• New Horizons on Maelstrom
    Maelstrom New Horizons


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<!--quoteo(post=304648:date=Mar 4 2009, 12:52 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 4 2009, 12:52 PM) <a href="index.php?act=findpost&pid=304648"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The original coders are no longer here, though, I think.<!--QuoteEnd--></div><!--QuoteEEnd-->
The people who changed the way the guards worked since Build 13 are likely still around. But a lot of what you're talking about has been in the game forever.

Hook
 
<!--quoteo(post=304683:date=Mar 4 2009, 11:25 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Mar 4 2009, 11:25 PM) <a href="index.php?act=findpost&pid=304683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The people who changed the way the guards worked since Build 13 are likely still around. But a lot of what you're talking about has been in the game forever.<!--QuoteEnd--></div><!--QuoteEEnd-->What exactly do you mean with "changed the way the guards worked"? I know the models are now period-specific and there's some code for when the guards are of your own personal nation, but that's all the intentional changes I'm aware of. There's also the navy officers in some ports, but those are actually enc_walkers and not related to the guards at all.
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->there's some code for when the guards are of your own personal nation<!--QuoteEnd--></div><!--QuoteEEnd-->
If that's been changed, it's likely other things were changed as well and even that one change can affect things in ways we don't want. I'll have to look at that code to see what's going on and compare it to prior code.

I really don't like having walkers being either all navy officers or all normal civilians. You can still get civilians in Redmond at night with guards walking around, so it's possible to make it work in ports as well. When I first went to Redmond and saw all those guys in blue uniforms at the port, I thought it was a bug... officers of the wrong nation, perhaps. I tried talking to one and the dialog was broken and resulted in a crash. I haven't approached one since.

The "all officers" effect would be great in a fort or other specific military area. Not as good in a town that has normal people in it.

Hook
 
The all-navy-officers change was originally made for Antigua only (that's why they still have the Antigua dialog), but then we added it to Redmond and Martinique as well since those are like the main ports too. Basically Thomas and I just wanted to see his new navy officer skins used. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

Personally I do like the navy officers, but it would be better if it was just a couple instead of navy officers only. Of course this can be done, but we haven't yet. And they also shouldn't get the Antigua_patrol dialog either, unless they're actually ON Antigua.

As for the soldiers, Pirate_KK is going to try and look into them this weekend too, so you might want to wait with doing that just yet. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=304766:date=Mar 5 2009, 06:16 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Mar 5 2009, 06:16 AM) <a href="index.php?act=findpost&pid=304766"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for the soldiers, Pirate_KK is going to try and look into them this weekend too, so you might want to wait with doing that just yet. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Good, because I certainly didn't want to do it! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
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