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own town

ok, I think how you can get in game your own town,
and not walk trough buildings. And with stone walls, like a standard town in potc.
here is the idea:

when you have much money 10.000.000 or something, youll go to an tavern and speak to an architect,
he tels you a location on a island, and you have to transport him to that island ( just as SLiB)
when you are there, he will tell you that it is the good spot for building a town..and he will tell what he need(wood food etc and maby slaves, of the slaves mod come!)
than you have to transport the goods to the islands (still same as SLiB) than you have to wait 1 month (game time) and than it will be open with your town! (in fact there was already a town)

Ok that was the mainline,

about the technical things:
in fact there is a location on the island, bud thats is locked ( if you come here and you are willing to enter it you hear the knock knock on the door )
when you told with the architect and waited 1 month, it should be open,
than is it simple: just an orginal town (bud NOT identical then standard towns like redmond douwezen falaise de fleur etc.) when you have your town, there is in fact onley a tavern and a mansion, with an officer you assigned.
There in the mansion you can talk with somebody that you want to build docks/forts etc..
so that is all

onley, it is very difficuld, to code in.Has anyone a idea to code it in with unlocking a place when talking to somebody, and that orther stuff above.

I told to Capitan Caceres who is willing to make the buildings init.
I will make the script... (I made it too in a orther game so thats no problem)(it will come end of this week)
we need a skinner : Seb
scripter : Maximus
one who makes the textures: Seb
buildings : capitan caceres

Im sure much people, who play our BUILD mod, would dream this ( I did the same 1 year ago <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> )
it should be great!..
somebody interested?
or ideas? tell me.
I hope that people interested in this idea,

we could always try <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />


Johannes Scherjon.

edit : friday 24st
 
so it is possible to make a locked location, and you can unlock it by talking to someone??
the rest is easty, make dialogs and a town;)
and the code for upgrading stuff, and build,'
I will make the dialogs, I like that <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Johannes Scherjon
 
So after a little messages exchanges with Johannes Scherjon I'll take textures in charge, as i told him i've just to fears, the lack of time, wich won't be I think a too big problem and a lack of skill that'll i resolve by learning to create all new textures, I think there will be something for that in the modding wiki


<img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
im interested to what pieter will say. he always says somtin.

im just courious wouldnt this slow the game down considerably?
anyway awesome idea
 
If this can be made to work, there is no reason why it would slow down the game. However, I don't really know how to lock these locations and unlock them by dialog. Is there any quest example of this? I think there actually might be. Search for the Animist cave code.
 
i can give you another example, in the 'Hard Labours of an Assassin' quest, when you go to that house in greenford to kill someone[ of course] , the first one in front of you to the left from the gates from the port, its locked until your given the job of killing the owner.
 
Think there is one or two tavern upstairs situation when the doors are opened by quest dialog. Voysey & FdFleur something.
 
yeah, the voisey quest and the mission to sink the Oiseau.
and what about Raoul Rhiems' house on Douwesen? isn't that opened by dialog aswell?
 
in fact, I got the idea by the tavern, to go upstairs <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
so Im sure it will work,
Bud hear first to the coders <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
and about the location,in fact it mustnt be a same town like redmond..it must be orther than all towns in the game. I hope capitan caceres can make a new town, with the same houses, onley I dont know something about placing POTC buildings into a town...<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
I think unlocking a place ingame by dialog is quite simple.
if you buy it there must come a fort and a port on the 3D sailing..bud how?? (it must be there bevore you bought it...)
I think thats the biggest problem...
I hope there will come some coders who can make this and are interested <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Johannes Scherjon
 
I just looked at the potc wiki and i cound't find the method to <i>create</i> an all new texture, i know Retexturing but no texturing. The texture must be based on the model with the elements at the good place and at the good size...
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
does anybody know a solution?
Im sure there are some people, who know more about it:)
bud first wait for some coders, without them were nowhere;)
 
You can open and close the locator leading to your new town like the tutorialquest in both_reaction.c opens and closes doors in Oxbay.

This line closes a door:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            Locations[FindLocation("Oxbay_town")].reload.l1.disable = 1;<!--c2--></div><!--ec2-->
and this one opens it again:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            Locations[FindLocation("Oxbay_town")].reload.l1.disable = 0;<!--c2--></div><!--ec2-->
"reload.l1" refers to the exit that has been defined as "reload.l1" for the location "Oxbay_town" in locations\init\oxbay.c
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->
    // -------------------------------------------------
    ....
    Locations[n].id = "Oxbay_town";
    ....
    //Reload map
    Locations[n].reload.l1.name = "reload1";
    Locations[n].reload.l1.go = "Oxbay_port";
    Locations[n].reload.l1.emerge = "Reload1";
    Locations[n].reload.l1.autoreload = "0";
    Locations[n].reload.l1.label = "Port.";<!--c2--></div><!--ec2-->
If you have more questions post them here, and if i can I'll answer them. But sorry, I simply don't have the time to write the entire code for your mod. I have already put a lot of my own favourite projects on hold due to lack of time. During the next months I'll probably do only some bugfixing for Build13 <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

And i think your most difficult task is to make an entirely new town location. If you want to make one from scratch you'll have to make not only the models but also the locaors, patches, lighting files etc. Please don't underestimate the amount of work necessary for that. <img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
 
Yeah, I thought about it, I think we could better do just a town like falaise de fleur,
onley the fort... and something has to be 3 stages...
the tavern,store,shipyard,fort,residence..has to be 3 different buildings,
where could we make the best place for making a town, in who island?
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
where can you vindt those files to open and lock a door
and how can you open it by a dialog?

Best regards,

Johannes Scherjon<!--QuoteEnd--></div><!--QuoteEEnd-->

The "Dialogs" and "Location Cloning" tutorials in the PotC Wiki (see sticky thread in the"modding " subforum)
should tell you all you need to know about location exits and dialogs. At the end of "Location Cloning" you'll find
simple examples for dialogs that trigger gameplay events. Clone one of that and insert something like this:

case "First time":
NextDiag.TempNode = "leave";
....
dialog.text = "Pay me 1000 G and I'll open your new town.";

Link.l1 = "Allright, I'll pay.";
Link.l1.go = "open";

Link.l2 = "No, too expensive.";
Link.l2.go = "exit";
break;

If the player chooses the answer "allright" the dialog will switch to the case "open", which must look like this:

case "open":
Locations[FindLocation("Oxbay_port")].reload.l1.disable = 0;
AddMoneyToCharacter(pchar, -1000);
DialogExit();
break;

Of course you must replace ("Oxbay_port")].reload.l1 with the location and the locator where your new town is.

HTH <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I think you could better do a repainted redmond/isla muelle as the big town, and a reskinned greenford/conceica/douwesen as a middle town, and a repainted oxbay as a small town.
 
How about we start small? How are the forts with a courtyard done now? Instead of a whole town, start with a single keep. Place some people around it (a ship repair guy, a supply merchant, etc.), and make it your base. Building a city sounds like quite a project, but a single fort is a lot lighter, and would offer the same gameplay options. The forts seem to be destroyable objects, like ships. Shouldn't take too much to place one where you want it. They already have an interior design, seen when one is attacked - that interior could contain people like merchants and shipyard guys easily enough.

Ron
 
Just start this mod from the ground. First make a copy of an existing town somewhere, then lock it and add a character who can unlock it again by dialog. Once you've got that done, you can always continue by creating new locations and adding more characters. But first get the basics working.
BTW: I think adding a choice of what town size you want will be quite a lot more complicated. Just start with one unlockable location.
 
<!--quoteo(post=143508:date=Mar 27 2006, 01:02 PM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Mar 27 2006, 01:02 PM) [snapback]143508[/snapback]</div><div class='quotemain'><!--quotec-->
How about we start small? How are the forts with a courtyard done now? Instead of a whole town, start with a single keep. Place some people around it (a ship repair guy, a supply merchant, etc.), and make it your base. Building a city sounds like quite a project, but a single fort is a lot lighter, and would offer the same gameplay options. The forts seem to be destroyable objects, like ships. Shouldn't take too much to place one where you want it. They already have an interior design, seen when one is attacked - that interior could contain people like merchants and shipyard guys easily enough.

Ron
<!--QuoteEnd--></div><!--QuoteEEnd-->
Starting small is always a good idea <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ( Excuse me if I sound aloof or arrogant, but in the last years i have seen so many enthusiastic and ambitious modprojects fail because people underestimate the amount of labor required. Not that i want to spoil anyones enthusiasm, but I am always sorry if a lot of talent and work is being wasted by aiming too high.)
And making a small fort the base for your colony is also a good idea. You are also right that a fort in the SEAVIEW is basically a ship -stationary and made of stone. But the LANDlocation Fort, where you finally melee-fight the soldiers, is not connected to the Fort/ship. Technically there is no difference between a landside fort, a town, or a house or beach: all are independent landlocations (sceneries like theaterstages), and the player is teleported from one to the other. The only difference is the condition that allows the teleport: for a house if you step on the doorlocator, to a beach if your ship reaches the anchorage, or to a fort if you have destroyed all cannons.

So using a fort for your town isn't more easy or difficult than using a small townlocation.
 
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