• New Horizons on Maelstrom
    Maelstrom New Horizons


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-=! Fresh Mod Idea's !=- [place your thought's in here]

Ideas:

1. Be able to see your officers walking through town, when there not assigned to your party. Then if you see them your could have the option of yelling at them to return to the ship, or to carry on.....

2. The ability to abandon ship: Perhaps if your ship sinks, you could escape in a little tartane, but then you still have to outrun your enemy.

3. See the officers you fired walking around town. Maybe they even try to kill you, or if you fired them nicely, you could rehire them. Perhaps even they could take up residence, you could find them in one of the houses.

4. Daggers should have a critical one hit. If you hit someone in the back, it should automaticlly kill them. ((granted there not wearing armor <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" /> ))
 
I am curious about something. Do you think it would be possible to declare variables in the saved game file for statistics? For example: ships sunk, cargo value delivered, bottles of rum consumed, etc. It might make the church dialog more precise.

"Well exactly <i>how</i> wicked have you been, my son?

Well let's see Father, I have sent some 65535 poor souls to their maker, and dropped 65535 fine ships to oblivion in the depths.

My, that is a lot. Any Frenchmen among them, then?"
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> @ KevO44!!! You are such a martinet and taskmaster, Lord Admiral, and you know when you fire someone the'll want to attack you - and you want to be able to stab someone in the back?!!? <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 set up my Fred Bob officer to give you a chance to `re-hire` him if you ever have the audacity to fire him... It works out pretty cool - if you fire him, he walks away and eventually fades out - to find him (if you don't discover him yourself), you need to go talk to Orable again... He'll tell you where the rumor says FB happens to be...

I don't know if I could do this with a randomly generated officer, but I could probably set up all the regular `quest-hired` officers to work that way... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<b>alan_smithee, </b>I like the idea of a "Robin Hood" kind of reputation - it would make sense - as Nathaniel seems very bent upon helping a lot of people - case in point, during the French invasion of Oxbay, if you are on FdF you can choose to help any number of people on that island - and your reputation can rise - yet the French ships will still attack you because you are English...

I have no clue how the rep is calculated (well I have *some* clue but not exactly), and it might be workable to create a split - military and citizen - probably the one to look at this is CouchCaptainCharles, who did up the Vice City mod, the Survival mod, and the Coastraiders mod.

Haven't seen him around here much tho - I think he's pretty busy with the PMT.
 
I'll keep poring over the code, to find all references to reputation, but I really get bogged down in it. I've gotten as far as making a new character appear somewhere (apparently there are a set number of predetermined standing/ sitting spots at each location... so I can't, for instance, as I really want to do, put a priest inside the confessional box in the church on IM), but am still working on making his dialog work. I go up to him and he says, "I can't load the file assigned to me." It's nice he's so `self-aware`, anyway...

<edit>
Oh also, I've been reading up about our new time period of the Silver Age of Buccaneering at <a href="http://www.pubcat.org.uk/" target="_blank">http://www.pubcat.org.uk/</a> (wonderful resource I discovered last night; shows how smart it was for Build11 to up the date from 1630 to 1690), and realized pirate vessels sometimes travelled in convoys and hired 'admirals'... meaning an 'escort' function for pirates, like the escort merchant quests, would make sense if you were of a high and evil enough rank and reputation. The stipulation could be you have to sink/capture a certain minimum of merchant ships to keep everyone happy, and the pirate leader on QC could advance your rank the way the governors do. Maybe you could even marry <i>his</i> skanky daughters.
 
@ <b>Catalina</b>:

Well if someone insults you. Perhaps after that monk steals my sword, I can pull out my dagger and `one-hit` stab him in the back. Then take back whats rightfully mine. Same way with guns, If you shoot someone, there not goin pull out there sword and come after you. They should die.....Perhaps the guns should be made more powerful ((except to those who wear armor))
 
Ah okay, Alan... Here's a couple of things to help you...

GM Viewer will help you see locators in locations. Locators are where you can make people stand or sit or whatever. AFAIK there are no locators in the confessional box - Seems to me a logical place to put one, hm? I was looking at that myself, for my Fred Bob quest...

Maya will need a plugin, yes - note that this plugin will ONLY work with Maya 4.5 (it was made by Akella and at the time Maya 4.5 was the newest available version), so if you are downloading a different version you may be out of luck with it...

You will find the above tools here:

<a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=ModdingTools&v=1ye" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...dingTools&v=1ye</a>

Check out the rest of the Wiki to see what info is there - lots of helpful tutorials for modding or PotC.

Use PotC ModHelper to find out what your errors are and where they are - this handy tool was included with Build 11 and can be found in the PotC/tools directory. ModHelper can ALSO start the game for you at ANY location in PotC - for instance, you can start the game at the IM port (at the basic level with no tutorial, but with weapons and a ship and however much money you may need) so you can test your scenarios with ease...

Again, NEW character models, unless you figure out how, cannot be added into the game. New ship models, yes. New character models, no.

<b>KevO,</b> I was just joking! <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 I get your meaning. And I agree. You should be able to get your items back from that stupid monk!!! It is like getting your money back from a pickpocket...
 
<u>new ideas</u>


-What about sailing from island to island without using the map?!
That would be more realistic. U could make it like in the maps. if u limit the 'watermap' there can be loaded another level with an island or something

-Bigger Flags at the ships. the INTECEPTOR got a very big flag at its tail.

-changing weather by playing

-no 'Lines of war' .
more ships which are sailing alone. 'caus then it's possible to capture a big ship with a small shooner or something.

-The abillity to send am admiral out for a raid. *without you* and when he finished the raid, he will meet u somewhere and divide the plunder with u

-maybe u could add some reefs to the islands. then u can get sunken by a reef

or adding estimates to different maps and then u can sell the treasure map from rough bodies in the tavern...

i could gon on with tis for miles, but i think that's enought for the beginning
<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" />

Greetings, stefan <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/pirate2.gif" style="vertical-align:middle" emoid=":p:" border="0" alt="pirate2.gif" />
 
More new ideas...

Weapons:

* Grenadoes (grenades). `Single-use` item, could be represented in inventory by glass bottles filled with grey powder ... but how to represent their use? By the same animation as a pistol shot, I guess, but without the pistol in hand - it would sort of look like you're throwing a small bomb.

* I'll be working on blunderbusses and musketoons myself... hopefully it's as simple as building onto the existing pistol model, like enlarging the barrel and adding more of a stock. I've also seen this nifty gun/axe deal I'd love to design...

Items:

* Why not more, larger treasure items ... aren't paintings, fancy clothes and sculptures worth as much as the tiny brooches and gems? They'd be "cargo" items, purchasable in stores and plunderable from ships. I just don't get enough bang for my buck (doubloons for my cargo space) with the regular wares.

Officers/crew aids:

* Galley cook and surgeon, whose presence on a ship would maybe raise morale, make rations go farthur and (for the surgeon) reduce crew casualties in battle. Wouldn't have to be officers who travel with you as characters... maybe just an item.

Locations:

* Apothecary. A place to buy meds and restore your health/recover from poison... No new features there, but there're all those guys running around in white "lab coats" that need a place to hang out.

* Ship graveyard. Similiar to the reef/encounterable shipwreck ideas... could be specific coastal locations, to encounter more treasure and maybe some monsters (are the pirate skeletons anywhere in Build11? They need a place to chill!).

Also, does anyone know if graveyard locations have a "goto" address, where things/people can be placed? I've always expected to find some neat junk or see a spook pop up there at night...
 
Here's a small idea that I think would go a long way:

In the new F2 interface screen, create an option to "paint" your ship. It would just load a different texture, but I think the end effect if its packaged right would be good.
 
Nice idea, jmv; we'd need a lot more custom skins in the game for that to be worth much, though (hint hint, everyone else). And it'd be most realistic for that to be an option at the shipyard, since the whole boat would need to be laid up for a while to be painted.

I think I like that repairs now cost you two weeks' time; never noticed whether it did before but it makes sense. So you'd need a similiar time delay for repainting.
 
<!--`QuoteBegin-skadog`+--><div class='quotetop'>QUOTE(skadog)</div><div class='quotemain'><!--QuoteEBegin-->How about a harbor master and docking fees at port? That could be kind of interesting as well. Maybe have the task of laying up through the harbor master instead of your officer and for a fee.[/quote]

i'm doing this. have patience padawan <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The reason some houses are locked, is because they don't have locations assigned to them. Now, we could go through and just assign all the same basic house models to all the houses, but that'd take time and IMO just pad up the locations array.[/quote]

couldn't it be done dynamically? we'd just need to have a property on each house to decide what type of house and what type of resident is there (this could be decided randomly on the first entrance to the house, or `pre-decided` on starting a new game). then there could be just one location for all of those houses - each time it is entered, its model and its reload back to town would have to be changed, and a resident appropriate to that island would have to be moved in, and moved back out when the player left. does that sound possible?


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Owning a house has been the dream of many people, and it's certainly doable, though it'd take a fair bit of coding. And adding functionality would be kinda tough.<!--QuoteEnd--></div><!--QuoteEEnd-->

we also have to ask, although this idea sounds cool, what good would it actually do the player?

but i <i>do</i> like the idea someone had a while ago, of having a room in the governor's residence if you have a rank with that nation - seems more befitting than staying the night in the tavern for a price!
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->GM Viewer will help you see locators in locations.  Locators are where you can make people stand or sit or whatever.  AFAIK there are no locators in the confessional box - Seems to me a logical place to put one, hm?  I was looking at that myself, for my Fred Bob quest...[/quote]

if anyone figures out how to do this, it would be great if they could put locators in residence2 (currently the place where you find the `double-barrelled` gun in the residence on isla muelle) - it has no locators for people at all. i had the idea of making it into a bank...
 
A bank? Har! anuther oportunity tew increase me wealth, loot'n banks <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.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" />
 
<b>Kieron, </b>AFAIK the only way to put locators into residence2 is to rebuild the entire room. That *is* a tantalizing room tho, I wanted to put Estrella from my Fred Bob quest in there... But the church worked out fine... The Bank idea is great! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

And EVERYONE here has some good thoughts - things that would be wonderful as mods... Very good, keep 'em coming!!! <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" />
 
sorry to dig up a thread from ages ago <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />

just to clarify, if you want to add or remove locators, you don't have to edit the location model itself. locators are stored in a separate 3d model stored in the same directory, whose filename ends in <b>_l.gm</b>. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
Does that mean you've placed new locators by editing this file ONLY?

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> Kewl. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Hows about having to buy musket balls and gun powder charge bottles for your seemingly endless supply during battle, and even gun powder for your ships cannons. As I remember from reading M&C there were two types of gunpowder a white mark on a barrel ment not so good powder, and then red marks on barrels ment powder in them was far superior powder. Therefore perhaps increasing the amount of range that the cannons work at or amount of damage or a combination of both. Also the type of firing mechanism for your cannons could alter the reload time slightly if the old slow match mechanism was installed as standard then you would have to buy slow matches and small barrels of fine grain powder for preping the flash pan on the cannon. Then as an upgrade to your cannons install flint lock firing mechanisms, where you have to buy flint for your cannons, but it lasts far longer than slow matches and reduces reload times as you've no need to fart around with slow matches and the ignition time was slightly faster with flint locks as it sparked rather than waiting that second or so for the flash pan to ignite.

My other idea mentioned in another thread is to have a gunsmith as well as a swordsmith, where you can upgrade your pistols from worn pistols to fine pistols etc. The same goes for a swordsmith (of which i Know the mod is being made or in prototype stage) but here is an additional idea for it. I was reading the info about rubies and it says would sit in your sword nicely and make your hand stronger. So is it possible to make the sword smith add jewels to your sword and perhaps create new metals in the items list by which you give them with some money to the swordsmith and he reworks your sword with this new metal giving it a new effect, like one type of metal would increase piercing properties, or how sharp it is therefore increasing the damage, or how strong the blade is therefore increasing the defence properties. Or by combining them in an alloy gives the blade a combination of new properties. Maybe also get the sword smith to sharpen the blades as well.

Is any of these possible!
 
In the Russian A&M `add-on`, currently being translated into English, powder for cannons is a necessary purchase.

The swordsmith (blacksmith) now works; I just used him to upgrade my Bosun's Choice to have 63 HP. It's madness. And he'll become a gunsmith soon as RobC returns from his hols and adds that feature.

I'd like to see addition of jewels and things to the swords, too.
 
While on vacation I'll try to lay my hand on changing you to a skeleton at night, and perhaps decreasing of sword quality too, as I also enabled you to increase it <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" />

Keep the ideas coming people! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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