• New Horizons on Maelstrom
    Maelstrom New Horizons


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Suggestions for next Build.

<!--quoteo(post=141393:date=Mar 8 2006, 02:27 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Mar 8 2006, 02:27 AM) [snapback]141393[/snapback]</div><div class='quotemain'><!--quotec-->
I very like the idea of "tuning"your ship, so you don`t have a ship that every one else has, so you can increase hitpoints ship to ad copper on it. or faster, or or what a dream!!
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Absolutely.

This is a feature in the SLiB Mod. There is a French shipyard (same as FdF) where, for a price, you can customise gun calibre, speed, manoeuvrability, cargo hold and crew capacity. The price is usually very high and you also have to provide the shipwright with certain materials for the upgrades.

An excellent feature, although I'm sure there is a fair amount of coding involved and, as the SLiB coding is hidden in their dll files, not easy to replicate for the Build. Maybe some of our regular modders like CCC, Maximus, KK, Screwface or Captain Hawk might have an idea. I know Alan Smithee plays the SLiB Mod a bit... any thoughts?

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

thx for the good words <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
But I do need to find some modders for it. If I start to tweak with the modding, im sure, I can learn a lot, and, about a month, I can do the whole thing, the only prob: If I do this, my book never get finished, I pass out studies, and the trainings. So I quit almost everything, If I start to learn it now. So, please, If someone like this Idea, contact me! Maybe I can help with the work, but need serious modders first, who already experienced with this system

Dan the Lunatic Wolf, Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)

"Dránnkk or sóber, i ki'n outsail any stinkin' englishman!!! (-hic...-)" <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Yes that´s what modding is all about, I left my studies too. <img src="style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
This is certainly a very nice idea and I reckon it should be possible. It won't be too easy though. And one major problem would be that all ships need to be added to ships_init.c, so I'm not sure how to add the customizing. It would be crazy to add every customized ship to ships_init.c, because then you would need to "pre-customize" them. So it should be possible to add a bonus for certain parameters to the code. But I don't really know how the ships init works, so I don't know if and how this would be possible. Certainly a good idea though; I hope we could get it to work some time. At the moment, I am buzy with enough other stuff already (compiling + bladedamage mod + school), so I can't work on it myself. Which might be a good thing, because I am no brilliant coder (yet?).

BTW: The idea about blades becoming wet and rusty is quite a nice idea. I haven't got the slightest idea how to code it though. I know Jack Rackham once tried figuring out how to code in an if(character has been swimming) line of code, but I don't know if he succeeded. The bladedamage mod is still a very early version; I am wanting to improve it a lot over the coming period of time.
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

I do like the idea <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
hmmm, yes... so.,.. maybe theres a chance, to put the stat changes made by the conversation to some variables, and, after the build, just add a ship with a basic-national ship design, AND modify its stats with the variables, so no modifying need to be done with the shipinit file... hm... Just wondering, im still not familiar with the system.

Dan the Lunatic Wolf, Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)

"Dránnkk or sóber, i ki'n outsail any stinkin' englishman!!! (-hic...-)" <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
No I´m sorry Pieter, I know about rain but not swimming. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> ANother idea!!!!
Maybe shuld silly for the first time, but think a bit:

Green, real sized big Parrot!!!! (or parrot in many colors)

Theres 2 simpliest ways in my head for this, but all of them produce a bit... stupid outcome.

1.: Modify some officer's models a bit, so, make some guys avaliable, with statue-like parrots GLUED to their shoulders...

Some better ways for this: add an on-shoulder resting parrot to the slowly moving, or standing animations to some models, and add some floating close to the head by wawing wings parrots to the running, and fighting animations.
and, after that, u can simply purchase this "outfit" from the tailor.


2.: second stupid way: I think, it could be done, by TOTALLY modify an officer model. To... a parrot. So: The parrot acts like an officer. ALWAYS floats in the air, in head level, by wawing his wings, and make some another fly animation, while stepping. (like, longer flows)
the simplest and sillyest idea to add, is: to make him a true officer... Put flying or resting animations to every avaliable slot for an officer, and you can simply add the model.... So, he speaks, and fight like any other officer.
(huh)
maybe, for start, to experience with, it could be some good point in it..
maybe theres a chance, that sometimes he 'park' in the ground, and rest a bit.
I think its could be done.

My true dream is: that you can BUY a parrot at the store, or from random peoples wandering around, and while u put him in your inventiory, hes present.
you can talk to him, but he only replyes random vulgarity in the dialog, and time-to time, while he is with you, he make a random squawk, froma sounf ifle, or talk some parrot voice pirate song, or random vulgarity again <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
And when U slowly walk, or stand, he go sit in your shoulder, but in battle, or while you run, he flyes a bit farther, and flows after you in the air. But this is a dream...

what do you think?

P.S. Im still looking for guys who want to help with the ship builder site mod.

Dan the Lunatic Wolf, Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)
"Dránnkk or sóber, I ken outsail any stinkin' englishmann!!! (-hic...-)" <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Uh, sorry. froma sounf ifle means from a sounf file....
Im a bit tired today

uhhh... Okay. ANother mistype... sounf file means sound file.
... I think i go to sleep....
 
The only way to do this, I think, is to add a parrot locator to all character models. Then it should be made so that you can "equip" a parrot like you would equip a saber or gun. Wouldn't be easy though. A parrot was once in the works; CatalinaThePirate was working on it. Unfortunately, she has been gone for some time. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
<!--quoteo(post=141581:date=Mar 9 2006, 09:49 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Mar 9 2006, 09:49 PM) [snapback]141581[/snapback]</div><div class='quotemain'><!--quotec-->
No I´m sorry Pieter, I know about rain but not swimming. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
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when you say swimming i have an idea

if somebody could create a mod that you can dive from your ship in to the water (stealthy) and then in silence board anothere ship BUT you only need to kill the guards the rest will be captured
this will give people with less money the oppertunity to get a bigger ship
 
good idea, dont know wether its possible or not, though.
if it is, it would have to be at night, and they would have to make a new location with the target ship floating along with yours, starting at yours and going to theirs, and they would have to make an entrance locator [that will probably start a few laughs since i dont know wether locator is even the right word in this case] at the hull of the target ship, which would open up on the enemy deck with a few enemies standing around who don't know your there, and you would sneak up on them and kill them one by one [the modders could do that if they know what makes plants in the jungle reduce the chance of enemies attacking]
i think that would be an excellent idea.
i hope its possible
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Aye! I just finished my first POTC mod!!!!!!!

Forum link to the detailed stuff (its the last post in that page, not the middle) : <a href="http://forum.piratesahoy.net/index.php?showtopic=6878&st=20" target="_blank">CLICK HERE <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /></a>

Its a new captain model, i made totally new head model, out of Corsair1, use a blaze body, and did new skin for it. Its have the 3 portraits, but lack of talking portrait model(plz help meeee !! how to do it <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ) it has hes own skin files to referred to, but, hes used instead of Blaze_NB outfit yet, to got present in the game, so i must find a civilized way to add him to the game, instead of killing others models....

Appreciate every info

Thanks for the support, lads!

P.S.: The Parrot is already infected my brain, so i won't loose this trail, to make him ingame somehow. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bird.gif" style="vertical-align:middle" emoid=":yoho" border="0" alt="bird.gif" />

Dan the Lunatic Wolf, Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)
"Dránnkk or sóber, I ken outsail any stinkin' englishmann!!! (-hic...-)" <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Question about models.
Is it possible to move hats around? Like put a tricorn on blaze's head?
If it is possible, then we need to somehow get that athwartships bicorn that that old man from Doweseen wears and put it on all the naval skins. (It would be of black leather trimmed with gold of course!)
 
You can remodel characters to add new hats, but it isn't easy and can't be automated.
 
<b>Landing parties:</b> Is there a way that your sub-captains can be included in landing parties? They are usually the best characters and realisticly they'd be your closest lieutenants amd the ones most likely to accompany you, along with a skull-bnasher bodyguard or two. Really, any character should be selectable for ground action.

<b>New building ideas:</b> 1) a warehouse that auto-collects from your other buildings on the same board for one stop banking, and 2) A street merchant stall to unload junk, especially previlant after those damned assaults.

And you should be able to assign men permanantly to your settlement and patrol from building to building. Give up say 4 men per soldier on the ground (they work in shifts and it should cost SOMETHING more then one guy, maybe a cash payout too since they wouldn't get ship pay any more.

<b>The Brotherhood:</b> With settlements you should have the option of setting up a wider orginization where you can let surrendered vessels work for you indirectly. They'd become a fleet on the map and would kick you back some cash every month, fly your personal flag and be conscidered a government, reacting to other nations according to your relations with them. You could name your group too which would be fun as hell. This could also give rise to non-naval officers, hired to run/defend your base.

<b>Active conquest:</b> Have it so you can be hired/assigned to capture a settlement for a government (or your own with the option above) for them and it changes hands that way. Perhaps once in a while they might change hands indapendant of you, possibly your own could be attacked (if you're there). A government might be eliminated this way completely. Pirates should probobly be immune as they are nessessary to keep around.

<b>Town house:</b> Have some of those usesless doors available as abodes at three swankiness levels that you can rent out and get healing, sleeping, and storage available in.

<b>Top side:</b> The boarding decks are rendered already so add a fourth on ship area using them and change current deck to "Hold". This could make the 1st mate and quartermaster job useful also, have the mate on the top deck where you could give weapons (in stead of locker in cabin) in the order they'll be distributed to crew. Maybe a "shore leave" option for next dock where times is advanced a week (supplies still used) but raises morale a level at no gold cost. The quartermaster, found in the hold, could auto-redistribute cargo, crew and officers between ships. Don't have a FM or QM? Tuff! Hire one you cheap bastard!

<b>Officer wanted:</b> Make slots nessessary for officers. No repairs without carpenter! Double crew loss after battle (never more then half of what's left) if no doctor because no one else knows how to use the saw and them irons so good. If you can't find one you can place a crewman in the slot with the minimum skill(s) for the job (1). Very nasty with a doctor ("Murphy, put down that rum and get your whittilin' knife, Diago has a musket ball in his ass!") This would nessessitate a medical skill that affects recovery. Maybe 5% of casualties recover per skill level after battle for a doc. Should be a skill unlocked buy a purchased ability (doctor). Maybe have a prerequisit skill called "first aid" that allows non-combat minor healing of character or fellows.

You should also be able to change an officer's job to fill openings and prevent doubeling up because you have 2 good navigators and no gunner. Maybe requiring they have at least a five in the required skill(s).
 
Those are some really good ideas, Jason Maffettone. Would be nice to implement some of that. I had some similar ideas about officers as well and want to get it implemented some time. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there, Jason.

Aye, some good ideas there, matey.

Awhile back I had a similar thought about specific officer slots (ala Sea Dogs 1), however it didn't seem to attract much positive attention (can't remember which thread it was on, maybe something in Build Alpha). I still think it's a worthy concept to consider a possibility to implement.

Pieter, I remember you mentioning some particular functions for the "Doctor" officer. Well maybe the first step in that direction is adding medicines as a trade good, something I'm experimenting with at the moment. Medicines were a functioning part of the SLiB Mod. I can only introduce it as a trade good... for the moment that is.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I like the officer ideas.
I have to say though I've never come across a doctor or a carpenter. Are they actually in the game at the moment? <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
And they can't really heal or repair anything; they're called doctor and carpenter but they don't have much specific functions yet.

Please note: They are only in the Post Build 12 mods, not in Build 12.1.
 
I think, regarding the officer slots, the best way to work it is instead of allowing access to all skills on the ship you use only those relevant to the officer holding that possission. For example your master gunner's accuracy and cannons skill asffects these "ship" skills but no one elses. You might allow an officer to hold more then one slot but at a penalty of -1 or -2 per additional job filled. A generic crewman could (at skill level 1) fill a job if no one else is available.

It would be nessessary to have officers available at a higher rate then they are now, perhaps you could request spisific officers at the dock master.

Also, the available officers seem to be WAY too high in level to me. Maybe capped by your captain's level?
 
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