• New Horizons on Maelstrom
    Maelstrom New Horizons


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Mod Ideas

Edie

Landlubber
Be neat if you could slowly cause your officer's reputation to sway towards your own. I'm not saying it should be easy, the further away from regular sailor they are, the harder it is to convert them.
 
I think for the more neutral reputation characters this should be a possibility, but for the evil ones I don't think your good character should necessarily make them see the light. Perhaps after they are aboard awhile the severely opposite reputation crew could cause a mutiny sequence where you have to fight them with the help of the officers on your side, the winner deciding who gets the ship and who gets to walk the plank ;o. That could be interesting.
 
There already is a mutiny situation where you do pretty much just that. Shoddy translation job rears its ugly head again, though, as the loading screen text is not translated. Not that ten seconds of cyrillic would kill you or anything, but it's just something that we're going to have to fix too eventually.
 
Mutinies seem to involve x crew (not officers) vs you, from what I've encountered. I don't remember seeing any officers loyal to me at that point, but I may have just had bad luck.
 
Well I've only ever had one so far, and I didn't exactly have time to survey the battlefield, as it were. I guess you could mod it to be more detailed and whatnot. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
i think that officers loyalty are alright, they(for what i see in my game) react to our actions and not to our reputation, this being said i only have one point i dont like, officers from quests that join us by admiring us, being friends to us, or any other reason, should remain loyal no matter what we do, because they joined us not by contract, they joined us with a bond already so is kinda stupid our "best friend" being unloyal to us, not that doesnt hapen in real life tho, but then they should leave us, not stick with us no mater they hate us...
 
I think it would be neat if the town(s) you captured and held onto had an interface in town to improve production in the town for so much materials and piasters. Build farms in a town where there was few etc. Illegal goods wouldn't be available for upgrade of course.

I've noticed officers that hate you tend to "accidentally" shoot me in combat. I don't know if there's an actual mechanism behind that or if it's just their piss poor shooting. I've had some of my loyal officers fighting along side me, whip out their gun and blast the enemy usually without fail, while the officer who's unloyal seems to shoot me even if my character isn't even in their current line of sight.
 
Officers completely loyal to you will also shoot you. It's actually a flaw in the design where the npcs fire at the nearest thing to them almost like an auto-target. I've noticed this with enemies as well. If you get a pile of skeletons in a tiny hall, the ones in the back will repeatedly shoot the ones directly in front of them rather than hit you. Normally this is fine since there are things in the way of the bullet, but the targeting for npcs seems to pick 'nearest warm body' when they aim, often shooting at you when you're almost BESIDE the character who is shooting.
 
I think it would be cool if ships would start to list as they got more damaged. Maybe at 1/4 dmg. 1/2 dmg. and almost sunk. Maybe have a "bilge pump" sailing perk that lessened effect. I realize it would probably be very hard to impliment in game. Just a thought. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Also I would love to see more done with the defense and doctors. Maybe keep the main crew number up as before, designating healthy crew, and a number in parenthesis that indicates casulties in sickbay. After a few days medicines get used at x2 rate and sailors are healed. Then they can walk around the deck with wooden legs and missing arms. <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
Use wine and ale as a rum substitute on the ships when no rum is available. With lessened effect of morale.
 
How about being able to load different batteries with different ammo types. Would be nice, and realistic, if you could disable sails with starboard battery and then sweep the deck with portside grapeshot. Also I would like to change the code to allow you to outfit your ship with different size guns. Have long 24 lb.ers for chasers and to keep the ship light fit 12 or 16 lb.ers for the broadsides for close fighting. Anyone know what files I would need to change or have an idea what can be done for this? Also, any ideas on changing cannon sizes in game? Would like to downsize all cannon to make a little more realistic. Historically, few small ships had bigger than 4lb. cannon mounted. Any bigger and timbers would shatter from recoil force. I would like to change the game to have 3, 4, 6 and 8 lb. guns. And also I guess I would have to change hull HPs on all ships and cannon damage on existing guns to compensate for the change. Any ideas on how to go about any of this? :) I have a little c experience but have no idea where to start.
 
I`ve read from a PotC-mod for different flags per ship, could we convert this for COAS?
For AoP, it was possible to get the smuggler Flag per cheat (to write such a code), so that I could peplace it with my own Flag, but cheatcodes seem to work different in COAS and don`t know how I could establish such a feature. I would also be glad, if there is an other way to carry my own Flag in the game.

I also have an other Mod-idea. Can it be possible, that we can use the same script like in encounters.init in ships.init to categorize the shipclass to its real nations?

Example:

void Enc_ExcludeNation(ref rEnc, int iNation)
{
string sNation = Nations[iNation].Name;
rEnc.Nation.Exclude.(sNation) = true;
}

>>>
Enc_ExcludeNation(rEnc, ENGLAND);
Enc_ExcludeNation(rEnc, FRANCE);
Enc_ExcludeNation(rEnc, SPAIN);
Enc_ExcludeNation(rEnc, HOLLAND);

>>>
"refship_ExcludeNation(...)"

Or what other lines would I have to add to the ship-attributes??
 
Does anyone know, if the codeline refship_ExcludeNation(...) could be valid?? :? I just want to know, if I can convert the ExludeNation script from Encounters.init to ships.init...

Which file is in fact respondsable for that random ship for random nation bullsh*t in COAS? :modding

Example: I don't want the Soleil Royal to be spawned for the English, Spanish or even for Smugglers :facepalm
 
No one? :? Is there any other way to get this done? I tested the way its done for PotC in AoP but that caused only a lot runtime errors.

So how can I write such a mod, it wont bother me to do it for every single ship, but I need to now what I shall do!! :b:
 
I think it must the file AIFantom.c (\Program\SEA_AI\...), which sets the random ships like in PotC, but the codelines for checking a new ship-attribute for the nation must be formulated differently.
In that file, it says check for a attribute trade or war. So there must be a way to add a following commandline for checking the nation-attribute, which I would add to ships.init, but I need to know how to formulate such a commandline in AIFantom. Can someone help me here? Its for the sake of all! :cheers
 
Sorry I have a question about a mod I do not stop thinking about.
I have a mod idea for the diving suit. What if you could use one example, after a ship has sunk. :keith
Applies only in the coastal areas and only when the ships broadside duel was sunk. You must be in the sinking body and then activate the suit. Then it dives to the wreck, fights and crabs can still the gold and salvage equipment. :ixi

Had the possible? :hmm

Sorry for my English. :wp
 
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