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Standard Storyline De-filmization

Yeh ok.I still quite like the idea of a story/sidequest where everyone puts a bit into it... that way it has many sides to it and the ideas wouldnt be hard to find?
 
<!--quoteo(post=328327:date=Jun 13 2009, 01:11 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 13 2009, 01:11 PM) <a href="index.php?act=findpost&pid=328327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->1 - Fix or work around that Bridgetown fort capture problem (Pirate_KK probably needs to look at this for the actual fix)<!--QuoteEnd--></div><!--QuoteEEnd-->As a workaround, I came up with this in the console:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    // Work-around for Bridgetown capture block in standard storyline:
    Locations[FindLocation("Fake_Greenford_port")].vcskip = true; // NK
    Locations[FindLocation("Fake_Greenford_town")].vcskip = true; // NK
    DoQuestReloadToLocation("Fake_Greenford_port", "reload", "reload1" ,"Story_FightingInGreenfordPort");<!--c2--></div><!--ec2-->
Theoretically this should work and it did when I tested, but I've had no word from other people on this. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Yeh you could always change the capture to dialogue...just say something like how it was captured by dannielle..(i cant remember exactly, last time i played that quest was in the stock game <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )
 
<!--quoteo(post=328330:date=Jun 13 2009, 01:15 PM:name=thevegimobil)--><div class='quotetop'>QUOTE (thevegimobil @ Jun 13 2009, 01:15 PM) <a href="index.php?act=findpost&pid=328330"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeh ok.I still quite like the idea of a story/sidequest where everyone puts a bit into it... that way it has many sides to it and the ideas wouldnt be hard to find?<!--QuoteEnd--></div><!--QuoteEEnd-->As far as I'm concerned, ideas are never far away. I've got too much of those as it is. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
And each forum member here has ideas of his own too. So we've got PLENTY of that. More than we'll ever be able to put to good use!

Side-quests can, of course, always be added and certainly add a great deal of fun to the game.
But usually the person wanting to actually WRITE the side quest also has a pretty good idea of the story he wants to add.

Anyway, for now I'd suggest we try to limit ourselves to that what we really need to get done.
But we are always happy with any work done, even if it's not one of those things we NEED to get done.
Since pretty much all additions improve the game anyway. whee
 
<!--quoteo(post=328333:date=Jun 13 2009, 01:18 PM:name=thevegimobil)--><div class='quotetop'>QUOTE (thevegimobil @ Jun 13 2009, 01:18 PM) <a href="index.php?act=findpost&pid=328333"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Yeh you could always change the capture to dialogue...just say something like how it was captured by dannielle..(i cant remember exactly, last time i played that quest was in the stock game <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed. Just modify Danielle's dialog, then auto-reload to the fight in town. Maybe Danielle found a secret entrance or something to skip the fort.
It'd prevent people to get stuck and we can always re-add the fort battle when it DOES work.
 
For the standard storyline or for Build 14 in general? We do have the <a href="http://forum.piratesahoy.net//index.php?showtopic=12701" target="_blank">Build 14 To-Do List</a> thread, but that is not 100% up-to-date and complete. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=328327:date=Jun 13 2009, 09:11 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 13 2009, 09:11 PM) <a href="index.php?act=findpost&pid=328327"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think the priorities would be this:
1 - Fix or work around that Bridgetown fort capture problem (Pirate_KK probably needs to look at this for the actual fix)
2 - Replace the film elements with non-film elements in such a way that makes sense
3 - Make interesting additions to the story<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with Pieter's list. I also think we shouldn't add to much to the story however so we keep a semi standard storyline for players who just want added models and ships rather than new story. I do however want #2 done really bad (lets keep the movie stuff in the movie storyline mainly <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />)

That is just my 5 cents though <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Would anybody be interested in doing any work on this? Wouldn't need to be extensive for now, just do #1 and #2 from my list. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
What if... standard storyline Davy Jones replacement is Willem van der Decken, captain of the Flieghenden Hollander.
And we keep Hendrick Vanderdecken, which is a DIFFERENT person, as seller of cursed ships. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
I reckon the idea is a good one <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
BUMP!

Can somebody please attempt to start with the De-filmization :?

Even if it is just removing the film characters and replacing them for the time being would be nice ;)
 
Indeed. And it's not too difficult to achieve. But we can't do everything. :facepalm
 
I know I have done some work on Standard but that was just so I could use it in Jack Sparrow xD:

I want to concentrate on Jack Sparrow now as much as possible
 
Well people are still posting about the Black Pearl at the end of the storyline so I think not :no
 
Thinking back to this defilmization idea, I must say I'm not that much convinced anymore.

stock PotC had very few plot axis :
- french invasion
- magic item in a temple
~ Danielle
- bothering immortal cursed ship

All but the first one conclude at the same time, at the end : you spoil the magic item, Danielle is yours again, and the only guys you couldn't kill are defeated. But still these are different plot axis. Judging at the beginning of the topic, it seems there is a confusion between #2 and #4 (idea of an Indian ship). If you put an indian ship that is just concerned about you stealing the magic item, #4 is now 100% part of #2, which wasn't the case before. Indeed it is said that the cursed pirates were looking for the magic item as well, but well, what do they do for it? They never try to search for anything that could allow them to enter the labyrinth, or actually get the item. They arrive late, after the big party in which you defeat all other bosses of the game (Silehard and his friends from quebradas costillas : Jucksen, etc.), and mostly after you've taken this item yourself. Were they just lazy, and waiting for someone to fetch the item for them, or did they attack you because you had become a threat? This is unsure.


I personally have the feeling that #4 wasn't developed enough in the original game, and especially the cursed gold coins (it even ends up locked in a small chest, so you never get to actually see them...). Like the Ralph Fawn character we've been talking before. If we were to work on the original storyline, and we'll have to at one point or another (enabling Danielle line back would be mandatory in this case), I would develop the 'cursed coin' part much more.
But if we remove all movie-tights in, we need to remove the cursed coins as well, as it is fully associated with the Pearl story from the first movie. That'd be a shame in my opinion.


So here is my position now : I'm for a partial defilmization. Let us not remove all movie reference, in order to keep the curse of the Aztec gold coins. I see two possibilities :

- Consider this is a different storyline/world, that it doesn't have to make sense with the movies or the Jack Sparrow storyline or anything, so the Pearl could be cursed even if our storyline takes place earlier that the movies or the Jack Sparrow storyline. So we keep stock elements like the Pearl, but remove any other movie references that were added later.

- Keep some coherence between different storylines. Consider that some other pirates found the aztec coins before Jack story and got cursed as well. In this case the cursed ship is still a cursed ship, but it's just not the Pearl itself anymore. We could even add in the Jack Sparrow storyline reference of these pirates, when Jack heard about the treasure. (I haven't played that part yet so I don't know how Short Jack Gold introduce this)
We could even expend this further. There have been some discussion recently about the mod Maximus had made to be changed into a skeleton when you have a cursed coin. As the Aztec gold coin is now our loading-in-progress image thanks to Petros, maybe we could enable quests dealing with those in different time periods/storylines. For example, in the earlier time period, we could have cursed Conquistadors. :cheeky
 
All very valid points ASVS :yes
- Keep some coherence between different storylines. Consider that some other pirates found the aztec coins before Jack story and got cursed as well. In this case the cursed ship is still a cursed ship, but it's just not the Pearl itself anymore. We could even add in the Jack Sparrow storyline reference of these pirates, when Jack heard about the treasure. (I haven't played that part yet so I don't know how Short Jack Gold introduce this)
We could even expend this further. There have been some discussion recently about the mod Maximus had made to be changed into a skeleton when you have a cursed coin. As the Aztec gold coin is now our loading-in-progress image thanks to Petros, maybe we could enable quests dealing with those in different time periods/storylines. For example, in the earlier time period, we could have cursed Conquistadors. :cheeky
This is what I think we should do as well. I think the "Black Pearl" should be changed with a Conquistadors ship that helped Cortez bury the treasure and went back and took it again.
Then the artifact (like in the final movie of the stock game) turns their ship mortal but NOT them and they get worried about the artifact so decide to return the treasure back to its resting place on Isla De Muerte and rip the map into 4 piece and sail it away in different directions.
This would bring the finding of the artifact back to a major part of the game and remove the Black Pearl but keep the cursed coins :cheeky

Also in the early periods (along with the kraken attack) have a small possibilty of encountering these Conquistadors and have rumours in taverns about a cursed ship that cant be sunk. And if you attack them you will die (like the Pearl outside of Martinque (Failse de Fleur) in the standard storyline)
 
Making the Standard storyline more of a prequel to the movies would indeed be interesting.

There isn't too much coin-involvement in the story though, is there?
Just that box quest item that we never see open.
In fact, there's a whole bunch of things in the story that never really made sense to me.
How did Owen McDorey get those cursed coins and why was he sending them away to someone else?
But more importantly, what's up with the dialog from that cursed sailor in Falaise de Fleur?
That makes NO sense WHATSOEVER for anyone who understood the film!
 
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