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What I would like to see in the new Builds

I think there is already more than one swordsmith thanks to a recent mod - look in the game downloads section
 
Rad: Right now the only way for us to add new islands (without creating a new worldmap ourselves) is to use the A&M mod's new islands. Screwface ported them over, and it works fine.
I'm not sure whether they're tight enough or too tight for you though...hopefully they'll work for you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Ok...I'll try to open my eyes better the next time <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
Well, you may not have Pieter's modpack (i.e. only build 12.1) and if so you won't have the new version blacksmiths, just the single Douwesen port fellow.
 
I thought the Modpack will be included into Build so as everything would as simple as possible. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Eventually, yes.
But Rad, I'm saying he may have build 12./1/--which is the same it was when it was released (and is currently the most `up-to`-date build release).
12./2/ is the new version we're working on, which will have stuff from the modpack (and 13, which is a different kettle o' fish...)

So: the most up to date build is 12.1, and you can (any of you) if you like put Pieter's modpack--which includes a number of `post-12`.1 mods from a number of people--on top of it; but it's still a work in progress and is thus not an official* build release.

*Heh, who'd'a thought I'd use such a term? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
And will be this 12.2 version with Modpack included released at the same time as the Build 13? What will be extra in B 13 against B 12.2? New islands? If it will be so, than probably anybody will abandon the version 12.2 and throw oneself into playing of B 13 because at least what about of me concerns, I am awaiting this newness very, very eagerly. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
Shoot, I missed three posts when the 6th page got added! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Sorry Pieter and Grimm! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
Pieter:
<!--`QuoteBegin-Pieter` Boelen+--><div class='quotetop'>QUOTE(Pieter Boelen)</div><div class='quotemain'><!--QuoteEBegin-->Question to Nathan Kell:
What mods can I try to make/finish for the next update? Some things I'd like to see:
- Weapons be put back into the weapon's locker after boarding (CCC)
- Gunsmith ability for blacksmiths
- Great weapons as reward from the governor
- Bugfix: Can get a reward for a `sink-pirate`-quest from a different governor than from who you take the quest
- Bugfix: Officers also follow you in one particular part of the Falaise de Fleur town
- I might try and see if I can attach an extra room to your ship's cabin
- Maybe I can think of some other stuff later

Anyway: Please tell me what you could use my help with and I'll try and see what I can do.[/quote]
I'd say adding the new weapons you were talking about, and making a list of which ones should be given at which ranks by which nations, would be the first thing.
I'll write up the handling code, for both that and Alan_Smithee's medals.
And/or the two bugfixes (the latter of which I didn't even know about, the former I had--<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />--forgotten).
Then the new room--which is using CCC's `door-added` tut_deck, right?

I'm rewriting the blacksmith dialog anyway (to use the itemtrading hooks), so I'd say that'd probably be low priority, and I have to rewrite the locker anyway to handle giving the player money, so ditto there.

However: above all: work on what you like! That's the important part of this endeavor. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Ah, what would also be really useful (and this applies to everyone!) is testing to see what new features are buggy, and figuring which ones should be put in 12.2 rather than 13.

I've combined _most*_ all the mods floating around into one single package, along with some fixes that crept into my itemtrade pack as a sideshow. Today--if it works, I have to test it now--I've got KNB's cannon code in _and toggleable_; that's the last `not-in` mod IIRC*

*that I know of

So--I _think_ the only things that theoretically requires a restart are Alan Smithee's braces of pistols (if they use quality; if they are set to only 1 each they're fine), and Screwface's A&M Islands port.
Itemtrading is almost certainly better with a restart, but _should_ work OK with none.

But the other side is--there are lots of mods that need, if we _don't_ go the restart way, a lot of porting to reinit to handle the `no-restart`.

I would say that probably getting _some_ 12.2 out sooner, is more important than getting as much as possible `no-restart`-required (especially since we'll be also releasing the pre13 that _does_ have all that stuf...)...
But I have no idea where the line should be.

Again, /if/ there is a line and people agree on that 12.2 / pre13 split. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

-=-=-=-=-=-
Grimm:
<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->What about the destroyable cannons we talked about? And, maybe, the "empty" worldmap? That would be really neat.[/quote]
Destroyable cannons I haven't done yet, but I just today merged KNB's real cannons code in, so at least I'm now in a position to /start/ writing that code. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
I'm not sure what you mean by "empty" worldmap; do you mean the A&M Worldmap port that is sailable but not landable (yet), or something else?
If you do mean that, yes Screwface's port is already merged in. But it will require a restart.
-=-=-=-=-=-
Rad:
Assuming we all go with this 12.2/pre13, then 13, plan, the order would be:
Real Soon Now (a few weeks at most, probably):
12.2, a collection of fixes to 12.1 (and perhaps some new stuff, see above)
pre13, that plus the stuff we have done _now_ from 13 that requires restarting (and see above for the details). pre13, unless we either are very lucky or delay it a while, will probably be not quite as stable as 12.2, but we'll see.

Some Time Later, When It's Done:
Build 13.
With perhaps Sneaky Trader, CCC's expanded Oxbay and other Dastardly Doings, more of Alan's zaniness, and the various systems overhauls we've been brainstorming about.
 
Thanks Nathan for you answer. Ï just realized two smaller glitches in the game. When I want to transfer money from my personal wealth to crew it takes a very long time. Could it be somehow speed up ?
And when I meet anybody and want to talk to him, really a lot of persons ignore me and very often I can´t stop those people so as they would talk to me and then I circulate around them to compel them to talk. It seems to me very strange, bothering and even crazy. It didn´t work so pronouncely in the basic game and when I approached anybody he/she talked to me willingly. Could it be done something about that? I hope you understand me what I mean. Even if some persons in the game would say Nathaniel "go to the hell I don´t want to be bothered by anybody" . <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Great work you´re doing, NK <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
Are you getting _all_ of KNB´s gun codes (so effectively his packet on the ftp) into the game? In that he added a huge score of cannons, additionally to the damage mod, resuting in a completely reworked ship´s armament.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm not sure what you mean by "empty" worldmap; do you mean the A&M Worldmap port that is sailable but not landable (yet), or something else?<!--QuoteEnd--></div><!--QuoteEEnd-->
I meant the ships sailing on the World map. You mentioned you had made a mod in which they´re not visible any longer, so you have the Pirates!- like encounters. If you implement that, it would also be nice to give no information about the ships on the encounter screen, just the choice to encounter (change to sailing screen) or to sail away (go back to worldmap).
 
NK: The guns use quality, but they ought to have some of their stats rewritten too... I think Pieter got their rarity down (they used to be a doubloon a dozen), but I'm thinking now they do far too much damage - the best of the three inflicts around 100 points.
 
Yes, they do; what I'm saying is, that in order to not need a restart, at least two guns (maybe from stock--not necessarily yours!) must be made `non-quality`.
For the restart version, everything's fine.


Re: dmg. That's not so far out of mainstream; quadshot does 120 total, and double 80.
Now, _stock_, they did more; I notice scheffnow scaled down damage to about 2/3 stock for the guns (and increased the dispersion of damages, too, from 2/3 to 1.0, now 1/2 to 1.0, min/max).

I would suggest halving the rarity though (so they're equivalent to scrapper through double, rather than what they are now, (halfway between grape and scrap) to scrap.
That is to say, old: 0.2, 0.15, 0.1 new: 0.1, 0.075, 0.05.
 
Rad: What do you mean by "takes a very long time."
Do you mean:
1. It takes a while to get to the screen? (I.e. hard to get to)
2. Things slow down when you press the buttons on the screen (like in stores)
or 3, the transfer amount changes only slightly on each click so it takes time to get to the right amount?

Or some combination of them?

I'll check the AI of the walkers; Well, _that_'s odd, they're set to Citizen Type just like the normal citizens (and just like stock, I mean). So let me investigate further...
Do you mean only the old citizens pause, or do you mean now _nobody_ pauses?

I'll see what I can do.

Grimm: Thankee. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Yes, the entire thing. And if it works how I want, you can change modes on the fly with reinit (and it seems to; I had no trouble last night).

Re: worldmap. Oh, that! Yeah, that's in. Doesn't work all that well because you have to be _very_ lucky to be within hailing distance of a ship, and the window does _not_ automatically come up unless the ship is chasing you.
So it's available, but defaults off.
 
Yes Nathan, exactly as you wrote in point 3. The transfer of money proceeds very slowly, for example when you want to transfer about 2 millions of gold it can takes about 5 minutes as I can estimete. And it is quite uncomfortable. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Re: worldmap. Oh, that! Yeah, that's in. Doesn't work all that well because you have to be _very_ lucky to be within hailing distance of a ship, and the window does _not_ automatically come up unless the ship is chasing you.
So it's available, but defaults off.<!--QuoteEnd--></div><!--QuoteEEnd-->

Well, a pirate <i>had</i> to be lucky to find his prey. It´s a good thing you kept it in.
How about making the pirate icons white ships as well and blanking all information from the encounter screen? That might work better, as you can still see the ships on worldmap, but you never know what ships they are.
 
Grimm, the thing that you suggest here about not knowing what ship is on the map what about pirates concerns, so, maybe it would be good for you but not for me for example. I don´t like any restriction type of modding. I think it was quite enough all those restrictions in the Builds. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<!--QuoteBegin-Rad+Apr 19 2005, 11:47 AM--><div class='quotetop'>QUOTE(Rad @ Apr 19 2005, 11:47 AM)</div><div class='quotemain'><!--QuoteEBegin-->Grimm,  the thing that you suggest here about not knowing what ship  is on the map what about pirates concerns, so, maybe it would be good for you but not for me for example. I don´t like any restriction type of modding. I think it was quite enough all those restrictions in the Builds.  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
<div align="right">[snapback]101854[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->

That´s why mods are supposed to be toggleable, so you can choose what you want. But just because <i>you</i> don´t want it, that doesn´t mean that nobody is supposed to have the opportunity to play with it. There are things I disagree with as well, but I toggle them off, and that´s that. I also know all those toggleable mods make for a long buildsettings file, but it´s the lesser evil in my opinion, than to force some things upon people that they don´t like.

I know, it reads quite harsh, and I do apologize for that, but I´d like to make my point clear.
 
No, Grimm, nothing happens here, you have your opinion, I have my opinion, another people have their opinions..... it can´t be helped. But I must tell you, first, before I start to play any new game with any new Build I must do much more tweaking than I would like to do so as the game was playable for me somehow and it bother me a little. I always dreamed I would install the game, Build and would play. But it is really only a naive dream of mine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> :w00t
 
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