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New Age of Pirates Q&A

K

Keith

Guest
OK guys after the E3 washup and the latest round of infor that has been passed out aswell as seeing the video. What questions do we all have for Akella?

Put them down and when i find time to scratch myself i'll add some to <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
What is with the lights on the yardarms??? They dont even look like lanterns, they look like electric lights. It looks dumb, and ruins the look of the game. What exactly are the lights supposed to be? Is there an option to deactivate them in the game?
 
Maybe it's a boring question,but i think i have to ask one more time: When will AOP be released exactly?And does Akella find the western publisher of AOP?If not yet,we have to wait wait and wait...just watching russian playing.
And the system requirements of the AOP?<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Not necessarily game-breakers, but I gotta know:

If the yards can swing with the wind, why can't the rudder swing with the helm? (For that matter, will the helm spin?)

Will a raking stern broadside have a chance to disable the steering on the target vessel? (I mean if your foolish enough to show your backside to your foe, there should be some consequences.)

If you bribe a governor to take a town (neat feature mentioned in IGN Q&A), can you replace him with one of your officers?
 
Are muskets included??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
Sorry to keep hammering the same question (especially if it's answered and I missed it), but:
Have they increased the speed of execution of the scripts? That's _the_ major problem modding POTC IMO (other than the trouble when things are hardcoded, of course).

Stank: FX aside, we can mod in that rudder damage from raking right now.

Can any ship animation be triggered by script?
Can land animations be triggered via script while player/npc is in fight mode?
(Let me check back to the last Q&A thread to see what other nuts-and-bolts stuff I was yammering about :] )
 
will you be able to takeover a captured enemy colony , <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> how about proper navigation like in silent hunter 111 <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
OK, I'm over my rudder fixation. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Still wondering about the ability to replace govenors though.

Another question I have is will the multiplayer mode be moddable to create co-op missions (i.e. AI controlled teams vs. player teams)?

Thanks!
 
Here's one--will the engine allow us to assign move and target commands independently?
That is, can you give a ship two orders at the same time: move to (x, z) but use ship Y as gun target.
As it stands, you can issue <b>either</b> move <b>or</b> attack orders, and 'attack' usually means 'close to ship while firing'
(Unless I very much misunderstand the way the POTC AI works).

Will you allow NPC_Event_GetAttackActive and the other attack-style events to be called during combat, not just once for each character on load to location?

Will map encounters be editable with script, or will they, like POTC, be read-only?

Will you be able to position _any_ kind of geometry on the worldmap via script? That is, even if the above question is answered 'like POTC', will we be able to create a new encounter system from script (like I've done, this question is <b>not</b> academic) and <b>have the ships show up?</b>

(Maybe they'll think better of adding a feature if they know it'll be used? I can hope...)
 
As i'am most interessted in MP:

How many ships can each player control (I still hope Seabro is not right <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> )

Can you start a Game with damaged ship?

How does the Point Sytem for MP will run (pls read Seabro's information)? or to ask less special: How do you start an MP-Game and which opinions will you have (Crew - number and rate, Shiptype and -colour, Flag, Shipname, Guns - number and size)?

Will it be possible to mod the MP-Mode and will it be as easy as in POTC (not just flag and colors)?

Will there be a simple possibility to mod ships, maps and Buildings or bring in new ones? (Map and ship editor).

Will there be a pre and ingame chat system?

I know some parts of these Question are already answered by seabro, but as i reread her text, i saw there are still questions. How shall the game run without maps. You will need land to capture a fort and it would be boring to capture the same one again and again. I would also like to know more about the point system and if you are able to choose a flag and a shipname.
 
OK guys im handing this in tonight, please if you have anything further to ask put it down today <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
EDIT: Oops. saw 7:52, thought you meant today. Oh well. :\<ul><li>Will modded code work in multiplayer?</li><li>Will we be able, via modded code, to add AI ships in multiplayer? You say forts can exist as AI, so there must be some AI multiplayer support...</li><li>How much of an SDK, if any, will you provide? (You said "probably" last time; any updates?)</li><li>Will we be able to write to properties, and not just read them? (Examples: ship impulse attributes--for heeling--, worldmap encounter positions; both can currently only be read). I assume all this needs a `one-line` fix to the code (to add the new value to the old, rather than overwrite) and a recompile of the DLLs...</li><li>Will more AI be done via scripts--and thus editable? You answered "not sure" last time--any update?</li><li>In loc mode, will you allow model loading at various _coordinates_, rather than locators? </li><li>And will you be able to add and animate geometry in sea mode, not just locations? </li><li>Will boarding take place while still in sea mode (like in the early dev shots for SD2) or will time stop while we reload and fight in a location (or series of locs)? </li><li>Will AI be able to board AI? </li><li>Can groups and ships be added in realtime without reloading sea mode? Example, sending a captive away in a lifeboat.</li><li>How moddable is the land combat system? Is it all handled by the engine, or can we add moves?</li><li>How are fleets tracked? Once you load to sea, are they destroyed (as in POTC & SD), or do they persist--if you don't sink all ships, the surviving ones are placed back in the fleet on unload sea?</li><li>Will you allow loading and saving of files via script? Not just loadsegment calls, but direct file reading and writing</li><li>How will you handle saves? Will the data prep and output for saves be done by script, or the engine? Will you allow saving enginestate when at sea as well as on land or map?</li></ul>
 
I've got another Q

how much of the game has been complete ?

How much goods are there to trade ?
 
ohh yes , and also this one

Is AOP the game that acctualy SDII should have been be4 it changed 2 POTC ?
 
Sorry England, its packed and shipped of now <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
I realise it's a bit laye now but in case future interrogation should occur, I have a few questions:

<b>Q1</b>: Will the gunports open and close as calls for the situation? <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" />

<b>Q2</b>: If we can take over islands and thus their economy, will we be able to build automated trade fleets that can be pirated?

<b>Q3</b>: Will we be resticted to one town per Island?

I'd like to see more than one per island ala Oxbay as this complicates matters for the budding conqueror...

<b>Q4</b>: Will we have to buy gunpowder and food now?

*crosses fingers*

<b>Q5</b>: Will ammo be bought and fired by its <i>weight</i> (more realistic) or by its <i>quantity</i>?

Well, thats all I can think of...

For now... <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" />
 
Catching myself up on the news of this game and it looks essentially like SD2... so what would sell it for me would be if it had some features of other massive RPGs, like, say, being able to change your outfit or even aging with time. Has this already been asked or answered?
 
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