Hello all,
Since there has been a lot of comments on what should and shouldn't be included into PotC, I thought it would be a good idea to discuss this matter here to attempt to define a common goal, so we can use that goal to decide what should and shouldn't be in the modpack.
First of all, I think it might be a nice idea to think of a new name for our modded game. In Build 11 the game was called Sea Dogs II, but that was reset back to Pirates of the Caribbean for Build 12. Personally I like Pirates of the Caribbean very much, but it might be nice to add a subtitle to the name's game for our modded version. After all: We changed so much that it's hardly the same game anymore. For fun, I once thought of "Pirates of the Caribbean: Walt Disney's Chest". Obviously this isn't a very brilliant name for our mod, so please come up with some better names. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_mrgreen1.gif" />
More important is to decide what we actually want <i>in</i> our game. Do we want to go Napoleonic? Do we want to go all fantasy? As far as I am concerned, I would like to set our mod in a fictional time frame where all the good things of the Age of Sail are combined, so we will have pirates, but also beautiful English navy uniforms and also the Dutch West-India Trading Company. Personally I would like the following:
- England: Nelson-type ships added to the navy and better uniforms for the guards. The current English flag on the flag, but I don't care whether it's a white, red or blue ensign.
- France: Better uniforms for the soldiers, but no Napoleonic French flag.
- Netherlands: Dutch West India Trading Company, so more specifically Dutch trading vessels (with the green sterns) and not many war ships (only as escort). Either the current flag or the 6-striped version. Having the WIC logo on the flags would also be nice. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
" border="0" alt="icon_mrgreen1.gif" />
- Spain/Portugal: I don't care much about those. It's fine as is. Not sure if the Spanish soldiers should be replaced with JMV's skins or not... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
- NO US navy! <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid="
" border="0" alt="no.gif" />
I most certainly don't want to take the fantasy element out of the game. I really like skeletons and cursed Maltese Knights and I welcome more of such changes. As long as the fatansy element is not made overly obvious. At the moment, most of the game is real with the occasional fantasy element thrown in for fun. Not sure if we should or shouldn't add sea monsters, though... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
" border="0" alt="whistling.gif" />
As far as realism vs. arcade goes: I'm all for realism if it makes the game more interesting. But adding non-realistic features that also make the game more interesting is, as far as I'm concerned, also a good idea. For example: I know blades don't usually break in the real world due to extensive use, but this is still a feature I want to add to the game (and not just because I am the one modding it in <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="
" border="0" alt="whistling.gif" /> ), because this adds a whole lot of strategic decisions to the game. Of course we shouldn't make things too micromanagial, but I do want the player to have to do some managing, which I would like to call macromanaging. I have explained about this before, so I won't do it here again right now.
Also: I don't very much like the idea of making the land fights so releastic that you can die pretty quickly and that a lot of people get wounded. I especially am against the addition of blood and other sorts of gore. I know fighting was realistic and not fun, but this is a game, as realistic as it becomes, I want it to remain fun. And I don't find any fun in World War II shooters, so I don't want the same realism here either.
I would think it to be nice to add characters who make more use of guns and less of blades. This would be nice for musketeers and characters like that. It would also be nice to tell your crewmembers what their primary weapon should be. I don't know if this can be coded though.
Also: We have a brothel mod in the game, but I'm not sure if mods like these are appropriate for younger players that might also be playing this game. Especially now that Maximus is making it more realistic by adding new character models (NOT naked ones! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="
" border="0" alt="piratesing.gif" /> ) and a new room model. I already added a BuildSettings toggle on it, but now I am thinking we maybe should make it a completely additional download.
Something we should always keep in mind is the limitations our mods have. There are two major limitations: Engine limitations and things that are hardcoded. Engine limitations consist of things the engine simply can't do. Hardcoded things are things coded in files that we can't modify. An example is the sound used when your blade is drawn. I once tried changing it, but I can't because the code I can't access the code. I don't know exactly what things are influenced by these limitations, but I believe at least animations and the swordfighting system are hardcoded for the largest part, so we can't just replace the current swordfighting with a new version, because we can't access the code.
If there are things that some people would like in the game, but other people not, there are three options:
1) To hell with the people who (don't) want it
2) Add a toggle on it
3) Make it an additional download
Personally I never want to go for option #1, so that leaves #2 and #3. Making it an additional download has the difficulty that it should be made compatible with newer modpack versions that are made, which isn't fun to do. I had an idea that might be useful: Add a folder "mods" to the PROGRAM folder and add a file with "MOD_ENABLED 0" to the folder. Then add all the required code for the mod to the regular modpack, but not the required RESOURCE files. Then the additional download will add the RESOURCE files and will overwrite the file in "mods" with a file that says "MOD_ENABLED 1". I think that might solve a whole lot of troubles in making mods compatible with the latest modpack version.
Anyway: These are a whole lot of my personal thoughts on the matter. Please post your views as well. And feel free to completely disagree. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="
" border="0" alt="doff.gif" />
Note: I don't think the engine allows for sea monsters. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid="
" border="0" alt="razz.gif" />
Since there has been a lot of comments on what should and shouldn't be included into PotC, I thought it would be a good idea to discuss this matter here to attempt to define a common goal, so we can use that goal to decide what should and shouldn't be in the modpack.
First of all, I think it might be a nice idea to think of a new name for our modded game. In Build 11 the game was called Sea Dogs II, but that was reset back to Pirates of the Caribbean for Build 12. Personally I like Pirates of the Caribbean very much, but it might be nice to add a subtitle to the name's game for our modded version. After all: We changed so much that it's hardly the same game anymore. For fun, I once thought of "Pirates of the Caribbean: Walt Disney's Chest". Obviously this isn't a very brilliant name for our mod, so please come up with some better names. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

More important is to decide what we actually want <i>in</i> our game. Do we want to go Napoleonic? Do we want to go all fantasy? As far as I am concerned, I would like to set our mod in a fictional time frame where all the good things of the Age of Sail are combined, so we will have pirates, but also beautiful English navy uniforms and also the Dutch West-India Trading Company. Personally I would like the following:
- England: Nelson-type ships added to the navy and better uniforms for the guards. The current English flag on the flag, but I don't care whether it's a white, red or blue ensign.
- France: Better uniforms for the soldiers, but no Napoleonic French flag.
- Netherlands: Dutch West India Trading Company, so more specifically Dutch trading vessels (with the green sterns) and not many war ships (only as escort). Either the current flag or the 6-striped version. Having the WIC logo on the flags would also be nice. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="

- Spain/Portugal: I don't care much about those. It's fine as is. Not sure if the Spanish soldiers should be replaced with JMV's skins or not... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
- NO US navy! <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid="

I most certainly don't want to take the fantasy element out of the game. I really like skeletons and cursed Maltese Knights and I welcome more of such changes. As long as the fatansy element is not made overly obvious. At the moment, most of the game is real with the occasional fantasy element thrown in for fun. Not sure if we should or shouldn't add sea monsters, though... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="

As far as realism vs. arcade goes: I'm all for realism if it makes the game more interesting. But adding non-realistic features that also make the game more interesting is, as far as I'm concerned, also a good idea. For example: I know blades don't usually break in the real world due to extensive use, but this is still a feature I want to add to the game (and not just because I am the one modding it in <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid="

Also: I don't very much like the idea of making the land fights so releastic that you can die pretty quickly and that a lot of people get wounded. I especially am against the addition of blood and other sorts of gore. I know fighting was realistic and not fun, but this is a game, as realistic as it becomes, I want it to remain fun. And I don't find any fun in World War II shooters, so I don't want the same realism here either.
I would think it to be nice to add characters who make more use of guns and less of blades. This would be nice for musketeers and characters like that. It would also be nice to tell your crewmembers what their primary weapon should be. I don't know if this can be coded though.
Also: We have a brothel mod in the game, but I'm not sure if mods like these are appropriate for younger players that might also be playing this game. Especially now that Maximus is making it more realistic by adding new character models (NOT naked ones! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid="

Something we should always keep in mind is the limitations our mods have. There are two major limitations: Engine limitations and things that are hardcoded. Engine limitations consist of things the engine simply can't do. Hardcoded things are things coded in files that we can't modify. An example is the sound used when your blade is drawn. I once tried changing it, but I can't because the code I can't access the code. I don't know exactly what things are influenced by these limitations, but I believe at least animations and the swordfighting system are hardcoded for the largest part, so we can't just replace the current swordfighting with a new version, because we can't access the code.
If there are things that some people would like in the game, but other people not, there are three options:
1) To hell with the people who (don't) want it
2) Add a toggle on it
3) Make it an additional download
Personally I never want to go for option #1, so that leaves #2 and #3. Making it an additional download has the difficulty that it should be made compatible with newer modpack versions that are made, which isn't fun to do. I had an idea that might be useful: Add a folder "mods" to the PROGRAM folder and add a file with "MOD_ENABLED 0" to the folder. Then add all the required code for the mod to the regular modpack, but not the required RESOURCE files. Then the additional download will add the RESOURCE files and will overwrite the file in "mods" with a file that says "MOD_ENABLED 1". I think that might solve a whole lot of troubles in making mods compatible with the latest modpack version.
Anyway: These are a whole lot of my personal thoughts on the matter. Please post your views as well. And feel free to completely disagree. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid="

Note: I don't think the engine allows for sea monsters. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid="
