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Weapsons Locker

Jason

Buccaneer
Storm Modder
Does anyone know how this works? I know you put weapons in it, your crew uses them, drops them if "they" die and you can pick them up again. My real question is how many good weapons is enough? Any guidence?
 
In the latest PotCMods.zip version, the weapons should be returned to the weapons locker after boarding. Since, during the boarding, the crew fights with about 8 men at the most or something, I reckon putting ten good swords and ten good guns in there should be enough. I also recall that Nathan enabled armor there as well, so you can equip your crew with armor by putting it in the weapons locker. But I don't think many people have been seriously playing with the weapons locker feature yet, so I don't think there's much play-tested advice that can be given...
Hope this helps anyway... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Thanks, Pieter.

In the version I am playing the weapons wind up in my inventory after boarding. So should I just download again (link?) and overright to check this out.

I have never found any armor in buld 12. I know you were supposed to be able to buy it in tailor shops as part Dutch, Spanish and Portugese unifroms but since I don't like those unis for privateer I never bought them. This maybe the only change in the mods that I don't really care for.

If I am missing something please let me know. If not I wonder if the great NK might consider putting armor back to the earlier mod, where I think there 3 levels of aromour that you could find or buy and sell.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
I worked with the weapons locker testing it, and found the best way to set the options (BuildSettings.h) was to make sure the blades got automatically returned to the weapons locker after a battle. So... The blades your crew uses ARE the blades from the locker, but you don't have to keep re-filling it...

I did not know that armor was enabled. That is cool! Now enable potions, and with a double rum ration, your crew will be nigh on invincible! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
Jason: Welcome back!
( Re: great. Aw, shucks. :] )
Actually, yes indeed b10-style armor is re-enabled in the post-12 modpack. I've also added automatic modelswitching when you equip it (currently only works for my/A&M's beardless Blaze model series, but following the same naming conventions any other armorswitching models can be added--Pieter I know was/is working on Barbossa and Sparrow).
Cat: Good point about potions.
Actually, I should just write it to arbitrarily split up _any_ items in the chest among the boarders. Will need to make sure that used potions aren't returned, though.
 
Always good to be back in these friendly waters, NK <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I am confused about armor. I have been playing the modpack for about one month and have seen no armor. Do I need re downlaoad the mod pack to get it.

Magnifciant Cat, Is the weapons chest settting in build settings obvious or do I need help finding it?

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Jason: I think that change is only recent to the modpack, so you may need to update it.

Find WEAPONSLOCKER
and GET_WEAPONS_BACK
in BS.h and tweak to taste.
 
Jason, it looks something like this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define WEAPONSLOCKER      1  // 1 = boarders will take swords AND guns out of the new weaponslocker in your cabin
#define BOARDER_SPAREBLADE  "blade4"    // sword your boarders will get if the weaponslocker is empty, choose itemID from Items\initItems.c
#define GET_WEAPONS_BACK  1  // 1 = boarders will give weapons back to you after fight; 0 = you need new weapons for every boarding<!--c2--></div><!--ec2-->
And yes, Nathan... The potions should be consumables... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> (just like putting a doctor in the weapons locker!) (LOL!)
 
To Jason: If you've been playing the modpack for a month, I suppose you're having a bit of a dated version now. The most recent version was updated yesterday. There are some known bugs in there (especially the tailor's shop not working), but you can get it from the link in my signature.

<!--QuoteBegin-NathanKell+Jun 26 2005, 11:35 PM--><div class='quotetop'>QUOTE(NathanKell @ Jun 26 2005, 11:35 PM)</div><div class='quotemain'><!--QuoteEBegin-->...Pieter I know was/is working on Barbossa and Sparrow...
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In my modpack, the armor model switching works for Nathaniel, beardless Nathaniel, Pirat11 (Black Barbossa), Captain Jack Sparrow and Will (Turner). I took the armored models from the A&M Build, but they were still using the old Jack Sparrow model, so I manually added the armor to the new Jack Sparrow model, but I didn't do a very good job at it (I'm not a good texturer), so I asked Petros to try and do it better.
 
Ah, neat! Good work! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--QuoteBegin-Jason+Jun 26 2005, 09:28 AM--><div class='quotetop'>QUOTE(Jason @ Jun 26 2005, 09:28 AM)</div><div class='quotemain'><!--QuoteEBegin-->Does anyone know how this works?  I know you put weapons in it, your crew uses them, drops them if "they" die and you can pick them up again.  My real question is how many good weapons is enough?  Any guidence?
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Hi,

Been playing with the wepons locker for a while (older version, without the auto return to locker option) and noticed that if your crew dies and you have the 'pick up dead guy wepons' option turned on, you get the dead crew wepon in your inventory like you said.

The only odd thing is that the crew seem to pull fresh wepons for every new deck of a boarding sequence. So if I had a full complement of officers, went through a three deck boarding and everyone survived to the capture screen, the two generic crew would go through six wepons. Not a biggie and is probably solved by the return wepons to locker feature, but I tend to keep a generous surplus of wepons anyway.

Hope that helps.

Stank
 
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