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BuildSettings

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
I am thinking with the new BuildSettings interface in Build 14 Alpha 7 Plus, we should do some thinking on how we want to handle the game's toggles. At the moment all BuildSettings have been changed from #defines into interface settings, some with succes and some causing some irritation. Especially the change of the starting ship options from #define to interface has been met with much apprehension, because this actually made it harder for modders to test their ships. So the question is: Which options should be #defines (changable in Notepad) and which ones should be interface toggles.

Personally I think that the mod on/off toggles should be in the interface so that these can be turned on and off depending on the player's liking and in mid-game. On the other hand, any options that could be considered cheating (starting level, starting ship, etc.) should be put in #defines in InternalSettings.h. Finally I think it is somewhat odd to be able to select your allowed selection for the character and ship model choices in the BuildSettings (Advanced Options) interface. After all: Why should the player first choose his available choices, only to choose one of them afterwards? Why not just choosing once instead of twice?

===================================================

A little side-trip here: The Choose Character Interface. I think it would be nice to make two interfaces for this:
1) Choose Profile
2) Custom Character

The first interface would replace the current Choose Character interface. In this interface, the player has the choice of several pre-defines characters. Each character has its own model, ship, type, nation, name, etc. For example there would be "Jack Sparrow, Pirate, Adventurer", "Jack Aubrey, England, Military, ship: SloopBrig HMS Sophie" and "Horatio Hornblower, England, Social Climber, ship: Cutter2". Each character would have his own pre-set parameters and each character would start the game at a different place. Jack at Tortuga, Jack Aubrey at Redmond and Horatio Hornblower at Antigua. Each character would have a somewhat different backstory and the tutorial would reflect this. For example with Hornblower, Malcolm Hatcher would be replaced with Sir Edward Pellew, who prepares Hornblower for his first command as midshipman of an English Cutter. Also the navy characters would start with a Letter of Marque.

For those players who don't want to be limited in their choices, the second interface would be available. In the Choose Profile interface there would be a "Custom Character" button which will open an interface where you can set all the parameters for your character yourself like in the current interface. The difference would be that here you have available (almost) al character and ship models from the game, similar to the current selection in the BuildSettings interface.

This would give beginning players the ability to choose from several different and interesting characters, while giving advanced players full control over their character.

===================================================

This brings us to my last topic: useless settings. I think there are some toggles that can simply be removed altogether. Examples would be:
<b>USE_PROPER_TUTORIAL_DECK:</b> Why would anybody want to use the wrong cabin when the right cabin works just as well?
<b>ENABLE_BUILDINGSET:</b> If you don't want to use it: Don't. Why bother turning it off?
<b>ENABLE_BLACKSMITHMOD:</b> If you don't want to repair your weapon: Don't. Of course turning off the WEAPONSMOD would turn the blacksmiths off as well.
<b>ENABLE_TAILORSMOD:</b> Why would anybody not want them? You don't HAVE to visit them.
<b>ENABLE_NOSAVEMOD:</b> Don't talk to the monks if you don't want to use this mod.
<b>GREATER_OXBAY:</b> Turning off the Greenford Maltese Knight Abbey? Are you CRAZY???

So my question is: Do you think there are useless toggles that could simply be removed to make the code simpler and make the amount of available options less confusing for the player? And if so: Which settings do you consider useless?
 
Using profiles for some presettings is a good idea I think, especially in terms of trying to make the game appear more user-friendly :p

As for the useless-code reduction, I think only REAL useless toggle-options should be deleted, for I think that with every "small toggleable mod" a player has to ignore, a little piece of the game dies.

May sound stupid and it's hard to explain, but I mean: It's basically the same as imagining little features not implented yet(like pretending you're some cool captain on a unique mission or something; i use to do that a lot, hope everybody does, else it would be kinda awkward now :pP), which would just be the opposite direction of ignoring active mods.(for example; i AM the cool captain on a unique mission, but im pretending not to be) :p
So the more things are available to toggle, the better. Especially for people who are rather scared by the simple thought of having to open a notepad.

So, if there are any extremely useless options to toggle, kick 'em
I agree with you on:
USE_PROPER_TUTORIAL_DECK
ENABLE_BUILDINGSET
since those don't really appear to you in the game, so you don't have to actually <i>ignore </i>them

Tailors, Blacksmiths and especially those holygrenade-monks are rather hard to ignore.
What I'm interested in is: Do all these code-lines affect any gamespeeds, be it loading speed or anything else? If not, I'd say, for reasons of clearness, you could just divide Major and Minor toggleable features or something.
No idea though :p just gave it a shot
 
Why would you want to ignore the tailor shop? You don't HAVE to enter the door, do you? Why would you want to prevent yourself from being able to enter that door in case you DO want to. Same for the Blacksmiths and monks. If you find you don't want to use them, you can just walk past them, can't you? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
remember that the buildingset mod toggle is also for the buildings added in some areas! it says so clearly, although i have a sneaking suspicion that i'm mixing up two toggles here.
 
You're right. That one should stay then. If it's turned off, all default BuildingSet structures will also disappear.
 
So... any settings we could eliminate? <img src="style_emoticons/<#EMO_DIR#>/user_comment.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="user_comment.gif" />
 
<!--quoteo(post=240260:date=Feb 22 2008, 03:33 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 22 2008, 03:33 PM) <a href="index.php?act=findpost&pid=240260"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So... any settings we could eliminate? <img src="style_emoticons/<#EMO_DIR#>/user_comment.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="user_comment.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Agree to simplify Buildsettings <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> too many options.
 
Exacty. So which one can we get rid of? We really need to simplify things; it's too much of a good thing.
In Holland we have a saying that "You can't see the forest through the trees". This means that there is so much that you lose track of what's important.
 
i really wouldn't know. <img src="style_emoticons/<#EMO_DIR#>/icon_confused.gif" style="vertical-align:middle" emoid=":?" border="0" alt="icon_confused.gif" /> they're all kinda handy. are there any settings that will unlikely be changed anyway or only very rarely?
 
I'm removing a whole bunch of BuildSettings and changing them to be always-on. These settings include:
GREATER_OXBAY
CAPTURE_COLONIES
REALREPAIR
PATROL_ADRESSING
ENABLE_SMALLLOG
REALISTIC_HEALTH_ITEMS
DIALOG_INTERFACE
INTRODUCE_USA

Any other settings I can remove? Or are there any of these you really DON'T want to have removed?
 
I have now removed the following settings from my game:
INTRODUCE_USA
ENABLE_FIREDRILL
CAPTURE_COLONIES
REALREPAIR
REALISTIC_HEALTH_ITEMS
GREATER_OXBAY
PATROL_ADRESSING
ENABLE_SMALLLOG
DIALOG_INTERFACE
ENABLE_TAILORSMOD
REGULAR_ARMOR_TOO
ENABLE_NOSAVEMOD
ENABLE_RUSHMOD
ENABLE_BLACKSMITHMOD

All these mods will be always-on from now on.
 
I now also removed the following storyline variables:
REALISTIC_BLACKPEARL
BARBOSSA_NOSURRENDER
SILEHARD_SHIP_NAME
ENABLE_CAPTURE_FRENCH_SQUADRON
ENABLE_RESTORE_OF_FRENCH_SQUADRON
DANIELLE_SITOUT_BOARDINGS
USE_PROPER_TUTORIAL_DECK

These are now also always-on. I kept ALLOW_OXBAY_TRADE_DURING_OCCUPATION, but set it to off by default.

If there are any settings above that you would very much prefer to keep, I can reinstate them, but if I hear no complaints, I'll keep them out. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<!--quoteo(post=269304:date=Jul 16 2008, 11:23 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 16 2008, 11:23 PM) <a href="index.php?act=findpost&pid=269304"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I have now removed the following settings from my game:
INTRODUCE_USA
ENABLE_FIREDRILL
CAPTURE_COLONIES
REALREPAIR
REALISTIC_HEALTH_ITEMS
GREATER_OXBAY
PATROL_ADRESSING
ENABLE_SMALLLOG
DIALOG_INTERFACE
ENABLE_TAILORSMOD
REGULAR_ARMOR_TOO
<b>ENABLE_NOSAVEMOD*</b>
ENABLE_RUSHMOD
ENABLE_BLACKSMITHMOD

All these mods will be always-on from now on.<!--QuoteEnd--></div><!--QuoteEEnd-->


WHAT!?! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /> It's on? <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#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Yes, it is. It has been even since Build 12.1. The only thing it does is to put the no-save monks in their appropriate spots. Turning it off removes the monks. This mod being on does NOT mean that you can't save at all, of course, just when you take one of the items from the monks. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
The USA are to appear in the game after 1776. If you only plan on playing the periods before that, you won't encounter them. But I figure we might need them for various quests after that time, so putting a toggle on it wouldn't really make things easier in those cases. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Anyway, the USA mod is only in the first stadium and can hardly be considered finished. Pirate_KK just started work on it, but there's plenty left to do. Such as actually put a USA flag in there, USA soldiers, ship names, character names, etc. Also various weird effects need to be fixed, such as US worldmap ships being tiny in comparision with the other ships and the fact that I can sink US ships with a single cannonball ( <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> ).

BTW: I like the ranks Pirate_KK came up with for the USA:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        rNation.Ranks.1 = "Sarge";
        rNation.Ranks.2 = "Master Sargeant";
        rNation.Ranks.3 = "Sub-Lieutenant";
        rNation.Ranks.4 = "Lieutenant";
        rNation.Ranks.5 = "Capitan";
        rNation.Ranks.6 = "Major";
        rNation.Ranks.7 = "Colonel";
        rNation.Ranks.8 = "Commodore";
        rNation.Ranks.9 = "Counter-Admiral";
        rNation.Ranks.10 = "Admiral";
        rNation.Ranks.11 = "Capitalist";
        rNation.Ranks.12 = "Corporation Head";<!--c2--></div><!--ec2-->
I think another <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" /> is in order here. <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#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <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#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--quoteo(post=269271:date=Jul 16 2008, 01:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 16 2008, 01:29 PM) <a href="index.php?act=findpost&pid=269271"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm removing a whole bunch of BuildSettings and changing them to be always-on. These settings include:
GREATER_OXBAY
CAPTURE_COLONIES
REALREPAIR
PATROL_ADRESSING
ENABLE_SMALLLOG
REALISTIC_HEALTH_ITEMS
DIALOG_INTERFACE
INTRODUCE_USA

Any other settings I can remove? Or are there any of these you really DON'T want to have removed?<!--QuoteEnd--></div><!--QuoteEEnd-->

DIALOG_INTERFACE : this one make you chose whether you want stock PotC dialog interface or the new one, doesn't it? If so I would keep it. (I'm not that fond of the new one.)
Another option would be to have the stock PotC dialog interface when you chose the 'old' general interface and the new one when you chose the 'new' seadogs-like.
 
The "another option" you mention is exactly how it is now. You have the original blue dialog interface in the old blue interface and the new one in the new brown one. So there <i>is</i> still a toggle on it, just not TWO of them. I thought that was a bit overkill. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
In Alpha 8 I removed a whole bunch of settings. Are there any others that can go? Or should some of them be returned?
 
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