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3 Mod Ideas

KevO44

Lord High Admiral of the Seven Seas
Storm Modder
Pirate Legend
My Mod ideas:

1. When your in the service of a country, have your boarding party be soldiers from that nation. EX. Im a British Capt and I want my boarding party to be British soldiers instead of piratey swashbucklers.

2. Be able to change your officers name, I would really like that so I could put a rank in instead of there first name.

3. By homes on islands. ((I know thats been suggested, but I really want that))
 
I don't know about the others, but here is how you can change your officers' names.

Open up seadogs.c in your program folder and find this line:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Log_SetStringToLog("You see " + findCh.name + " " + findCh.lastname + " Fencing " + findCh.skill.Fencing + " HP "+res +" and now has model " + findCh.model);<!--c2--></div><!--ec2-->

Right above it post this so that it looks like this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->findCh = GetCharacter(res);

           res = findCh.chr_ai.hp;

           //findCh.model = "rn_lieut18_1"; // MODEL_CHANGE_FUNCTION

           //findch.name = "Tom";

           //findch.lastname = "Pullings";

           //findch.FaceId =;

           //findch.skill.Leadership = "";

           //findch.skill.Fencing = "";

           //findch.skill.Sailing = "";

           //findch.skill.Accuracy = "";

           //findch.skill.Cannons = "";

           //findch.skill.Grappling = "";

           //findch.skill.Repair = "";

           //findch.skill.Defence = "";

           //findch.skill.Commerce = "";

           //findch.skill.Sneak = "";

           //findch.skill.freeskill =;

           //findch.perks.freepoints =;

           Log_SetStringToLog("You see " + findCh.name + " " + findCh.lastname + " Fencing " + findCh.skill.Fencing + " HP "+res );<!--c2--></div><!--ec2-->

The final product should look something like this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->{

   PChar.nation = ENGLAND;

     }*/

     //Log_SetStringToLog("Set Nation to " + PChar nation);

     //DeleteAttribute(PChar, "quest.generate_kill_quest");

     //int num = FindNearCharacters(PChar, 1, 1, 90, 0.50, true, false);

     // = GetCharacter(num);



     int res = LAi_FindNearestVisCharacter(PChar, 20);

     ref findCh;

     if(res != -1)

     {

   findCh = GetCharacter(res);

           res = findCh.chr_ai.hp;

           //findCh.model = "rn_lieut18_1"; // MODEL_CHANGE_FUNCTION

           //findch.name = "Tom";

           //findch.lastname = "Pullings";

           //findch.FaceId =;

           //findch.skill.Leadership = "";

           //findch.skill.Fencing = "";

           //findch.skill.Sailing = "";

           //findch.skill.Accuracy = "";

           //findch.skill.Cannons = "";

           //findch.skill.Grappling = "";

           //findch.skill.Repair = "";

           //findch.skill.Defence = "";

           //findch.skill.Commerce = "";

           //findch.skill.Sneak = "";

           //findch.skill.freeskill =;

           //findch.perks.freepoints =;

           Log_SetStringToLog("You see " + findCh.name + " " + findCh.lastname + " Fencing " + findCh.skill.Fencing + " HP "+res );

   if(DEBUGINFO) Log_SetStringToLog("Fame (with " + GetNationNameByType(sti(findCh.nation)) + "): " + GetFame(PChar, sti(findCh.nation)) + "; Her TalkP: " + findCh.talkpoints + ", MarP: " + findCh.marpoints + "; (fame is " + makeint(MRCanMarryRatio(PChar, findCh, false)*100) + "%)");

   //if(DEBUGINFO) Log_SetStringToLog("If an MR were generated now, her marpoints might be: " + makeint(MRCalcMarpoints(&PChar, sti(findCh.nation))));

   /*if(DEBUGINFO)<!--c2--></div><!--ec2-->

That last bit of code was just to help you get your bearings while navigating through the file.

Its pretty simple code, just change all of the features in here this area that you want. So, lets say you've got Rys Bloom, but you'd rather make him into a cool First Lieutenant for your Royal Navy Career, you would change the parts that you want, uncommenting them as you do so. Maybe it would look something like this:


<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> //findCh.model = "brtlut2_18"; // MODEL_CHANGE_FUNCTION

           findch.name = "Lieutenant";

           findch.lastname = "Simmons";

           //findch.FaceId =;

           findch.skill.Leadership = "5";

           findch.skill.Fencing = "4";

           findch.skill.Sailing = "6";

           findch.skill.Accuracy = "4";

           findch.skill.Cannons = "4";

           findch.skill.Grappling = "3";

           findch.skill.Repair = "2";

           findch.skill.Defence = "4";

           findch.skill.Commerce = "2";

           findch.skill.Sneak = "5";

           //findch.skill.freeskill =;

           //findch.perks.freepoints =;<!--c2--></div><!--ec2-->

See how I've changed his name and his skills, but also uncommented them by deleting the //. Now, open up POTC and look at Rys (or who ever you want, it could be the barkeeper or the banker, it doesn't matter) then press T. It should now say something like "You see Lieutenant Simmons, Fencing skill 4. Now, change locations so that the game reloads all the data (for example if you are in the tavern, go outside, or if you are in the port, go to the town) You should now see that characters new name is Lieutenant Simmons and his skills (or whatever you changed) is now different.

Word of caution, you can change the model this way, however when you talk to them, the dialog box in the top left corner will still show the old model, so I recommend using the tailor mod to change the model.

If you try it and it didn't work, make sure you have started a new game, and make sure you have deleted the // before each thing you want changed.

I'm sorry if this has been hard to understand, I think of it as a fairly confusing task... and since I know nothing about code, its hard for me to explain. If you can figure it out right, though, it works.,,, just be sure to backup your seadogs.c file before you start fooling around with it.

Good luck,

JMV
 
Oh, to change your boarding party to different skins open up the nations_init.c file in your Program/nations folder. Scroll down to the bottom until you find this:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//Player boarding command

    for(int i = 0; i < MAX_NATIONS; i++)<!--c2--></div><!--ec2-->

Below that there should be a list of models. This tells what models to call for your boarding party. Here is what mine looks like now:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//Player boarding command

    for(int i = 0; i < MAX_NATIONS; i++)

    {

 makeref(rNation,Nations);

//NK -->

 rNation.boardingModel.player.m0 = "sailor1";

 rNation.boardingModel.player.m0.ani = "man";

 rNation.boardingModel.player.m1 = "brtsol18_1";

 rNation.boardingModel.player.m1.ani = "man";

 rNation.boardingModel.player.m2 = "brtsol18_2";

 rNation.boardingModel.player.m2.ani = "man";

 rNation.boardingModel.player.m3 = "brtsol18_3";

 rNation.boardingModel.player.m3.ani = "man";

 rNation.boardingModel.player.m4 = "brtsol18_4";

 rNation.boardingModel.player.m4.ani = "man";;

 rNation.boardingModel.player.m5 = "sailor5";

 rNation.boardingModel.player.m5.ani = "man";

 rNation.boardingModel.player.m6 = "sailor6";

 rNation.boardingModel.player.m6.ani = "man";

 rNation.boardingModel.player.m7 = "bocman4";

 rNation.boardingModel.player.m7.ani = "man";

 rNation.boardingModel.player.m8 = "chameleon";

 rNation.boardingModel.player.m8.ani = "man";

 rNation.boardingModel.player.m9 = "sailor4";

 rNation.boardingModel.player.m9.ani = "man";

 rNation.boardingModel.player.m10 = "sailor3";

 rNation.boardingModel.player.m10.ani = "man";

//NK <--<!--c2--></div><!--ec2-->

Don't just copy the boarding party from one of the nations. They say:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->rNation.boardingModel.enemy.m0 = "pirat1";

    rNation.boardingModel.enemy.m0.ani = "man";<!--c2--></div><!--ec2-->

that "model.enemy" is a big deal. The first time I did this I forgot to change enemy to player and everytime I boarded a ship all of my boarders fought me too!

I assume this requires a restart.

JMV
 
Oh! Say, JMV, since it's possible to make your own boarding party attack you, would it be possible to code it so when your crew's morale gets bad enough, they actually stage a mutiny and you have to singlehandedly or with loyal officers' help fight your way through them and take back your own ship, instead of automatically being hanged?

Or stage a more random mutiny, perhaps instigated by certain disloyal officers or persuasive captives?
 
I don't know about that, Smithee, it was just the bad effect of a code error.

How about this, instead of mutiny just being a text box that appears, how about it loads the gun deck and you have a fight. It would be those sailors still loyal against the mutineers. There could be some sort of function to determine the ratio of friendlies to enemies.
 
That's exactly what I was picturing, JMV. And so if you win, you keep your ship with a much smaller percentage of crew, and decide the fate of the surviving mutineers (probably sell as slaves. I hope that's included in a later build since my attempt at installing it alone failed).

But what happens when you lose the fight? Dead automatically, or can you simply be sent away to start again with nothing but a pistol, as if marooned? I suppose that would depend.

Similar to this, I'd like to include a "cat o' nine tails" discipline function, an ability or item for occasional use that would temporarily increase morale while decreasing your rep. Perhaps frequent use would increase potential for rebellion...

Does coding for this sound feasible? Were this made a temporary skillpoint ability, could it be coded to be bought somewhere instead of earned?
 
Well, I always figured that "Iron Will" or whatever it was called, signified flogging. Of course, simply flogging should never increase or decrease the morale of the crew nor should it affect your reputation. Historically speaking, there really isn't a standard to go by for understanding corporal punishment. For the most part, captians struck a balance. Mutinies occured because the Captain and officers were either too brutal or too lax. Once discipline is gone, you'll never get it back again.

Bosun's mates would administer the flogging in RN vessels, but First Lieutenants tended to be those responsible for deciding who should be flogged and for what.

Overall, flogging was rather routine. `Man-o`-war's men tended not to mind it much, as long as the cause was neccessary. Good crews have always recognized the need for discipline.

I think there should be a couple options for the mutinous losers. On a king's ship the leaders might have been strung up by a yard arm on the spot, while the followers brought into port and handed over to the proper authorities. For the most part, captains would stay within the realm of law.

For merchants, privateers, and obviously pirate, more freedom would be granted. Execution, slavery, torturing followed by execution, really anything would happen. Disembowling happened a lot on pirate ships.

Regarding your quetstion of "what happens if you lose?" I would think that (in an ideal world) should be determined by two things. First, in the event of a mutiny, a text menu should pop up saying a mutiny is underway. There should then be two options, resist or surrender. Resisting would mean battling the crew, but surrendering would lead to you being let go in launch with some loyal crew members. Of course, I think that this would be a perfect opportunity to create a use for your officers' reputations. Perhaps, the closer your reputation is to the mean reputation of your officers' reputations, the less likely a mutiny is start. Say, for example, you are a dashing hero (or whatever) but most of your officers are rascals and swindlers... perhaps they would rather be pirating those merchants, not escorting them... so they lead a mutiny. The opposite would be true, if your officers are `fine-upstanding` gentlemen but you enjoying raping women and kicking puppies (or the other way around for that matter) then they would lead a mutiny too.
 
"Iron Will" I always took as just a strong, impressive, inspiring leadership sort of thing. I thought of the whip because, besides easy sailing complaints and relatively short, harmless storms, the game fails to portray the real gruesomeness and hardships of sailor/pirate life.

Also, with the player's character being such a strong, singular captain type, the game fails to portray the egality of pirate rule. I'm glad for the build's sharing the wealth option, but what about sharing decisions and responsibility? Your suggestion for crew rep affecting decisions is a great start; what if, before they got to the point of rebellion, your officers were able to give input on what you should do in certain situations? A sort of council of war. I think this is something you commented on yourself once, about how you have little impetous to act one way or another.
Or, to expand it to the entire crew, a dialog box would pop up or an officer would approach you at certain moments, and some value would determine whether the crew wanted you to, say, engage encountered ships or whatnot. Then, by following their advice or not, their morale would be affected.

And here's another option of what to do with defeated mutiny leaders, or even captured captains. Instead of executing them outright, fight them honourably to the death on the deck of your ship. It would be entertaining to the crew, and you could obtain their XP without taking a rep hit, perhaps depending on the difference between your skill level and theirs.
 
<!--QuoteBegin-Rico+--><div class='quotetop'>QUOTE(Rico)</div><div class='quotemain'><!--QuoteEBegin-->Only if we could hack into the .ani files... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

We could make a little `mini-game`, "`whip-da`-pyrate" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Sounds fun!
 
<!--QuoteBegin-jmv575+--><div class='quotetop'>QUOTE(jmv575)</div><div class='quotemain'><!--QuoteEBegin-->I don't know about that, Smithee, it was just the bad effect of a code error.

How about this, instead of mutiny just being a text box that appears, how about it loads the gun deck and you have a fight. It would be those sailors still loyal against the mutineers. There could be some sort of function to determine the ratio of friendlies to enemies.<!--QuoteEnd--></div><!--QuoteEEnd-->

this is what nk was envisaging - either that or a duel on deck between the player and the 'ringleader' of the mutineers. that's why it just says "mutiny!" when you run out of food, rather than actually doing anything <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
<!--QuoteBegin-KevO44+--><div class='quotetop'>QUOTE(KevO44)</div><div class='quotemain'><!--QuoteEBegin-->My Mod ideas:

1. When your in the service of a country, have your boarding party be soldiers from that nation. EX. Im a British Capt and I want my boarding party to be British soldiers instead of piratey swashbucklers.<!--QuoteEnd--></div><!--QuoteEEnd-->

hmmm, i thought someone had done that a few builds ago!?


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->2. Be able to change your officers name, I would really like that so I could put a rank in instead of there first name.<!--QuoteEnd--></div><!--QuoteEEnd-->

that is `semi-implemented` at the mo. there was a little arrow button on the character interface that would let you change the character's name. it didn't work though. i don't suppose that would be too hard to do...


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->3. By homes on islands. ((I know thats been suggested, but I really want that))<!--QuoteEnd--></div><!--QuoteEEnd-->

it's been suggested a lot, but people have said "what benefit would it give the player?" and `no-one`'s come up with anything much... apart from having somewhere to store stuff (which you can already do in your cabin).
 
I haven't noticed since installing the build whether you automatically get hanged upon mutiny. I'm always too cautious when I play; I keep my crew fed, don't try and `double-cross` my sponsor nations, and I'm sure to pay back userers.

I'm a disgrace to the black flag. :^(
 
you get hanged if mutiny is caused the way it could be caused in the unmodded game (i.e. by clicking 'no' on the crew pay dialogue box). if mutiny is caused by lack of food or whatever, you just get a text message.
 
<!--`QuoteBegin-Kieron`+--><div class='quotetop'>QUOTE(Kieron)</div><div class='quotemain'><!--QuoteEBegin-->if mutiny is caused by lack of food or whatever, you just get a text message.[/quote]And that lovely image of "you" hanging from a yardarm... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" />

I'd love to see some kind of duel or battle for the mutiny... There could be a `tie-in` to your leadership skills and whether you have Iron Will as to whether you'd beat the mutiny down... I can see where a battle can be created using two forces - the crew FOR you and the crew AGAINST you - numbers measured by your leadership level and if you have Iron Will. Then it would all boil down to whether you could swordfight your way out of it...

After the mutiny is beaten down you would have a smaller crew because some would have died in the battle. <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" />
 
lol this conversation has gone in a loop <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
Heh, I was trying to find some semblance of TOPIC! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
lol <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

well i think i'm going to start looking at making the mutiny mod. what do you think would be better, an `all-out` `on-deck` battle (where the ratio of supporters to mutineers depends on your leadership, iron will, etc.), or a duel between you and a ringleader (or a series of duels, the number of which is determined by leadership, etc etc)?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> A series of duels would offer some chances for some cool dialog... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> LOVE 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" />
 
Yeah, both. You should have to fight your way to the boss, like in any good video game.

What will be the critera for a mutiny occurring?
 
well, currently mutinies are caused simply when morale goes under a certain level (the level is checked daily, plus it's also checked if you refuse to pay the crew). i was just going to continue that... do you think that should be changed?
 
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