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Finishing Build 14 Final

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
It seems to me that we have just about reached a crossroads in PotC modpack development.
On the one hand, we have a fair amount of players who would like to actually have a stable release to enjoy for now.
But on the other side, our modders have so many new things that we want to try and implement.

For several reasons, these two wishes generally do not work well together. After all:

1. You can't improve anything without risking to break things every once in a while as well.
While this should not be a major issue if those things are then found and fixed, it can still be annoying for those people who just want to play.

2. Many new features being changed often means very regular Start New Game too.
Again, not great if you want to play.

Of course neither type of preference is "right" or "wrong", which is why I believe we should aim to cater to both audiences.
Right now I reckon we are closer to a fully functional Build 14 than we have ever been before.
So why not go the whole nine yards and actually finish it and release it as a final version?

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My proposal would be as follows:
1. Test and fix Build 14 Beta 3.4 this week to ensure it is as good as we can get it now.
2. After its release, address whatever issues are left and do further playtesting as well.
3. Once we are happy with the result, release this as Build 14.0 Full

In the meantime:
1. Go through all "Feature Requests" to see which ones we want for Build 14 and which ones we do not.
2. "Build 14 Feature Requests" remain on the Bug Tracker to be addressed as soon as possible.
3. Any other "Feature Requests" go onto the Build Beta & Brainstorming forum for development on Build 15.

This does not mean that new features cannot be developed right now,
but I do suggest keeping them separated from our current near-stable Build 14 game version.

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Another point is that several of the ideas being considered for future development on PotC could serve brilliantly to lay further foundations for Hearts of Oak.
After all, would it not be great to prototype all sorts of dynamic game world systems now on PotC while the opportunity presents itself?
Then we can port the logic behind them over to Hearts of Oak when the time comes and we would not let any of our efforts go to waste.

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That is what I just thought up over lunch and, as per usual, I would welcome anyone and everyone's voice on the matter.
After all, we're a community here and we work together as much as we can. And we all want the same thing in the end, do we not?
 
I totally agree on this.
We might need another version in between 3.4 and a final version depending on how developement goes. But I think if we go on like we have been for the last few weeks we should be able to have a completly tested and nearly perfect version before the summer holiday.
 
Sounds like a plan to me! I won't be able to do quite as much as the past few weeks, since I've really been over-taxking myself.
But that means that perhaps I can spend that time actually PLAYING. I'd like to do some proper quality control on most game content before the final release.
I am sooo curious about so many features that people have added!!!
 
At least depending on how much you still want to include.
I was thinking of including at least the dynamic economy and improved worldmap encounters again. but these can generate new problems indeed. But I do wanna work on them very soon actually XD
 
I was thinking of including at least the dynamic economy and improved worldmap encounters again. but these can generate new problems indeed. But I do wanna work on them very soon actually XD
Not impossible, but we must most assuredly tread with care there.
Don't want a repeat of Build 14 Beta 3.2. Though of course that was made much, much worse due to the time pressure of me having to go to sea.
We don't have that particular problem anymore, so if issues do crop up, we should be able to address them far, far quicker.
 
Also I promise I wont dissapair after I released such a thing this time :p.
I will also see (cant make a promise) if I can actually make it optional.
 
Also I promise I wont dissapair after I released such a thing this time :p.
We both sort-of disappeared at the same time there. That indeed didn't help.
Neither did real life by the time I got back, since that didn't leave me with much time and energy to spare either.
But 2015 will be different for sure. :cheeky

At least depending on how much you still want to include.
As a general guideline, I am thinking I would like to include anything that we either added in the past or is already half-done anyway.
Anything that is fully new should wait for Build 15.
 
Ok that sounds reasonable to me. I suspect to need about 1,5 month to do the rewriting of the shop system and world map stuff. But its all in my head already so it should go relativly easy. next to that I will be working on performance increasement then. After that is done I will look at the other stuff.
 
I think this is a good goal, we have been working on Build 14 for many years, I agree it is time we finished it as best we can.

There are a lot of things we currently have in the Build Mod that would go great in Hearts of Oak, and I think once we have that foundation complete, it will help make that game come together much more quickly. There will be some differences of course, but I do think many things will be able to easily be added.
 
There are a lot of things we currently have in the Build Mod that would go great in Hearts of Oak, and I think once we have that foundation complete, it will help make that game come together much more quickly. There will be some differences of course, but I do think many things will be able to easily be added.
Especially the dynamic game world concepts that Levis intends to try could be put to great use in HoO.
It'll be like putting the living world of Sid Meier's Pirates! into the game. That is always one thing I have found to be lacking a bit in PotC.
 
So Beta 3.4 has been released. Now what's next? From my side, I care most about the following currently discussed topics:

Priority 1:
http://www.piratesahoy.net/threads/additional-select-storyline-customization-options.24405/ - Awaiting button by @Levis before proceeding
http://www.piratesahoy.net/threads/distinguish-between-navy-and-privateer-gameplay.24511/ - Anyone can have a look into those promotion rewards
http://www.piratesahoy.net/threads/behaviour-for-recognizing-false-flags.24494/ - Need to think this through a bit further before taking any action
These three together make for a pretty big project that can have a pretty big impact on gameplay.
It can also get real complex real quick, so we need to think this through properly and work out a simple basis for us to build on.
Several other members could help with as well. Especially @Grey Roger's, @FlyingGhost's and @Pillat's help would be much appreciated here.

Priority 2:
http://www.piratesahoy.net/threads/adapt-escort-quests-to-be-more-profitable.24391/
Should not be so hard, since most of the systems are already in place or can be copy-pasted.

Priority 3:
http://www.piratesahoy.net/threads/making-better-use-of-special-locations.24429/
This can be done by many people alongside all other projects.

Priority 4:
http://www.piratesahoy.net/threads/friendly-contact-on-high-seas.24458/
I'll see what I can do to get this system fully operational. Then we'll be able to see how to best put it to use.

Priority 5:
http://www.piratesahoy.net/threads/reduce-amount-of-items-at-traders.24454/
http://www.piratesahoy.net/threads/making-use-of-more-unique-trader-types.24457/
I think this ties into stuff that @Levis has in mind, so I'll very happily leave that up to him.... :wp

Priority 6:
http://www.piratesahoy.net/threads/balancing-and-repurposing-reputation-gain.23862/
http://www.piratesahoy.net/threads/professional-merchant.24581/
http://www.piratesahoy.net/threads/playing-as-a-pirate.24583/
http://www.piratesahoy.net/threads/...or-lack-thereof-aka-ai-group-relations.20672/
These will all make your play style have much more impact on the game, allowing for a much greater variety.

Priority 7:
http://www.piratesahoy.net/threads/rebalancing-character-hp-and-fights.24582/
Would make the game more realistic, but influences a LOT of things and would therefore be a very hard nut to crack.
I'd like to see this happen, but not at the cost of any of the above things.
The current system is quite playable from what I gather, so this is neither broken nor an incomplete/missing feature.

Priority 8:
Colony Management, International Relations and Politics(?): Actually provide added gameplay when you control towns yourself.
Looong-term hope. First have to sort out the early and mid-game things listed above.
This is an end-game feature to give some added challenge and interest once you have become super-duper-successful already.

Now what would you guys like to bring to the table here?
 
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Okay some things from me:

- Increase performance
- Make sure all relevant toggles are in the menu (ingame)
- Dynamic economy and worldmap (the things in priority 4 tie into that).
 
Those would definitely be very welcome indeed!

Dynamic Economy would probably also entail some sort of "international events", right?
That could also tie into the various play styles and perhaps even my "Priority 8" point noted above.

(Uh, wha? Priority 8? Yes, I sneaked in a whole bunch more into my previous post when you weren't looking.... ;) )
 
All I care about is fixing the broken ship collision detection system and the graphic anomalies.
 
All I care about is fixing the broken ship collision detection system and the graphic anomalies.
I have no clue how or if we can do that.
Both are handled either in the game engine or caused by features that deliberately try to get around game engine limitations. :(

I would suspect that the collision detection that you mention is a ship-by-ship issue.
So some ships would have weird effects, but others would be OK. If that is the case, these ships may have been incorrectly exported from Maya.

As for the Graphic Anomalies, many people tried to figure it out. But while we managed to reduce the chance, it still happens.
I've seen it as well in the little play-testing I did leading up to Beta 3.4 and do agree that it is quite annoying and stupid.
 
What my personal feature request is: Definitly making the world more dynamic and logical.. e.g. what Levis' wanted to do to the worldmap encounters (ships that are actually sailing to a logical destination etc.), that thing about the port battles we talked about (that two nations fight for a port and you are in between OR even able to help one of the nations) .. that would improve the gameplay on so many levels for me, because then the game would never end :) The ultimate aim for every rpg game^^
 
I have no clue how or if we can do that.
Both are handled either in the game engine or caused by features that deliberately try to get around game engine limitations. :(

I would suspect that the collision detection that you mention is a ship-by-ship issue.
So some ships would have weird effects, but others would be OK. If that is the case, these ships may have been incorrectly exported from Maya.

As for the Graphic Anomalies, many people tried to figure it out. But while we managed to reduce the chance, it still happens.
I've seen it as well in the little play-testing I did leading up to Beta 3.4 and do agree that it is quite annoying and stupid.

I believe the collision detection is built into the engine. Larger ships have larger collision circles and collide a lot more than small ships do. I am currently sailing the FWzP and boardings are very difficult and not remotely realistic with ships spinning and sliding sideways. It was less of a problem when I was sailing the Fragata Latina frigate, but it still took a lot of damage.
I learned years ago to avoid those big Spanish galleons as they could take out every ship in a harbor with their huge collision circle.
 
I know the code makes reference to some sort of "bounding box". That is probably related. But I'm not sure what to do with that knowledge....
 
@Hylie Pistof Could you maybe make a bug report of it with all info you know and describing the problem as clear as possible?
 
With a bit of luck, the next release will be a pretty good step in the right direction for a final Build 14 release!
We've managed to tackle quite a few long-standing bugs so the game should be a fair bit more playable now than it used to be.

A request to players though: Please let us know the biggest annoyances you've still had with the game that we haven't worked on yet.
For example, have a look through the Bug Tracker and let us know which of the still-open issues there have been messing up your game for you:
http://www.piratesahoy.net/forums/build-mod-bug-tracker.161/
I'd like to know what we still need doing before we can consider the current modpack to be properly playable without serious known concerns.
 
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