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Hornblower Quest

Sounds very good to me. I'm just wondering how you can show the whole "mad Sawyer" angle though.
I imagine you'd need some deck dialog scenes of some sort.
It would be rather odd if suddenly Buckland is in command with Hornblower having anything to do with it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=337611:date=Jul 16 2009, 10:06 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 16 2009, 10:06 AM) <a href="index.php?act=findpost&pid=337611"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds very good to me. I'm just wondering how you can show the whole "mad Sawyer" angle though.
I imagine you'd need some deck dialog scenes of some sort.
It would be rather odd if suddenly Buckland is in command with Hornblower having anything to do with it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->A lot of quest deck scenes - and if I remember rightly, as first lieutenant, Buckland sort of gets voted in.
I will double check the film for that part.
 
There's the whole "Sawyer ends up falling down the stairs" thing, where it's never made clear if Hornblower did it or not.
This isn't made clear in the book nor the film. And it seems like a pretty cool scene to have in the quest too.
Especially if you can figure out a way to not make it clear either. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Retribution - the fort blowing up

fortblows.jpg


Just to let you know the story is progressing.
 
haha! Now that is nice! And are they going to jump? :p From the cliff?
It would be nice but there's no depth in that area. I compensated by having them go back down to the beach and having them fight some of the slave army to get back to the ship.

I also had a similar problem in Redmond (The Fire Ship) wanted the player and Foster to swim in the water, but the water is only ankle deep there!! xD:
 
Congratulations for this main quest SJG :bow

But, I was thinking, you could use sometimes the lai_fade function instead of the doquestreload function (especially in the Spanish jail)
 
Congratulations for this main quest SJG :bow

But, I was thinking, you could use sometimes the lai_fade function instead of the doquestreload function (especially in the Spanish jail)
A lot of it was due to your and Pieter's help with fire and explosions etc. Thank YOU :onya

Regarding the "fade" command - I am using this a fair bit - in the fort I am just trying to give the impression of time passing.
I will re-look at it though.

The story has changed a lot - now it has the Fire ships, the Mutiny, capturing and blowing up the Spanish Fort and the Court Martial.
 
That sounds wonderful; I can't see the screenshot at the moment, unfortunately,
but hopefully I will be able to in a couple of days when I'm back home. :onya
 
I can see the picture now; looks good, Short Jack Gold!
I like all the big explosions and fires being added to quests now! :woot
 
Can somebody add Short Jack Gold's walkthrough from the opening post to the http://wiki.piratesahoy.net/index.php/Hornblower_Quests page?
 
Can somebody add Short Jack Gold's walkthrough from the opening post to the http://wiki.piratesahoy.net/index.php/Hornblower_Quests page?
Hold on - it has changed - A LOT - I will try to put the new walk through up later today.

Towards the end I have put a twist - it uses artificial intelligence - "sort of" - in that it takes the path according to the decisions the player has made previously at various points in the game at various times, and the player should not be aware of it happening - but it determines the current ending the player faces.

It is after the film story line(s) so doesn't interfere with them.

P.S. - I LOVE what we can do with the fires and explosions!! :onya :onya :onya
Thanks to all for your help with that!
 
Wow... that DOES sound interesting! So the Hornblower quest is now also more open-ended than it was before, right?
I think the previous edition was pretty much linear, no?
 
Wow... that DOES sound interesting! So the Hornblower quest is now also more open-ended than it was before, right?
I think the previous edition was pretty much linear, no?
Yes it IS linear - but has to be, to maintain the "film(s) story" plot (with some artistic license) - The ending(s) will allow for a bit of a variation.
I have also added a few "traps" within the various film lines which end up with the player dying to add a bit of anticipation as to "what to do next" in a given situation. Not all of them are a result of dialog choice, but rather the path the player chooses to take to get to a certain place.
Hopefully this breaks up the linear aspect a little.
 
Indeed, that's a good idea :onya

A bit less linear for the last quests of the Assassin and Bartolomeu. There will have two different ends (If you decide or not to kill Elting/Bartolomeu)
 
I have updated the walkthrough - (first post).

The game is very linear in order to follow the various film stories.
I have truncated the Mutiny section as I though it got very boring with just a lot of dialog, but I think I have kept the main elements.

I do not want to disclose the pre-ending section as it will spoil the play for those who might take up this quest.
But it IS designed to make you think! and it has a nasty twist. The twist could have happened - and could have quite easily fitted into the film(s).

There is a need for some characters to be designed (Sharpe (red and green uniforms) - the Riflemen (red and green uniforms) - Kennedy (midshipman/lieutenant) - Bush - Dr. Clive and the various captains) but for now standard/existing characters have been used.
And apart from seeing the same model for different characters, it works O.K.

I am debugging and checking what I have at the moment and should be able to upload the whole quest later this week.
 
That sounds great; I'm hoping somebody will be willing to help you with the characters you need. :doff
 
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