F-key, the game will try to equip a saber, gun, spyglass, armor, powder flask and ammunition pouch. The game will also try to choose the best item you have. So when you have, for example, looted a good blade, you can just press F to equip it and not bother to go through the inventory screen. I find this highly useful and saves me a lot of messing around in menu's. If you want to equip something else than what the game auto-equipped, you can always manually equip the item you want to through the inventory screen after all.

Also: The non-numpad numeric keys also equip specific weapons:
1 = Equip Regular Blade
2 = Equip Regular Gun
3 = Equip Cobblestone
4 = Equip Sandbag
5 = Equip Etherbottle
6 = Equip Thief's Knife
7 = Equip Poisoned Throwingknife
8 = Equip Stinkpot
9 = Equip Grenade
0 = Equip Your Trusty Fists

This is useful to switch to certain special weapons in mid-fight without using the inventory screen.

Please note: The game DOES take quality into account when choosing the blade/gun it equips. Usually, the game chooses pretty well. Sometimes it doesn't. But you can always choose manually using the inventory screen. If the bladedamage mod is enabled, the game will not auto-equip worn blades, because these might break quickly.

This button is also particularly useful with the bladedamage mod enabled: If your blade breaks in mid-fight, you don't have to put it away, open the inventory to equip a new one and draw your blade again (during which you'll probably have been killed). Instead, just press F to immediately have a blade in your hands again. You just need to be quick enough with this so that you don't get hit while not having a blade in your hands.

<b>Several Pistol Braces</b>
These can be bought/looted. They're basically just multi-shot pistols.
 
Excellent! Thank you all - I'll work on both this and Davy Jones once I finish this animation for school - I litterally only have 10 drawings left, and I dunno... I really should probably do some layout stuff + finish that character design for peace of mind. In any case, I'll keep working on it tonight. later folks!
 
I really think you made an unfinished and unpolished game like PotC to the game it was supposed to be in the first place, a pirate game with a fun and varied open gameplay. So, please make it stay that way. Build 13 Full is what makes me play the game for days! The way you guys have kept the game alive through several years is an amazing performance. Akella is IMO the best shipmodellers around and you guys have tried to match the professionals along with other content as well and with REALLY good results!

As mentioned before. the open gameplay makes me play this game over and over. It´s all the options you have, all the freedom you have as the player, that makes people keep playing. In this open gameplay, I "have the option" (not really but I can stick to certain ways of earning gold - you kno what I mean) of choosing between being a pirate, a freetrader, a naval officer or privateer. You guys made it possible to visit new lands and new harbours that were not in the original game, great! Thx!

I really like to think that I, as a player, are able to change things in the game, but unfortunately I can not. If I play as a naval officer, I can not i.e. conquer a harbour by taking the fort and expand the Portugese empire or whatever (like I could in Sid Meier´s Pirates! - the highly awarded original and IMO the mother of all pirate-games). Nor can I earn a better/larger ship that matches my new rank like a real naval officer would, or participate in large seabattles with more ships than just 4. Also, I do not have the opportunity to have a complete set of officers aboard a ship, say "Navigator/Captain", "Firstmate", "Boatswain", "Gunner", "Carpenter" AND doctor/surgeon. I have to choose between only 4 of them.

Also, if I play as a trader, I do not have the option to buy an escort. If necessary I´ll have to buy my own escort-vessel for the transport. Nor can I rely on the navy, like the NPC merchant vessels in the game often use. Details, but it would be great if you could do/remake these things.

Now, I know I´m only blabbering and not really is contributing to the game assets in any way, but please - no matter what, do not:

-add larger ships to the build. It´s too easy to sail around in your 100-gun Manowar and blow small vessels to seagrass in a single broadside.
-add more Jack Sparrow, Black Pearls and other Disney content into the game. Players who want to play Will and Jack can IMO go buy the Disney-games. This game has much more to offer in matters of realistic sailing, physics, environment and content than just endless swordfights on land with the "Black Pearl" in the background.

Thanks in advance for reading this <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
The fort capture is already worked on. In build 13 you can change the nation of a town by attacking landforts (only the new locations and greenford and oxbay) there you can find civil people (no uniforms) some of them only have goods, but some have the "town keys" here you can change the nations in the dialogs, if you are lucky, otherwise he will send a mad mobb of guards after you, which in most cases will kill you <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> I thought maximus was working on the capture the townmod, and Pirate_kk on a mod that you fight in the forts and then in the town.
 
well, there is a main quest right now that more or less follows the story from before the first film, but it isn't used yet. we have Will, jack, an elizabeth lookalike, davy jones (i think) the dutchman, norrington (although i'm not sure wether we have the commodore norrington version as well) and the pearl.
 
<!--quoteo(post=214132:date=Sep 12 2007, 05:14 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Sep 12 2007, 05:14 PM) [snapback]214132[/snapback]</div><div class='quotemain'><!--quotec-->well, there is a main quest right now that more or less follows the story from before the first film, but it isn't used yet. we have Will, jack, an elizabeth lookalike, davy jones (i think) the dutchman, norrington (although i'm not sure wether we have the commodore norrington version as well) and the pearl.<!--QuoteEnd--></div><!--QuoteEEnd-->

We have a:
- Will Turner
- Barbossa
- Jack Sparrow (1 real, and more variations of him)
- Elizabeth
- Cutler Beckett (if you use Pieters merge and my Cutler Beckett)
- Commodore, Captain, Lieutenant, Midshipman Norrington (if you use Pieter's merge + my english marines)
- Davy Jones (not a really good one (face looks good, but the rest)
- A Tia Dalma look a like (50_africa)
- Governor Swann (if you use Maximus addings, Pieter's merge) he looks like him.
- Mr Gibbs (Tortuga tavern, 14 a6 and further)

What we need:
- Proper Davy Jones (Heretik was working on one, but he has gone missing on the forums)
- Proper Tia Dalma (maybe head swap 50_africa with towngirl or liza)
- Maybe a Mercer
- Pintel and Ragetti
- Cotton, Marty
 
Back
Top