• New Horizons on Maelstrom
    Maelstrom New Horizons


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build 12 - what mods are ready?

And don't forget the blacksmith mod! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

But when that'll be ready is up to you guys now.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> AARRRRRGGGGGG <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Well, the Build was NathanKell's (and the public's) before the PMT put their stamp on it. What we're doing is adding to that. We've always had this option, it's just that before, Nathan and some others here were in charge of it...
 
We're adding to PotC and Nathan's Build, not to the PMT expansion package.

And let the PMT do what they will. You don't have to use their expansion package when they release it, that's up to you.
 
I don't know, Rico. Wasn't around for it.

I have a question regarding Rafe Bligh's wonderfully weathered ship skins. MuddyMonkey was working on a fix to add them to the game as new ships, rather than replacing existing ship skins. This should also be added to the new build package.

Muddy, did you ever finish that? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--QuoteBegin-muddymonkey77+--><div class='quotetop'>QUOTE(muddymonkey77)</div><div class='quotemain'><!--QuoteEBegin-->I added new Military goods to the game (Uniforms, Muskets, Cannons, Gunpowder) to buy at stores and find in ship's cargo<!--QuoteEnd--></div><!--QuoteEEnd-->

Yay, gunrunning. Brings tears of joy to this old smugglers eyes. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Cat and I have been talking about MuddyMonkey's ship mod in another thread <a href="http://forum.piratesahoy.net/ftopic2474.php" target="_blank">
(Problem when adding new ships (build 11))</a>, and as long as MM's okay with it, I'm going to continue his work on Rafe Bligh's weathered skins and add the newest ones. I don't really know what kind of file you guys would need to add to a new build, but if/when it becomes available at PA!, it'll be as a POTC file for ModPatcher.
 
cool - anything that includes an itemised list of changes, rather than overwriting files, is fine. (unless you're absolutely sure the files you're overwriting aren't being overwritten by anyone else. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" /> )
 
looking forward to that, cat, after seeing those textures you did for him <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/happy.gif" style="vertical-align:middle" emoid="^_^" border="0" alt="happy.gif" />
 
Heh, yeah. That jacket is a nightmare but it is also a beacon... You'll know he's around, before you even talk to him! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
There seem to be a lot of new mods forming up, which is great!

When they are put together for a "new build", will they be set up in "Build_settings.h" to be switchable (on or off)?

I think that needs to be done for some of these things. Yes? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I have some new items for a the build if'n ye want them, I'm just lookin at changing a few stats for em.

Maps. Compasses, ships compass, sextant, Carpenters tools, Surgeons tools, sails makers tools. These all add to your skills, these are only a few im workin on at the mo the maps and compasses I've only managed to finish the others im still workin on.
 
I ain't really decided yet but will probably up your repair skills seeing as we dont actually have a surgeon as such or if someone cud figure some programing then I guess once you have them it cud give you back 10% of your killed men in battle a day later or sumthin as the surgeon has fixed em!
 
Or reduce crew casualties in a fight... or, when you place an officer off your active roster, the skill could restore his health. It bugs me when I remove an officer with a sliver of life left, only to see him with just as little health when I get him back.

I like the idea of more items... I wish we could extend the skills to be higher, like that one guy tried to do, to make it worth having a bunch of items... or even make some `level-ups` dependant on certain items. Otherwise later in the game your guy is all `10-point` stats based on experience alone, and needs no items.
 
More Nautical items? Good idea <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I like finding items that have an effect on your skills. Those magic crystals that we have since Build10 are already nice, but your `Age-of`-Sail equipments sound even better, more appropriate for a pirategame.

How about linking the surgeon's tools to the defence skill or the shipdefence perk?

And how about gunsights for accuracy and flintlocks or canvas cartridges for gunnery? Though these belong to more the Nelson era... and more to the ship than to the avatar... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mellow.gif" style="vertical-align:middle" emoid=":|" border="0" alt="mellow.gif" />

Another, more technical, proposal: use as item id for your new items an "itemgroup" plus a number, like "jewelry5", e.g. "nauticitem3". This has the great advantage that you can make a random itemgenerator for your new items in just one line of code, like this one for jewels:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->GiveItem2Character(pchar, "jewelry"+(1+rand(15)));<!--c2--></div><!--ec2-->

Such a generator would e.g. be useful to give one of your nautic items to the player as goody after e.g. capturing a ship, mugging a shipwright or plundering a shipyardchest <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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