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To-Do list for Build 13

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Hello all,

It is about time we got a finalized Build 13 done and released. I reckon we are almost there, but there are still some things that need to be done before it can be properly released. Please post here what you want to see in Build 13. Please <b>DON'T</b> post any completely new ideas and please <b>DO</b> post any ideas that make the current mods be more of a coherent whole. Please also post what features you <b>do</b> and <b>don't</b> want to see in Build 13.

I personally was thinking if it might be a good idea to leave some of the features we have in the current Post Build 12 modpack OUT of Build 13. Then we can release Build 13 reasonably quickly and, once we are done, we can finetune those mods for inclusion in the next Build version. An example of such a mod would be the bladedamage mod. It seems to be working properly now, but it requires a lot of micromanaging. It also hasnt been balanced yet. So instead of trying to fix those matters for Build 13, we could leave it for the next version and take all the time we need for it.

<b><i>To-Do list:</i></b>
- Fix those GODAWFUL CTDs!!!!!!!!!!!!!!!! <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" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
- Redesign BuildSettings.h to better work together with Inez Dias' frontend program (a program which you can use to change BuildSettings.h more easily).
- Make proper documentation for the modpack.
- Make a proper installer file.

If you have anything to add to this list, please say so here. Also: If you can help out with any items on the list, please say so. And please also post here a feature list of things you certainly want in the next version. Thanks in advance. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
- Like usual: Find and fix bugs.
 
Why not do so buildsettings options can be defined in the options menu? like checkboxes one can mark or type into in fields
 
Nathan sent me Inez's and his program thingey. It seems to work fine. Also included is some code that is added to the PROGRAM and RESOURCE folders, which makes it look as if there is supposed to be an ingame interface as well. Only I don't see any ingame interface. I sent Nathan an e-mail asking to explain for a bit, so I hope he'll reply soon. The problem is: I have the program, but I don't know how it's supposed to work. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Mates,

I hope to see in Build13:

1) New Cabins and decks.

2) Crew on shore and Screwface Mods.

3) New surrender captain dialogs.

4) New insland.

5) New BuildingSet

<img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> In other words everything is already in the PostBuild <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

(Obviously without CTD <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> )

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
Giuliootto


<!--quoteo(post=144467:date=Apr 3 2006, 05:12 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 3 2006, 05:12 PM) [snapback]144467[/snapback]</div><div class='quotemain'><!--quotec-->
Nathan sent me Inez's and his program thingey. It seems to work fine. Also included is some code that is added to the PROGRAM and RESOURCE folders, which makes it look as if there is supposed to be an ingame interface as well. Only I don't see any ingame interface. I sent Nathan an e-mail asking to explain for a bit, so I hope he'll reply soon. The problem is: I have the program, but I don't know how it's supposed to work. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

But I'm wrong or you speak about leave new ideas <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#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliootto
 
That's a good start. Also, any mods that are questionable - for reasons of gameplay, content, or whatever - can be default off in the settings, but the code can still be included. That way, anyone who wants to study or modify it will already have the code. Children or casual observers, however, will have to look for it - and if they go to that kind of trouble, they could download the additional material anyway. After all, the build is both our game and our R&D lab for future projects.

I would really like to see a realistic fire/ship damage mod. I think I put up a pretty good set of opening numbers, if somebody can figure out exactly what to change in the code to make those happen. This could go along with the comments about more reasonable fleet size.

Even if our time frame is purely mythical, we don't want it to seem TOO late-period. Piracy was at its strongest about 1690 - low population and isolation of settlements combined with a noteworthy lack of official military presence. The early-period 'feel' is valuable.

Ron
 
<!--quoteo(post=144471:date=Apr 3 2006, 05:23 PM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Apr 3 2006, 05:23 PM) [snapback]144471[/snapback]</div><div class='quotemain'><!--quotec-->
That's a good start. Also, any mods that are questionable - for reasons of gameplay, content, or whatever - can be default off in the settings, but the code can still be included. That way, anyone who wants to study or modify it will already have the code. Children or casual observers, however, will have to look for it - and if they go to that kind of trouble, they could download the additional material anyway. After all, the build is both our game and our R&D lab for future projects.

I would really like to see a realistic fire/ship damage mod. I think I put up a pretty good set of opening numbers, if somebody can figure out exactly what to change in the code to make those happen. This could go along with the comments about more reasonable fleet size.

Even if our time frame is purely mythical, we don't want it to seem TOO late-period. Piracy was at its strongest about 1690 - low population and isolation of settlements combined with a noteworthy lack of official military presence. The early-period 'feel' is valuable.

Ron
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We already have realistic fire effects <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
the owntown project im working on!!!
ofcourse that must be in! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Johannes Scherjon
 
quests! we need alot more quests to do <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Yep quests, and all the specail swords of the stock game, should be specail again and hard to get, not that you can buy them, so only 1 or2-3 npc don`t get them. And a sort of bonus to them, so that they are special, like +1 melee with the falcion.
 
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->In other words everything is already in the PostBuild  

(Obviously without CTD  )<!--c2--></div><!--ec2-->

You can't have both. Either you leave out anything that is not THOROUGHLY tested and documented or you will continue to have an unstable game.

But I am tired of preaching quality and careful consideration, don't want to spoil all the fun the kids have here. I will say nothing about general topics anymore.
 
we should do ship level restriction like Sea Dogs had, so that you need a certain level to command ships of different classes, gives one something to strive for. and not just sail on easiest difficulty and hop into and comandeer a ship of the line right off
 
<!--quoteo(post=144490:date=Apr 3 2006, 02:17 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Apr 3 2006, 02:17 PM) [snapback]144490[/snapback]</div><div class='quotemain'><!--quotec-->
Yep quests, and all the specials swords of the stock game, should be specials again and hard to get, not that you can buy them, so only 1 or2-3 npc don`t get them. <!--QuoteEnd--></div><!--QuoteEEnd-->

I agree with this point,
i would also like to add that the current stock for the salesmens (personal items) contains too much of everything:
for example, 4 or 5 types of swords, each of one with different qualities (so you end up looking 20 swords or more)
At some time you start looking only for the bests of each type swords or dont looking at all when you see that the items list never ends...

So my point its; when you have too much choices its also becomes very difficult make one.
Tweaking the stock of trade items to only 4 or 5 types, for each item, would be a very nice improvement
 
I still think we should be able to command high level ships at a low level, just, not as effectively. Controls are less responsive, sailing is slower, sails furl and unfurl slower, cannons fire and reload slower. Stuff like that.
 
How can this stuff be classified?

Ships, buildings, characters, gameplay (including diagogue, guide documents, graphics for sea & environment)?

<img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I would like to see the ships that Seb' , myself and others have worked on make it into the game.
The current nations field battle fleets, escorts etc anyway, why not see them skinned in their national colours rather than every nation fielding the same frigate, the same manowar, the same battleship etc.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> maties

what i want:1)(its kinda stolen from the aop gameplay but my idea is better 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 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 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 urgh.gif

well i think i said what i wanted when i have another idea ill post it wink.gif

2)i got the idea but i dont know how to do this
i wanna upgrade the realistic repairs mod (no offence cause it isn't bad)
its just a small extra thingy
what if we add a hammer to the game,and then,to repair on sea you need 1
its a small sugestion and one of you modders must get this steamed up(if he or she wants) in no time
if we want to go further with this i think we must make a new abillity like emergency repairs + if you dont want this abbillity yet(ingame ofcourse)you could also hire (the already existing i thought)carpenter
now i wanna help the people who want to start this project but i dont have any idea how
if you know something how i can help just send a pm

many thanks afterall
 
I said: Please DON'T post any new ideas in this thread. We don't need any completely new stuff added. I will not add anything to Build 13 that isn't already in the Post Build 12 mods. I will add in:
1) Bugfixes
2) Improvements of current mods

Other additions can be debated, but I am not adding in anything completely new. The "Build your own town" Johannes is working on will not be added because of this reason. I agree with CCC here (note to CCC: Please DO comment on general topics; I value everybody's opinion, especially the opinions of great modders like yourself). I want to take everything out of the game that doesn't work properly yet, so we can quickly make a Build 13. Stuff that isn't in Build 13 will be in the Post Build 13 mods, so nobody will need to miss any of these mods. But, for example, the bladedamage mod needs a lot more tweaking, so I'll leave that one out for the time being. Once it's all done and working properly, it will be added to the Build. But I first want a proper stable Build 13 done.
 
<!--quoteo(post=144575:date=Apr 4 2006, 06:57 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 4 2006, 06:57 PM) [snapback]144575[/snapback]</div><div class='quotemain'><!--quotec-->
I said: Please DON'T post any new ideas in this thread. We don't need any completely new stuff added. I will not add anything to Build 13 that isn't already in the Post Build 12 mods. I will add in:
1) Bugfixes
2) Improvements of current mods

Other additions can be debated, but I am not adding in anything completely new. The "Build your own town" Johannes is working on will not be added because of this reason. I agree with CCC here (note to CCC: Please DO comment on general topics; I value everybody's opinion, especially the opinions of great modders like yourself). I want to take everything out of the game that doesn't work properly yet, so we can quickly make a Build 13. Stuff that isn't in Build 13 will be in the Post Build 13 mods, so nobody will need to miss any of these mods. But, for example, the bladedamage mod needs a lot more tweaking, so I'll leave that one out for the time being. Once it's all done and working properly, it will be added to the Build. But I first want a proper stable Build 13 done.
<!--QuoteEnd--></div><!--QuoteEEnd-->


Amen!
 
Three cheers for Pieter! That revives my me again. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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