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Forts and suburbs for Oxbay (WIP)

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
Note: Because this mod may be helpful to all who currently make new locations or islands I have uploaded a work-in-progress version of this mod.(FTP server, folder cccXperimentMods, NewOxbayAndRandLocs.zip) It basically works (at least on my codebase) but there may be loose ends and many dialogs and miniquests are still missing. Please do not use this preliminary mod if you want your game to be perfect ! I will resume working on this in a few weeks, I hope.




Currently this mod contains several new locations in Oxbay and Greenford: suburbs, some new houses, a "Maltese Abbey" with crypt and undercroft, and forts that you can access and raid from the landside.
Furthermore there are a few secret passages between the various dungeons and mines.
I plan to add locationspecific encounters as well, i.e. according to the locationtype (bedroom, study, armory) you'll meet different NPCs who will "give" you different miniquests. So far this is finished only for the forts.

You can sneak into the forts, but expect some fierce opposition as they are supposed to be out of bounds for all civilians, even English privateers. Apart from the garrison there are certain keycharacters. If you capture one of those you may coax some reward out of them. And if you capture the "Royal envoy" you can force him to surrender the town to you.

This, and all other generated characters and quests, work for ALL locations that have the appropriate .id.label attribute. So if you want to make a new fort somewhere you only need to add the location, give it the .id.label "MILITARY AREA. NO TRESPASSING !" and the garrison etc. will already be there.

Several locations have got additional treasurespots, so it pays to search them carefully.

BTW, all townguards patrol through the streets now. This will be necessary for future mods.
 
Wow! Now we're really getting an interesting gameworld. Can't wait for the weekend to explore his.
 
I agree, this sounds absolutely wonderful! Very nice, CCC! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
yeah CCC, very good work. I've been tested it for you in the past 2 hours and LOL, it's big fun. maybe a few suggestions to make this mod perfect.

- when entering greenford and go to the left port out to the jungle you'll come by a new area ( from redmond ) maybe it's a better idea to change the settpoint from the houses so you are actually have a whole new location. btw nice job with the FORTS <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> .. it really works with the little side guest and the guards.

- when entering oxbay I can't go nowhere. the gate that ussually leads you to the jungle is now the entrance for a STORE lol... I don't think that's the meaning of it :p cuz when you enterd the store you can't go out anymore.

- the random generated locations is not very a neat idea for in towns. for jungles and passages that's a good think, it'll add more explorations but in town that's a bit unrealistic. cuz when you enter a house go outside, enter it again you'll be in sudden in an french gardison :p but the idea's are great

maybe it is an idea for moddellers to add a new "gate" that can really leads you to the fort.. and also make whole new explorations <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> instead of using to old ones. but that might be a lot of work

glad that I could tested it CCC <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> very good work & ideas <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
This is a matter what I am looking forward to very much. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--QuoteBegin-Jopieseethoek+Apr 20 2005, 05:34 PM--><div class='quotetop'>QUOTE(Jopieseethoek @ Apr 20 2005, 05:34 PM)</div><div class='quotemain'><!--QuoteEBegin-->- when entering oxbay I can't go nowhere. the gate that ussually leads you to the jungle is now the entrance for a STORE lol... I don't think that's the meaning of it :p<!--QuoteEnd--></div><!--QuoteEEnd-->
No, that's not the meaning at all <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> On my PC that gate leads to the new Oxbay suburb.
Did that happen during the tutorial phase where all exits you are not supposed to use are closed ? Probably my random location generater assumes that a closed door is undefined and teleports you to a random location. Next week I have some time again so that I can try to fix that.
 
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