• New Horizons on Maelstrom
    Maelstrom New Horizons


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Defining a Common Goal

<!--quoteo(post=214123:date=Sep 12 2007, 02:17 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 12 2007, 02:17 PM) [snapback]214123[/snapback]</div><div class='quotemain'><!--quotec-->I really like to think that I, as a player, are able to change things in the game, but unfortunately I can not.<!--QuoteEnd--></div><!--QuoteEEnd-->That is one thing that is being worked on for Build 14. There is already a mod that will change the relations between nations over time and towns can be captured and retaken by other nations. I don't know if it actually works, but the code IS in there in my test-game version. Pirate_KK is working on making it possible to capture towns for a nation by attacking the fort, then fighting in the town until you get to the governor where you can discuss terms. As far as I know he's got that mod mostly finished. Now all we would need to add is to enable the player to also influence the relations of the nations, rather than having them just be random.

<!--quoteo(post=214123:date=Sep 12 2007, 02:17 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 12 2007, 02:17 PM) [snapback]214123[/snapback]</div><div class='quotemain'><!--quotec-->Nor can I earn a better/larger ship that matches my new rank like a real naval officer would.<!--QuoteEnd--></div><!--QuoteEEnd-->Something like that IS possible. The biggest ships in the game are classified as navy ships. You can only buy them from the shipyards if you have the required rank with that nation. This does not prevent you from capturing any ships though.

<!--quoteo(post=214123:date=Sep 12 2007, 02:17 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 12 2007, 02:17 PM) [snapback]214123[/snapback]</div><div class='quotemain'><!--quotec-->Participate in large seabattles with more ships than just 4.<!--QuoteEnd--></div><!--QuoteEEnd-->The player can't have more than four ships. Apparently that's a limitation in the game engine. But you can encounter much larger enemy fleets.

<!--quoteo(post=214123:date=Sep 12 2007, 02:17 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 12 2007, 02:17 PM) [snapback]214123[/snapback]</div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->That would be one of my dreams and something that has been discussed before. Unfortunately nobody actually coded it in so far. I would also love to have random crew events in the game with different options for the player to decide what should be done. It would be especially awesome if we could give all officers something of a personality. But those are just ideas... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=214123:date=Sep 12 2007, 02:17 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 12 2007, 02:17 PM) [snapback]214123[/snapback]</div><div class='quotemain'><!--quotec-->- 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.<!--QuoteEnd--></div><!--QuoteEEnd-->The biggest we have are the Manowars. We won't add anything larger and the Manowars are pretty rare.

<!--quoteo(post=214123:date=Sep 12 2007, 02:17 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 12 2007, 02:17 PM) [snapback]214123[/snapback]</div><div class='quotemain'><!--quotec-->- 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.<!--QuoteEnd--></div><!--QuoteEEnd-->I'm afraid we are already working on something like that. Short Jack Gold made rewrote the main quest to be similar a possible pre-CotBP story. But you do not have to play this quest and it does give you several options. I think it's an improvement over the main quest we have now. And you are not forced to play it as Jack Sparrow. You can play it as any character; the only film-references will be some of the characternames, which you can ignore for the most part. Unfortunately for you several of the modders are big fans of the films. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
i don't think marty will be that difficult to make. there's a certain number that determines the height of a character, so maybe copying and adjusting the ronald model might work? although i think it might result in a really wide and squashed face. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
That number can be found in PROGRAM\Models\initModels.c. Even you can try to experiment with that! Let us know how it goes! <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Thank you for your thorough replies. I think you spend a lot of time in these forums and on the mod, aye? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Now, it´s obvious that I did not play Build 13 Full for very long, so please forgive me if I ask of something that´s not already in build 13 or 14. And I realize I had no right to critize the Disney stuff and the supernatural stuff, when i tried to speak for most players. Looking at the upcoming PotBS, the devs had to put in a lot of supernatural content on request from a lot of fans. Sorry, rest my case, peace! <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

But:

1)As for the seabattle, maybe it could be put in a quest or something? It doesnt matter that much to me, if I can only have control of four ships, but what if a bunch of both enemy and allied ships could be "released" or "put into the sea", when the player triggers an event, in example if the player tries to take a harbour or a certain area? Just an idea..

2)Oh, and is it really possible to change the relations between the nations over time? I only completed the game once, but I dont remember the nations changed their somewhat static relations to eachother at any time. It would be great, if the relations changed via the players influence or just via a timeline - maybe a future option for the player to turn on/off? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> That would rock!!!

3)About gamebalance. Both Sea Dogs and PotC were really hard games to complete in the higher levels, and it was not always obvious for the player what to do next in the quests (personally, I had to read walkthrougs to complete PotC).
With your Build 14a7 mod, I think the player has more tools to fullfill these quests faster, and additional have more options and more quests. But am I the only one thinking how random the sidequests are for a newcomer to discover?

As for the other stuff, I hope you guys will have success in whatever you may decide to do.

GL HF <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--quoteo(post=214169:date=Sep 12 2007, 12:18 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 12 2007, 12:18 PM) [snapback]214169[/snapback]</div><div class='quotemain'><!--quotec-->That number can be found in PROGRAM\Models\initModels.c. Even you can try to experiment with that! Let us know how it goes! <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

nope, memory bank's still busted, so no PotC for me for now. i would do it otherwise. i would probably turn QC into midgetville and make myself 5 meters tall. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> hmm.....a shopkeeper behind the counter who can't look over the edge...that sounds funny. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo(post=214182:date=Sep 13 2007, 12:14 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 13 2007, 12:14 PM) [snapback]214182[/snapback]</div><div class='quotemain'><!--quotec-->1)As for the seabattle, maybe it could be put in a quest or something? It doesnt matter that much to me, if I can only have control of four ships, but what if a bunch of both enemy and allied ships could be "released" or "put into the sea", when the player triggers an event, in example if the player tries to take a harbour or a certain area? Just an idea..<!--QuoteEnd--></div><!--QuoteEEnd-->You can encounter pretty big fleets when sailing around on the worldmap. You can then decide to join a fight between some of your enemies and your friends, which would be similar to what you request. I think you can get sea battles with up to twenty ships or so that way.

<!--quoteo(post=214182:date=Sep 13 2007, 12:14 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 13 2007, 12:14 PM) [snapback]214182[/snapback]</div><div class='quotemain'><!--quotec-->2)Oh, and is it really possible to change the relations between the nations over time? I only completed the game once, but I dont remember the nations changed their somewhat static relations to eachother at any time. It would be great, if the relations changed via the players influence or just via a timeline - maybe a future option for the player to turn on/off? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> That would rock!!!<!--QuoteEnd--></div><!--QuoteEEnd-->This mod is only in Build 14 Alpha 7, which is a bit unstablish, so you don't have this yet. This mod will just change nation relations randomly over time. Something to add would be to script some of the nation relations and give the player some ways to influence these relations. I think Pirate_KK is working on something like that, though I don't know exactly what he is and isn't planning. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=214182:date=Sep 13 2007, 12:14 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Sep 13 2007, 12:14 PM) [snapback]214182[/snapback]</div><div class='quotemain'><!--quotec-->With your Build 14a7 mod, I think the player has more tools to fullfill these quests faster, and additional have more options and more quests. But am I the only one thinking how random the sidequests are for a newcomer to discover?<!--QuoteEnd--></div><!--QuoteEEnd-->Perhaps we could add some rumours to the citizen dialogs like "Did you know a notorious Portuguese pirate has recently been spotted in the Grand Cayman tavern?" Then the player can go there to meet Bartolomeu o Portugues and start the side quest. We can also make an updated list of all available side quests and where they start. But I prefer to let the player find the quests him/herself by exploring and talking to people.
 
there where only two quests that i didn't find without help. considering how many quests there are, that seems like they're easy enough to find to me.
 
Did you find all Bartolomeu's new quests in the Build 14 Alpha versions?
 
didn't have the chance. i found his first one though, and the one on turk island. when you didn't try to kill me, that is. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> apart from that, i didn't find them YET. but i usually stumble across them after a while.
 
Of course it depends on which game version you use. Build 13 didn't have any of Bartolomeu's quests, but he made five quests now, four of which are in Alpha 7.
 
Does everyone agree with calling Build 14 "Pirates of the Caribbean: New Horizons"? I am going to make a new mod profile on the ModDB as soon as we have agreed on this. For the new mod profile, we will need a "New Horizons" banner as well as promotional screenshots and perhaps some other promotional content to post on the profile.

Be sure to check out the updated <a href="http://mods.moddb.com/9269" target="_blank">POTC Build Mod</a> on the ModDB. Some downloads are still pending authorization, including Build 13 Final, are still pending authorization though.
 
Have just finished reading this thread through once again. I just realized, how a lot of the things Pieter mentioned in his opening post, has been nearly achieved <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Reading it again, a lot of the things I have mentioned are even BETTER now. Things like the Periods more, for example. Only that's not really finished yet. And why did I make so many spelling mistakes in that post? GRRR! <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
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