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Pirates of the Caribbean: Patriots and Emperors

The passage of time is just a rift in the story line. For example, each accomplished mission could jump the time forward a few years to the time when the next mission or battle is supposed to occur. If you do it that way, seven years would pass much more quickly. (Is it possible?)
I would like to see the battle of New Orleans fought in the game too; probably as a miision. Is a battle on land a bit too off base (part land, part sea anyway)? <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
"We fired our guns but the British kept a comin'. There wasn't as many as there was a while ago. We fired once more and . . ."
Sorry, I had a folk song fit for a second there. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<!--quoteo(post=146373:date=Apr 23 2006, 01:40 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Apr 23 2006, 01:40 PM) [snapback]146373[/snapback]</div><div class='quotemain'><!--quotec-->
PB, this isn't a whole new mod, nor will this be part of the build. This is a time period expansion that can be added to the game. Its merely a large .zip file that will overwrite all the files that put the game in 1690 and change it to 1812.
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That's what I thought. I will add the code to the Build, but leave out the RESOURCE files. Then with a toggle, you can enable or disable it. That is much easier to keep up-to-date, because you won't have to worry about keeping your codebase up-to-date with the latest modpack update. Otherwise you'd go NUTS! <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=146376:date=Apr 23 2006, 02:30 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Apr 23 2006, 02:30 PM) [snapback]146376[/snapback]</div><div class='quotemain'><!--quotec-->
Aye. Mabye a string could be added that lets you choose what combo of flags you want. Something like:
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Adding the code to BuildSettings.h is very possible. However, the code for which flag is used is hardcoded, whih means we cannot change it at all. Which means that we can't add a toggle on the flag that is being used, because we can't change the code. Shame really; Would be sooo simple if only we could access the code. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=146459:date=Apr 24 2006, 09:15 AM:name=BIGdaddyLOU)--><div class='quotetop'>QUOTE(BIGdaddyLOU @ Apr 24 2006, 09:15 AM) [snapback]146459[/snapback]</div><div class='quotemain'><!--quotec-->
The passage of time is just a rift in the story line. For example, each accomplished mission could jump the time forward a few years to the time when the next mission or battle is supposed to occur. If you do it that way, seven years would pass much more quickly. (Is it possible?)
I would like to see the battle of New Orleans fought in the game too; probably as a miision. Is a battle on land a bit too off base (part land, part sea anyway)? <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
"We fired our guns but the British kept a comin'. There wasn't as many as there was a while ago. We fired once more and . . ."
Sorry, I had a folk song fit for a second there. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
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theres a british version on that one lol

"We fired our guns but the Rebels kept a comin'. There wasn't as many as there was a while ago. We fired once more and . . ." <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#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> mates.

I will eventually complete all the JMV and Deringer skins, time permitting. At the moment I'm experimenting with other mods for the Build, and real life is keeping me busy too, but don't worry, those military skins will be forthcoming.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Johannes, if you like messing around with locations, the Political section would fit you best. <--?
what do you mean with that ? Commodore John Paul Jones?

I think the mainquest has to be changed,also the skins
I think its a really nice option to make it so
that you can choose in who time you want to start
when you start a new game, just as the SLiB mod,
you can choose there persons, in the Patriots and Emperors:
the time you want to start, I think thats very important..

my 2 cents,

Johannes Scherjon
 
I mean, Johannes, that you like to mess around with islands. You yould be a good person to work on changing Portugal to the United States. Meaning: Re-arranging buildings, changing anything that resembles Portugal and making it American. A good example would be changing the sign on the tavern, or going into the character file and re-naming them, changing the soldier skins (once we have american soldier skins. A good base would be the Spanish naval skins fron JMV. Make waistcoats and breeches white and voila! A bit colonial, but good enough.) etc.

I like the idea that the game doesn't have to be continous. We could add a string that triggers a time change. So you finish sinking the <i>Oieseu</i> barque and then it goes from 1801 to 1803... or something like that.

If we do this... I have a proposition. It will be VERY HARD. Think... when 1805 rolls around...

TRAFALGAR.

Its probably impossible, and if we were to add enough ships, the AI would suck and the game would probably cry from so much going on all at once. :p
 
Then you don't need to jump ahead. Only when it's necessary. To be honest, I know a bit about about the history of the war but I'm kind sketchy on the timeline. I'm sure it wouldn't too be difficult to work out with a little creativity. (falsh backs, and flash forwards perhaps <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />) Plus, it doesn't have to be totally accurate as to the timeline. Get as close as you can and it would be fine. Seven years leaves a lot of time to work with.

Also, do you know how the ranking system would work? Clearly letters of marque (possibly changed to "treaty of alliance" or something like that) couldn't be held by the U.S. and the Brits. But they could be held by both the U.S. and the ("I fart in your general direction") French <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /> . Right now I have letters with everyone. What's good for a pirate would not necessarily be good for a legit British naval captain.
 
Just a quick note, didn't Trafalgar happen on the other side of the Atlantic? <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
Our theatre of operations is the Caribbean.

I think that in developing new missions, perhaps we should not be too tied by historical dogma.
The important thing is to try and evoke the feel of the era. We have probably all read enough history, Forester and O'Brian to be able to put our imaginations to good use and come up with some good missions.
One thing I would say is that if we try to stick to specific historical events, we would be in danger of destroying the non-linear nature of the game.

In scripting new missions we should be looking at the bulk of the sailing ones being search and destroy/capture, convoy escort or trade disruption and running spies.

We should avoid large fleet battles for two reasons

1. AI, graphics cards etc will find it difficult to cope
2. Your fleet is limited to 4 ships.

Also a question.

What happens to stuff that's alredy in the game like cursed pirates, skeleton monkeys etc. They're not very Napoleonic, but if we try to remove them we will surely create a whole host of bugs!!!

Just me 2 shillings worth. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
just make a system requirements for it:p
^^
I dont know how to change the singn on the tavern, I think its graphical
I can change the soldiers and all in that, person names,
no problem.
.onley just some info,
I have time enogh;)

my 2 cents
 
I know this game is in the Caribbean, but I would like to see the game expanded into other oceans. Like the Med, the Baltic, Atlantic, Pacific, Indian... everything. I sort of realized that tavern signs were graphics. My apologies. *laughs*
 
<!--quoteo(post=146631:date=Apr 25 2006, 10:14 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Apr 25 2006, 10:14 PM) [snapback]146631[/snapback]</div><div class='quotemain'><!--quotec-->
I know this game is in the Caribbean, but I would like to see the game expanded into other oceans. Like the Med, the Baltic, Atlantic, Pacific, Indian... everything. I sort of realized that tavern signs were graphics. My apologies. *laughs*
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Sorry I was only joking. Modelling the whole world though - that's a big project <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> !!!

I have some more thoughts:

Why not start the game at around the time of the American Revolution.
It should not necessarily end in 1815. Yes this was the year of Napoleon's downfall, but surely ending here would impose limits on the longevity of the gameplay. Time passes quite quickly when you're sailing about on the world map (especially if it's going to bigger than it is now) and you could quite quickly find yourself in 1815 not really having acheived much. Think how many game months missions like 'Strange thing on the archepeligo' take.

If there is to be a definitive end date, should missions be arranged in the form of a structured campaign with a clear 'winnable' end objective. ie: through achieving X, Y & Z, the British crush the young up-start nation and returns America to the imperialist yoke. Or America kicks all foreign interests from the West Indies, asserting themselves as a world player and bringing about the decline of the European empires...etc, etc,etc.

Just some thoughts
 
I like the idea of the game starting in 1776 at the start of the American Revolution. I also like the idea of a general campaign that follows history to 1820 (After the downfall of Napoleon). The objective at the end will change depending on your decisions. Will you side with the Patriots or the Loyalists when you hear that independence has been declared? Will you join the British against Napoleon or fend off the tyrrany of the British Empire as an American or Frenchman? (Though I think anyone being a Frenchie unlikely!) The objective at the end could be anything from crush the young American nation or dominate the world. I like that.

"What happens to stuff that's alredy in the game like cursed pirates, skeleton monkeys etc. They're not very Napoleonic, but if we try to remove them we will surely create a whole host of bugs!!!"

We can change the names, dialogs and skins to people, and make them a band of pirates, like the Barbary pirates in the Med. They could be part of the Barbary Wars... pirates escaped <i>Old Ironsides</i> and snuck into the Caribbean. Now you're to hunt them down. Something like that.

Once, I sucessfully changed all the ships, characters, dialogs, etc. in the black frigate quest to the <i>Surprise</i> hunting the <i>Achreon</i>! Pretty cool. Sort of like the movie M&C:TFSotW. Not to confuse it with one of the books.
 
"... the movie M&C:TFSotW. Not to confuse it with one of the books."

Very useful resources for mission ideas. We just got the first series of Hornblower back on cable here in the UK, so I'm watching that for some ideas on missions and ship skins etc. (Telewest - Teleport TV for any uk members interested).

Some more thoughts on overall objectives for campaigns:

Dutch: DWICo. Form base at Douwsen, capture all islands to acheive a monopoly on trade in the area, disrupt the trade of all other nations, destroy any vessel which might stand in your way.

French: Take advantage of the state of the region, prevent American expansion and try to succeed where your old adversary, Britain has failed.

Spanish: Ensure the flow of gold from the New World continues to fill the coffers. Prevent the other nations from establishing a foothold which could threaten your wealth.

Britain: Put to rights the humiliation suffered at the hands of the rebels. Firmly re-establish yourself as the major colonial power in the region and prevent your European rivals from threatening your trade routes.

America: remove all foreign interests from the West Indies, asserting themselves as a world player and bringing about the decline of the European empires.

Pirates: Gain X amount of wealth by any means possible.

Things to try and work on:

AI should be trying to acheive the campaign goals for non-player nations. (is it possible???)
All nations at war, no neutrals.
Each nation starts with one or two islands.
You cannot land at an enemy island unless you capture it, or by some stroke of luck fool them into thinking you're one of their countrymen.
 
<!--quoteo(post=146641:date=Apr 26 2006, 03:13 AM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Apr 26 2006, 03:13 AM) [snapback]146641[/snapback]</div><div class='quotemain'><!--quotec-->
I like the idea of the game starting in 1776 at the start of the American Revolution. I also like the idea of a general campaign that follows history to 1820 (After the downfall of Napoleon). The objective at the end will change depending on your decisions. Will you side with the Patriots or the Loyalists when you hear that independence has been declared? Will you join the British against Napoleon or fend off the tyrrany of the British Empire as an American or Frenchman? (Though I think anyone being a Frenchie unlikely!) The objective at the end could be anything from crush the young American nation or dominate the world. I like that.

"What happens to stuff that's alredy in the game like cursed pirates, skeleton monkeys etc. They're not very Napoleonic, but if we try to remove them we will surely create a whole host of bugs!!!"

We can change the names, dialogs and skins to people, and make them a band of pirates, like the Barbary pirates in the Med. They could be part of the Barbary Wars... pirates escaped <i>Old Ironsides</i> and snuck into the Caribbean. Now you're to hunt them down. Something like that.

Once, I sucessfully changed all the ships, characters, dialogs, etc. in the black frigate quest to the <i>Surprise</i> hunting the <i>Achreon</i>! Pretty cool. Sort of like the movie M&C:TFSotW. Not to confuse it with one of the books.
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i guess what we need now is for somone to make a USS Constitution model and then modify its to be the Acheron <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

And modelling the whole world would be an intreasting idea indeed, and if its done should be shared with the build mod, anyone played "Uncharted Waters"? there you could sail the whole world.

Of course we couldnt have every single port or have full country land area, but we could have only the most important ports, capital's and ports with historical significance
 
<!--quoteo(post=146733:date=Apr 26 2006, 10:01 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Apr 26 2006, 10:01 PM) [snapback]146733[/snapback]</div><div class='quotemain'><!--quotec-->
Aye, but the whole world will have to wait. Right now, let's complete the checklist above. Anyone started anything yet?
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British fleet nearly done!
 
<!--quoteo(post=146750:date=Apr 27 2006, 03:38 AM:name=devichat)--><div class='quotetop'>QUOTE(devichat @ Apr 27 2006, 03:38 AM) [snapback]146750[/snapback]</div><div class='quotemain'><!--quotec-->
Any update on gameplay volunteers?

Lots of great ideas, but we need the modders.
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im in, <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />,I can do all the locators init and locations ofc
 
Tell me what to do,I will try to do realise it <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Johannes Scherjon
I think it is smart that you have to cooce who time you wanna to start in when yar startin a new game..
 
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