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Devil's island

Just a note fer ye, Sir Chris, de BP will ne'er foller ye into de KR channel. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> Dat fact be de foundation fer Fred Bob's "Sink de BP wid Only a Lowly Xebec" strategy! Ye cower behind dat big rock at de mouth o' de KR Channel an' lob bombs at de BP as it be a passin' by! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
So is there a "lock" on the temple until you can get there with Clement? Because it was his interpretation of the clay tablets that gave you the presumed knowledge to enter KR cove at the correct time of year (open only two times a year) without crashing into the rocks (as Rheims's attempt failed)...

That should be altered in his dialog, too. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->So is there a "lock" on the temple until you can get there with Clement? Because it was his interpretation of the clay tablets that gave you the presumed knowledge to enter KR cove at the correct time of year (open only two times a year) without crashing into the rocks (as Rheims's attempt failed)...  <!--QuoteEnd--></div><!--QuoteEEnd-->

Lady Cat, Screwface discovered that in the coding for the original game there are two Devil's Islands, one with the rocks (and an actual invivsible barrier) and the second one that replaces the first when you are going to fight Silehard and the pirates. The Devil's Island Mod enables you to go to KR and into the temple, and as long as you don't go into the room with the statue, you can come back out again, at any point in the game, other than after you've beaten Silehard and the pirates when it works as it did in the original game.

Yeah the dialog could be changed, perhaps with only a "it is believed that there are only two times a year that the tides are favorable for making a landing there, but as it appears to be made up mostly of sheer cliffs, few mariners, if any, are willing to attempt it at any time."

I think that gives Khael Rhoa more of a secret base kind of feel, on a par with Captain Nemo's hideout, where only an exceptionally skilled sailor could navigate the passage. (I'm going to see if I can get Silehard to try it with a Man O' War, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) the biggest thing I've taken through the passage is a frigate.
 
...but by using 'sailto' you can even get the manowar in there <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Silehard! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> He won't follow you in there, either! I've tried that. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

That wasn't the point of the question, however...

What keeps some unsuspecting newbie from going into the temple and going into the room with the statue, "before it's time", so to speak. Is there something to prevent that or at least make it so you can't step on the little stone to open up the alcove? If not, there probably should be...

And it would be a simple thing to change the dialog, so that should be done, IMHO.

I love the idea of KR being a "secret base" like Nemo's - it is a very cool idea and one that has the potential of a lot of different type quests...
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->...but by using 'sailto' you can even get the manowar in there  <!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, but you still have to get back out through the passage! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

I was thinking that there might be away around this, but I haven't tried it; If you have more than one ship, order the second ship to "heave to drift" and then do a "sail to" into the KR Harbor. Then when you want to leave, do a "Sail to" to the boat you left outside the harbor and you don't have to navigate the passage.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
The passage is not that difficult, I have done it with the "G" button pressed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" /> (but only with a frigate <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> )
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->That wasn't the point of the question, however...  

What keeps some unsuspecting newbie from going into the temple and going into the room with the statue, "before it's time", so to speak. Is there something to prevent that or at least make it so you can't step on the little stone to open up the alcove? If not, there probably should be...  <!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, that was what I mentioned in a previuos post, not sure what could be done to keep that from happening. Only one thought occurs, we could put it into the Read Me in a way that doesn't ruin the main quest, and just hopr that people read it, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> or we could set it up so the island is available only after the main quest is completed. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Um, this is a stupid question since I could find the answer by just playing the mod (playing POTC, imagine that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> ) but is the new stuff before or after the temple? If it's before, just lock the temple reload locator until the appropriate time...but leave everything _else_ unlocked.

Sir Chris: <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Correct me if I'm wrong, but I believe "SailTo" will take ALL your ships, even if you order the others to "Heave to and Drift"... ?

And that's what I was getting at, Nathan! The temple should be "locked" until the main quest brings you there. Otherwise, people would explore it and it would not be a "new experience" when doing the main quest.
 
That sounds good, the new stuff was wedged between the KR Beach and the Temple area, so it is before. Maybe we could just lock the door to the temple itself so people couldn't get into the maze, I figured out how to unlock the way out, there's got to be a way to lock the door going in. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

You gotta play the game with the new mod, Nathan, Screwface did incredible work on putting that area together, and the screens he set up for the island and Secret hideout are works of art! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

It's no good you making these great toys for us to play with, without you getting to play with them too! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
i've just tried the latest update of the mod, and i've found that the only way i can get to khael roa is if i turn off the coastraiders mod (set *all* the buildsettings.h values to 0). otherwise i get a ctd on entering khael roa <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> )
 
oh and another thought - when you go to the map screen on leaving khael roa, you're stuck in the bay inside the island. would it be worth adding code that puts you outside the bay? (this goes for all islands, i suppose, not just khael roa).
 
Re: KR and CRs (heh, don't I love acronyms?).
Fixed by temp override to return SetCoastTraffic if ID is KR.
Better fix would be to add the appropriate KR CR characters, as I think this is the problem (plus it doesn't have a smuggling_nation IIRC, and does it even _have_ ship locators?)
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Correct me if I'm wrong, but I believe "SailTo" will take ALL your ships, even if you order the others to "Heave to and Drift"... ?  <!--QuoteEnd--></div><!--QuoteEEnd-->

You're wrong, <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

But it doesn't do what I want it to do... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

If I have a fleet of ships outside of KR and then I tell them to "heave to drift" and then sail to the KR Mooring in the bay, my ships stay put and I can do a "sail to" back to them, however, if I make a landing on the island, then when I go back to my ship, all of the ships are in the bay with me, so I can't use it for an easy exit back to sea. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mad.gif" style="vertical-align:middle" emoid=":c" border="0" alt="mad.gif" />

I was able to navigate a Man O' War thru the KR channel however, but I did manage to do 1% damage to my hull. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
In the last update of Devil's island mod, i've added this section of code in KR_Reinit :

Islands[7].model = "KhaelRoa1"; //seems to set an accessible model for KR by CCC
Islands[7].filespath.models = "islandsKhaelRoa1";
Islands[7].refl_model = "KhaelRoa1_refl";

It was suggested by ccc and it replaces the model of the island by the one with the open passage (don't forget to reinit again) and you'll be able to sail out of the bay. I don't know if you can do it with a Man O' war because i prefer the smaller ships faster and more navigable but if you can't sail out with a big ship, try that :
Go most near possible of the blocking rock and then load the world map. You normally will appear out of the bay on the worldmap. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
<!--`QuoteBegin-SirChristopherMings`+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->You're wrong,  :blah: [/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> I asked for it, didn't I? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

If you tell all your ships to heave to and drift and then MANUALLY sail away from them, yes, they'll stay where they are. But if you "Sail To" anywhere after you've told them to stay put, I think they WILL come along with you, regardless of the order.
 
Lady Cat,
When I tells them to heave to and drift, by carbonate of soda, they stays heave to and drift! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />

Now, I'm not one to be `a-tellin` you to put your rum where your mouth is, Lady Cat, but I gotta barrel of vintage Ol' Snakebite here that says ye can do it, ya long ear'ed galoot!, and I'll take on anyone who says contrary! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

pic.php
 
<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->i've just tried the latest update of the mod, and i've found that the only way i can get to khael roa is if i turn off the coastraiders mod (set *all* the buildsettings.h values to 0). otherwise i get a ctd on entering khael roa <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" /> )[/quote]

Kieron, with the current build 12 on CVS server, i've the same CTD with all the islands except Khael Roa (because there are no coastraiders who are generated on KR) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> . I can't enter any island and if i turn off the coastraiders mod in the buildsttings.h, when i talk to an encounters to generate some new coastraiders, i have a CTD when i return to the port location. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--`QuoteBegin-SirChristopherMings`+--><div class='quotetop'>QUOTE(SirChristopherMings)</div><div class='quotemain'><!--QuoteEBegin-->ya long ear'ed galoot![/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> Watchit, I resemble that remark! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

Hokay, Sir Chris... Maybe I got it mixed up with the one that tells them to Sail Away - because when I tells 'em to sail away and then I perform a SailTo, they come right along with me.

I ain't anywhere near a game to test it, so I'll take your word for it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
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