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The Future of PotC Modding

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
<b><!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->WARNING:<!--colorc--></span><!--/colorc--></b> This is a VERY long post. Please DO read it though. I have some important points in there.

Hello all,

Now, on the dawn of Age of Pirates' release, it might be time for us to think about the future of our modding work for Pirates of the Caribbean. Will we all drop all our work and start playing AoP? Will we try and move our mods into AoP (provided that AoP is properly moddable)? Or will we keep trying to improve PotC as much as we can. Personally, I truly do not want to drop all our work and as long as there are still people modding and playing PotC, I want to be here as well, trying to do what I can to improve the game as well.

Over the years, we and other people have contributed to what is now known as "The Build mod". Build 12 is the most recent "official" release. However, since about 1,5 years after Build 12's release, we have worked on what is known as "The Post Build 12 mods". I have kept adding new stuff and trying to fix stuff, but we, so far, haven't made a stable Build 13. I think the time has come to finish a Build 13 as quickly as possible and continue our modding work in the Post Build 13 mods. I would suggest to take the old November release as a base and just add the most recent bugfixes to it. Then release it as Build 13 as quickly as possible. I suggest testing it for about a month before making the final release though. I will make this Build 13 version as soon as I possibly can and release it for testing.

As for the work on the Post Build 13 mods: So far, the Build mod has been a mod in which any new mod that is nice to have in the game was added, without the people who do the modding trying to acchieve a common goal. People just mod away and I add it together. This, of course, makes for quite a nice game (as evidenced by the Post Build 12 mods), but doesn't make it a very coherent whole. I want to suggest that we try and formulate a common goal (as suggested by Ron Losey). Then we could try and work together trying to make the required mods to acchieve that goal. Since yesterday, I have a lot of ideas for mods that would immerse the player more into the game and that would change the micro-management into macro-management (you still have to manage a bit, but not for every single character anymore). My idea is to make a to-do list of mods, then everybody who wants to can try and work on one of these mods. I will only add ideas to that list if the person who thinks it up actually has a slight idea of how to make it. This doesn't mean that this person nescessarily will make the mod, but it does mean that somebody has an idea of how to do it. I would also like to make all large mods into smaller mods that, when added together, make for a large mod. This will enable people with little modding experience or little time to mod to still contribute to the overal game in an important way. And because we will all be working together, the modders can help the modders-to-be to make some of the small sub-mods.

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My idea is to split up complicated mods into small parts that are reasonably easy to acchieve. Then even people who aren't good at modding can try and work on one of these small subparts. And when you add all those small parts together, you have a very impressive piece of work.
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->End new text <--<!--colorc--></span><!--/colorc-->

When I have the time, I will make a list of ideas I have for the game and put them on my site. Then, when anybody wants to add anything, post it and I'll add it to the list as well, if it fits into the general goal we'll be trying to acchieve. If a mod is on the list, it doesn't mean it'll get done, but that list could make for a nice guideline of things that could be improved, so that people who don't know what to mod will be given some ideas to begin with, including some ideas on how to make them work.

So the main questions posed here are:
- Do you want PotC modding to continue? Are you interested in playing/modding PotC even eafter AoP is released? If you want to mod for AoP, would you allow the mods to be added to PotC as well (if that is at all possible)?
- Would you agree that a finished stable Build 13 would be better than keeping to work on the Post Build 12 mods without ever acchieving something final? And would you agree it's better to make a Build 13 version excluding some new mods than making a Build 13 version that is buggy?
- If you are a modder, do you want to participate in the PotC modding team that will try to pursue a common goal as described in the previous two paragraphs? Please note: If you want to help out, that doesn't mean you HAVE to do anything. It just means that we'll know who we can ask for help if we need it.
- If you are a gamer who doesn't want to mod, do you want to playtest the Post Build 13 mods we would be trying to make?
- If you are a gamer who would like to mod, would you like to learn modding by participating in this community project?

Please note: Individual mods would still be appreciated and will certainly be added into the Post Build 13 mods as well. The idea I propose is not meant to limit people's modding in any single way. It is only meant to give us a common goal. Hopefully, this will help us to use people's modding skills in a more efficient way and hopefully this will also help in getting people who want to learn modding to learn it by trying to make some of the sub-mods. If you do not wish to participate, you will not be excluded from PotC modding, of course. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Please give your views on these matters. So far, no decisions have been made. I just propose something that I think might be a good idea. Feel free to completely disagree. I hope to spark some debate, after which we will have a clear view of the future for PotC modding ahead of us.

As far as I am concerned, PotC modding will live on and it will be better than ever! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

<b>Example of my "submods" idea:</b>
- Hireable characters (weapon's officer, carpenter, doctor), who don't function as regular officer, but who will stay aboard the ship's decks. When you are aboard the ship, you can use their services, when you're on land, you can't use their services.
> The doctor would be able to heal crew members and officers when you are aboard the ship.
> The carpenter can accompany you on shore and can repair the ship, but will not participate in fights like regular officers.
> By talking to the weapon's officer, you can give gunpowder and ammo to all your officers (and possible land crew members) at once. This is taken from your ship's supply of gunpowder and bullets.
--> We would need two new goods: Gunpowder and bullets. Gunpowder is used in large quantities when firing cannons. When you give gunpowder [items] to the crew, the amount of gunpowder [good] will decrease. The same goes for bullets. This saves you the trouble of buying gunpowder and bullets one by one. You could then buy them in large quantities. If you are on land and somebody does run out of ammo, you can still buy it in seperately (and for a higher price) from item traders.
--> The weapon's officer would be able to reset the bladedamage counter for all officers and crewmembers when aboard the ship. This saves you a visit to the blacksmith's. However, your blades still might get damaged if you don't visit your ship every now and then and get your weapon's officer to fix it. So that replaces the micro-management (having to check everybody's blade over and over again and spending ages in blacksmiths) with macro-management (having to talk to the weapon's officer every now and then). Only when your blade wasn't fixed in time by the weapon's officer, will you have to repair it at a blacksmith's.

These ideas will:
1) Make the ship be more of your own movable home base.
2) Make the new officer types actually be very different from regular officers and lets them live up to their officer type's name.
3) Decrease the amount of micro-management without actually removing the features completely.

I hope you will find some merit in my ideas and I hope I will get some support in the ideas proposed above.
 
hmm I like to go further with POTC
bud I also see MUCH potentials in AoP in fact it is the same as POTC bud a better engine.
I want to learn codig, bud I dont see anyone who wants to learn me it. I really want to code...
I want to help Pieter with his list too, I like that kind of work tho.

my 2 cents,

Johannes Scherjon
 
<!--quoteo(post=143582:date=Mar 27 2006, 05:32 PM:name=Johannes Scherjon)--><div class='quotetop'>QUOTE(Johannes Scherjon @ Mar 27 2006, 05:32 PM) [snapback]143582[/snapback]</div><div class='quotemain'><!--quotec-->
hmm I like to go further with POTC
bud I also see MUCH potentials in AoP in fact it is the same as POTC bud a better engine.
I want to learn codig, bud I dont see anyone who wants to learn me it. I really want to code...
I want to help Pieter with his list too, I like that kind of work tho.

my 2 cents,

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

AOP is closed. Not encoded, but the files are packed and hidden. (yet. Im not sure about the future release, but almost sure) Please, read through the AOP forum, before you think about AOP!
SO, yet the AOP programs directory is hidden in the programs.dat and programs1.dat.
Can only mod characters n ships , skins.
Rumours had, that they only give access to the russian modders they support most.
If theres gonna be a miracle, and they make it ( the programs dir ) open in the english release:

Guys... AOP is a great, yea, very good game. But has improvements, that POTC hasnt, but, lacks almost ALL the ideas, you completed to mod here! I think its not the wiser idea, to always restart the work....
ANd wait for a next game of the series, maybe AOP 2!!! to restart again, yippeeee!

I did wrote thousand times: AOP walks in a different direction of gameplay. MUTCH different gameplay it offers, very less realistic in some aspects, but great in others.

Potc now, with POST builds latest ideas, is a TOTALLY new game! The stock totally modified.
If we stay on course, it could be a totally new fan-game of POTC! We can improve the looks, you are all witnessed, that we can improve the phisics also, if we take this SERIOUS, and I MEAN serious, we can learn the simple c++ coding, and learn the rules of this system, then only the STORM engine v2 make a border to our work, which only handle the visuals.... And the visuals can be improved very mutch from now on, until the final borders.

Dont forget, that besides of the really variable storm engine, these files are written in c++.
ITS A PROGRAMMING LANGUAGE, GUYS! Not some quake consol system.... If You want to learn it, sooner or later we can even write another STORM engine, which is unneeded for now.

We need atleast 3-4 guys (include myself) who really dig deep into the POTC coding, then we easily (trust me) can wrote even a multiplayer for it. WE-CAN-WALK into a different direction. Its a language, used to create quake2, and all the great games you all know! Forget, what AKella did last! The only thing thats important, that they give us a great engine, and a compiler in it, that can compile c++ code right into game. They gave us a key. If we manage to experience alot with these, sooner or later 3-4 guys at least gonna be able to wrote a new engine, and a totally new game. The best source of programming learning lies before us.

It is ours. Do AOP give that mutch more? I suggest all of you to buy it, yes. And play it like a GAME. We are not lunatics, not trend-manipulated guys, "wooaaa always mod the last release!" The engine itself dont improved that mutch. Please, mark my words: If you WANT to do something in modding, do it now, and serious. If someone not interested in coding, please, be the best texturer!!! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> I suggest, keeping the profile of post build 12 maybe for post build 13 for experiment, and test, but always put together a serious, new addition: the regular build.

Trust me, theres no further questions about AOP: Great game, But we work more about realism, dont we..... AOP must be more popular, and game-like, its based on money, and industry. But we make this for fun, and realism, hehe... This is ours. The great elders (NK, Inez, and all those, who left, or rest for now) laid down the bricks of the path, we can build Rome. OR whatever we want. ANd its not just learning, its fun also! We can put ingame anything we want to try out. So low level, or funtime, or beginner modders can be a great help also, if we keep the post build project also.
But we need some guys, who really want to learn visual c++ throught POTC, to help in Build 13.

mark my words

The Wolf
 
I don't know if i will switch on Age of Pirate, even if i arrived lately, i consider build mod as something enormous, without build mod, i would'nt have played POTC that long, I would'nt be playing it anymore. I have quite the same view as you Pieter, I think all that work mustn't get lost, we can continue to improve it, thanks to all of you, we are arriving to something very advanced, even if AOP is out, we can continue to make POTC better and better, something unique, OUR game, us to adapt it, with the idea we want, as we see it, game in wich everyone can find what he would, and more over, the advantage is that since the beginning of the build, the game is evoluting more and more, why should we lose that evolution or stop enjoying it's fruits?

Of course, switching mods from POTC to AOP is a very good idea to make those two games complementary.

I'm totally agreeing the idea of a stable build13, to tell the truth, I'm waiting for it and expecting it, and i'll work the best i can do, considering the movements of my real life as many modders.

To finish, I'd say that specializing officer is an excellent idea, you got excellent ideas with the doctor and the carpenter, If i can and when i'll have time, and also if i'm able, i would be happy to make a Maturin skin for the doctor, as in Master and Commander <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Wow! This a lot to thing about. Let me respond specifically.

First, let me say that I love this game and the dynamic way it changed and been imporved over the years. I have been playing and been on the board since the game came out. I am concerned about the stability of the current versions we are playing but I feel like if the experts take a slow methodical look at the last set of additons we can figure out the problem.

Second let me say that one of the most interesting and important things that happens is the regeneration of the modding community. I remember when Nathan Kell and Catalina showed up and joined the exsiting crew. Then Pierter arrived and now we have a whole new crew of talented modders. <b>I think it is a good idea to try to bring some coordinated effeort to this work. </b>

I support the idea of going to a build 13. Let me say what I feel is essential to include.

1.Stormy Start

2. . New Islands mod and Stormy Start on them.

3. Treasure hunting

4. Blade Damage

5. The new version of the surrender mod where we address the captains/ new way of ransom, (although there is a small bug here)

6. Ammo

7. New ships if we can make them work or maybe a way to add them one at a time at the players choice.

8. Building Construction though I have never used it.

9. And of course all the new characters.

This would make a greaat Build 13

A couple of other ideas for fixes are, can we find someone to fix the map, and could we get the amour to show on all characters?

I heartily endose these ideas of Pieter's They are extremely well thought out and would round out the version of the game we are working on quite nicely.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> Hireable characters (weapon's officer, carpenter, doctor), who don't function as regular officer, but who will stay aboard the ship's decks. When you are aboard the ship, you can use their services, when you're on land, you can't use their services.
> The doctor would be able to heal crew members and officers when you are aboard the ship.
> The carpenter can accompany you on shore and can repair the ship, but will not participate in fights like regular officers.
> By talking to the weapon's officer, you can give gunpowder and ammo to all your officers (and possible land crew members) at once. This is taken from your ship's supply of gunpowder and bullets.
--> We would need two new goods: Gunpowder and bullets. Gunpowder is used in large quantities when firing cannons. When you give gunpowder [items] to the crew, the amount of gunpowder [good] will decrease. The same goes for bullets. This saves you the trouble of buying gunpowder and bullets one by one. You could then buy them in large quantities. If you are on land and somebody does run out of ammo, you can still buy it in seperately (and for a higher price) from item traders.
--> The weapon's officer would be able to reset the bladedamage counter for all officers and crewmembers when aboard the ship. This saves you a visit to the blacksmith's. However, your blades still might get damaged if you don't visit your ship every now and then and get your weapon's officer to fix it. So that replaces the micro-management (having to check everybody's blade over and over again and spending ages in blacksmiths) with macro-management (having to talk to the weapon's officer every now and then). Only when your blade wasn't fixed in time by the weapon's officer, will you have to repair it at a blacksmith's.<!--QuoteEnd--></div><!--QuoteEEnd-->

I wonder if we could interest Nathan in helping us get to a Build 13 that looked like this. Before AOP comes out. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
<!--quoteo(post=143597:date=Mar 27 2006, 08:25 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 27 2006, 08:25 PM) [snapback]143597[/snapback]</div><div class='quotemain'><!--quotec-->
4. Blade Damage
<!--QuoteEnd--></div><!--QuoteEEnd-->
That one'll need some fixing though. It's still progress. I hope to get it to work reasonably soon. However, I wouldn't hesitate to leave this mod for the Post Build 13 version.

<!--quoteo(post=143597:date=Mar 27 2006, 08:25 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 27 2006, 08:25 PM) [snapback]143597[/snapback]</div><div class='quotemain'><!--quotec-->
5. The new version of the surrender mod where we address the captains/ new way of ransom, (although there is a small bug here)
<!--QuoteEnd--></div><!--QuoteEEnd-->
Maximus remains working on that one. I already have a new version from him. He noticed a bug himself, but I reckon that is my fault, because I think that was the bladedamage mod playing up again. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<!--quoteo(post=143597:date=Mar 27 2006, 08:25 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 27 2006, 08:25 PM) [snapback]143597[/snapback]</div><div class='quotemain'><!--quotec-->
A couple of other ideas for fixes are, can we find someone to fix the map, and could we get the amour to show on all characters?
<!--QuoteEnd--></div><!--QuoteEEnd-->
What is wrong with the map then? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Getting armor to show on all characters will require making three new skins for all characters. That is a lot of work. Also: There is a bug there, where characters change back into their old skin after you gave them armor. That is REALLY annoying and hasn't been fixed for <i>aaages</i>.

<!--quoteo(post=143597:date=Mar 27 2006, 08:25 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Mar 27 2006, 08:25 PM) [snapback]143597[/snapback]</div><div class='quotemain'><!--quotec-->
I wonder if we could interest Nathan in helping us get to a Build 13 that looked like this. Before AOP comes out. <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I have sent him an e-mail. I don't dare count on it, but I most sincerely hope he will reply. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there, mates,

Many great ideas here and I plan to stick around and see them implemented, hopefully I'll be able to help to make them happen. Yeah, I'm looking forward to playing AoP, but I'll be sticking with POTC Build for a long time to come yet.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I've only just bought POTC and have been playing your mod all weekend! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> It is fantastic and can't wait for more improvements and enhancements. I'm all for sticking with it and going for a) build 13 and then b) moving on to post-build 13!

I'd be happy to chip in with testing and and I'm also a good text editor (proof-reading, etc) and, finally, am also a decent writer and whatnot - I'd be delighted to help out in any way I can.

If I can do anything, just let me know. <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

Best,

Dan
 
4. Blade Damage
That one'll need some fixing though. It's still progress. I hope to get it to work reasonably soon. However, I wouldn't hesitate to leave this mod for the Post Build 13 version.

Yes but I think we are getting close.

5. The new version of the surrender mod where we address the captains/ new way of ransom, (although there is a small bug here)
Maximus remains working on that one. I already have a new version from him. He noticed a bug himself, but I reckon that is my fault, because I think that was the bladedamage mod playing up again. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Yes but I think this one is close too.

A couple of other ideas for fixes are, can we find someone to fix the map, and could we get the amour to show on all characters?
What is wrong with the map then? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Getting armor to show on all characters will require making three new skins for all characters. That is a lot of work. Also: There is a bug there, where characters change back into their old skin after you gave them armor. That is REALLY annoying and hasn't been fixed for <i>aaages</i>.

When you sail on the map, the N/S directions are reversed, I think.

I presume you agree that the rest are ready?
 
I agree the POTC modding should continue, the original game has come to far just to be tossed aside because of AOP. I am no good as a modder, but I am willing to be a tester for the mods.

I think a highly stable build 13 is necessary, even if that excludes some of the mod's, ships, characters etc.

I am still attempting to write a Comprehensive ReadMe Manual for the modded POTC, but with all the changes being made to the game and the CTD's, I have put that on hold until a far more stable version is achieved.
 
Yes I like your ideas and feel sort of responsible for the ammo thing so maybe I should give it a try later on. <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" /> All,

I agree with Pieter. The work done in modding POTC is fantastic and should continue. There are still massive possibilities for where this game could go in the future and I am more than happy to help out in any way that I can.

I'm sure AOP is a lovely game, but I for one will be sticking with POTC and the build mod.

Edit: Can't think why anyone would want to move to AOP when there's so much great stuff in the pipeline here.
The game world of POTC and the possibilities of what your character can do just keep on growing.
And as long as there are copies of the game on software shops or supermarket shelves, there will alway be people who like me, pick up a cheap copy and stumble upon this website, download the mods and think, WOW, this is the best game I've played in ages!!!
 
We have a good game engine here. We have programmers, and we have idea people. What more does a great game need? I mean, besides a billion hours of work?

We just need to get organized and do it.
Ron
 
I think Build 13 should also include my cannon FX mod, not just because it enhances the effects, but because the whole effects is less of a load on the system than the default Build 12 smoke.
 
<!--quoteo(post=143646:date=Mar 28 2006, 01:49 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Mar 28 2006, 01:49 AM) [snapback]143646[/snapback]</div><div class='quotemain'><!--quotec-->
I mean, besides a billion hours of work?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Good that somone remembers that <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I will stick to PotC and PotC modding. It still offers so many possibilities, and it would be a pity to give up all the work and knowledge. I doubt that it would be possible to move all the great improvements that have been amassed in Build and Postbuild into AOP. Even if the AOP code would be opened it would IMHO be just to much labor.

A Build13 would be great. For me it is not THAT important what goes in. The main point is that once the content has been decided on no changes and additions are being made anymore. (Apart form bugfixes of course) Cause IMHO our biggest problem (or at least MY biggest problem) at the moment is that new mods are being added so fast that testing and bugfixing can not keep up with it. But give us a closed package and enough time (months ! ) and we should be able to make it almost bugfree (at least as good as Akella's releases <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ).

A toast to a bright PotC modding future <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />


<!--quoteo(post=143582:date=Mar 27 2006, 05:32 PM:name=Johannes Scherjon)--><div class='quotetop'>QUOTE(Johannes Scherjon @ Mar 27 2006, 05:32 PM) [snapback]143582[/snapback]</div><div class='quotemain'><!--quotec-->
I want to learn codig, bud I dont see anyone who wants to learn me it. <!--QuoteEnd--></div><!--QuoteEEnd-->
And who spent over an hour of his very scarce sparetime answering your questions about "opening doors" ? What do you expect ?

If you are serious about learning C+, and if you are willing and able to muster some time for that, you will learn it <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Coding is no secret magic science, it's a logical language that you can learn like you learned to manage this computer you are currently using. There are C+ tutorials, and there are PotC modding tutorials. Read them, start with simple changes to existing dialogs, and after some time you'll be able to do the mods you want. But you must learn it yourself, no one can "learn it to you" <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />h
 
But modding in POTC would gradually be slowered down due to that great modders such as CatalinaThePirate and Nathankell have been not being so active lately....
 
i wanna go further with potc i still got lots of idea's (you all know that i gues <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#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />)idea1:but there is 1 thing i'm missing in the game
why can't we mod this(its kinda stolen from the aop gameplay but my idea is better <img src="style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> :
if you capture a colony you should have two choices:
choice 1:you can plunder the colony and then leave it for what it is

choice 2:you can chose an officer to be governer of the colony and if you want you can rename it
extra's:if you chose to keep the colony you get extra income from the taxes
these taxes can be raised if you talk to the governer
also things you buy in your colony's will be allot cheaper
and when you are in town sometimes somebody will run towards you and say that the fort is under attack
when this happens you have two option

option1:(this was the thing i was missing <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />)you can command the fort and the reloading time depends on how many people there are in the vilage who want to fight
option 2:you can tell the guy that the villagers must command the fort while you fight with your boat..i mean ship <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

sounds good hey??ofcouse your town can be recaptured when your not around
and also when you own a town you can take bombs from the armorry <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

well i think i said what i wanted when i have another idea ill post it <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
I plan to continue modding PotC as long as it's possible. I think that people working on Build shouldn't drop their achievements only to move to AoP, which, AFAIK has only improved graphics but lacks almost everything else. Thus, I want to continue work with PotC to participate in creation of better Build.

I think that dumping wrongly working mods to release stable Build 13 is the only one good idea. Those mods can be much easier repaired in Post Build 13 modpack, when everything will work on one stable base.

I'm also eager to test working of the mod and help in modding as far as I can. Also, I can give some new ideas (I'll write about it when Build 13 will be ready).

pirate_kk
 
<!--quoteo(post=143589:date=Mar 27 2006, 07:38 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE(Captain 'Dan the Lunatic Wol @ Mar 27 2006, 07:38 PM) [snapback]143589[/snapback]</div><div class='quotemain'><!--quotec-->
.........
Potc now, with POST builds latest ideas, is a TOTALLY new game! The stock totally modified.
If we stay on course, it could be a totally new fan-game of POTC! We can improve the looks, you are all witnessed, that we can improve the phisics also, if we take this SERIOUS, and I MEAN serious, we can learn the simple c++ coding, and learn the rules of this system, then only the STORM engine v2 make a border to our work, which only handle the visuals.... And the visuals can be improved very mutch from now on, until the final borders.

Dont forget, that besides of the really variable storm engine, these files are written in c++.
ITS A PROGRAMMING LANGUAGE, GUYS! Not some quake consol system.... If You want to learn it, sooner or later we can even write another STORM engine, which is unneeded for now.

We need atleast 3-4 guys (include myself) who really dig deep into the POTC coding, then we easily (trust me) can wrote even a multiplayer for it. WE-CAN-WALK into a different direction. Its a language, used to create quake2, and all the great games you all know! Forget, what AKella did last! The only thing thats important, that they give us a great engine, and a compiler in it, that can compile c++ code right into game. They gave us a key. If we manage to experience alot with these, sooner or later 3-4 guys at least gonna be able to wrote a new engine, and a totally new game. The best source of programming learning lies before us.

.......

Trust me, theres no further questions about AOP: Great game, But we work more about realism, dont we..... AOP must be more popular, and game-like, its based on money, and industry. But we make this for fun, and realism, hehe... This is ours. The great elders (NK, Inez, and all those, who left, or rest for now) laid down the bricks of the path, we can build Rome. OR whatever we want. ANd its not just learning, its fun also! We can put ingame anything we want to try out. So low level, or funtime, or beginner modders can be a great help also, if we keep the post build project also.
But we need some guys, who really want to learn visual c++ throught POTC, to help in Build 13.

mark my words

The Wolf
<!--QuoteEnd--></div><!--QuoteEEnd-->


Agree with you. No much time (children and work have highest priority) but have already coding knowledge. You can count on me, if we start more or less soon


Kblack

<!--quoteo(post=143702:date=Mar 28 2006, 01:12 PM:name=Vassal)--><div class='quotetop'>QUOTE(Vassal @ Mar 28 2006, 01:12 PM) [snapback]143702[/snapback]</div><div class='quotemain'><!--quotec-->
But modding in POTC would gradually be slowered down due to that great modders such as CatalinaThePirate and Nathankell have been not being so active lately....
<!--QuoteEnd--></div><!--QuoteEEnd-->


After seeing so much NK code and comments, I can say loud that he is, in fact, a real great coder

But, after all, he is just an human being ;-)

It's just code, with effort and time, you can learn the sintaxis and the internal structures.


Anyway, anybody has tried to contact Nathan? O Cat?

Cat should be easier to contact, as she has a personal Web page.
 
<!--quoteo(post=143715:date=Mar 28 2006, 03:14 PM:name=kblack)--><div class='quotetop'>QUOTE(kblack @ Mar 28 2006, 03:14 PM) [snapback]143715[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=143589:date=Mar 27 2006, 07:38 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE(Captain 'Dan the Lunatic Wol @ Mar 27 2006, 07:38 PM) [snapback]143589[/snapback]</div><div class='quotemain'><!--quotec-->
.........
Potc now, with POST builds latest ideas, is a TOTALLY new game! The stock totally modified.
If we stay on course, it could be a totally new fan-game of POTC! We can improve the looks, you are all witnessed, that we can improve the phisics also, if we take this SERIOUS, and I MEAN serious, we can learn the simple c++ coding, and learn the rules of this system, then only the STORM engine v2 make a border to our work, which only handle the visuals.... And the visuals can be improved very mutch from now on, until the final borders.

Dont forget, that besides of the really variable storm engine, these files are written in c++.
ITS A PROGRAMMING LANGUAGE, GUYS! Not some quake consol system.... If You want to learn it, sooner or later we can even write another STORM engine, which is unneeded for now.

We need atleast 3-4 guys (include myself) who really dig deep into the POTC coding, then we easily (trust me) can wrote even a multiplayer for it. WE-CAN-WALK into a different direction. Its a language, used to create quake2, and all the great games you all know! Forget, what AKella did last! The only thing thats important, that they give us a great engine, and a compiler in it, that can compile c++ code right into game. They gave us a key. If we manage to experience alot with these, sooner or later 3-4 guys at least gonna be able to wrote a new engine, and a totally new game. The best source of programming learning lies before us.

.......

Trust me, theres no further questions about AOP: Great game, But we work more about realism, dont we..... AOP must be more popular, and game-like, its based on money, and industry. But we make this for fun, and realism, hehe... This is ours. The great elders (NK, Inez, and all those, who left, or rest for now) laid down the bricks of the path, we can build Rome. OR whatever we want. ANd its not just learning, its fun also! We can put ingame anything we want to try out. So low level, or funtime, or beginner modders can be a great help also, if we keep the post build project also.
But we need some guys, who really want to learn visual c++ throught POTC, to help in Build 13.

mark my words

The Wolf
<!--QuoteEnd--></div><!--QuoteEEnd-->


Agree with you. No much time (children and work have highest priority) but have already coding knowledge. You can count on me, if we start more or less soon


Kblack

<!--quoteo(post=143702:date=Mar 28 2006, 01:12 PM:name=Vassal)--><div class='quotetop'>QUOTE(Vassal @ Mar 28 2006, 01:12 PM) [snapback]143702[/snapback]</div><div class='quotemain'><!--quotec-->
But modding in POTC would gradually be slowered down due to that great modders such as CatalinaThePirate and Nathankell have been not being so active lately....
<!--QuoteEnd--></div><!--QuoteEEnd-->


After seeing so much NK code and comments, I can say loud that he is, in fact, a real great coder

But, after all, he is just an human being ;-)

It's just code, with effort and time, you can learn the sintaxis and the internal structures.


Anyway, anybody has tried to contact Nathan? O Cat?

Cat should be easier to contact, as she has a personal Web page.
<!--QuoteEnd--></div><!--QuoteEEnd-->

whats her page??
 
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