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Suggestions

benedickt

Landlubber
I was thinking that an upcoming mod could use the following features:

1) an option to choose between two gaming modes:
- original game (play as Nathaniel, no stormy start option, uses old map with old islands only)
- custom game (can choose caracter, stormy start, no main quest)

2) some more sidequests, like these:

- randomly generated thief hunting quests:
- random guy in random town asking to hunt down thiefs, who stole an item from them
- thiefs can be found outside of town, can be threathened, bribed or killed, to get the item back
- the guy greets you when entering town, takes item gives reward (money and XP) and dissapears.

- a rescue mission simillar to saving Toff's doughter, in each town.

3) merchant quality's should be redone the folowing way:
- street merchant: 1-4.
- storekeepers and Patric Cardonne: 5
- merchants disguised as vagabonds: 6-9
- Gregor Samsa: 10 (but only once you'r above a certain level

4) inventory should be more organized (difrent item types in different rows)

I'll come up with more ideas soon.
 
1) If you don't change the starting options, everything will be just like usual. You don't HAVE to choose the stormy start option. But using the old worldmap will be impossible. Why would you want to anyway? The new worldmap has all the islands the old one had, but the new one adds some more.

2) I have actually been working on something like that. I did that to make a simple quest; to see if I could figure out how to do it. I still have the dialog files, which should work. If anybody wants, I can send the files and somebody can finish the mod. It is VERY simple though.

3) If you get the latest modpack version, you will find that these things have been much improved. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

4) It would be excellent to get that menu more organized. Adding multiple rows might be a complicated way of doing it. Maybe we can add some buttons [Show blades], [Show guns], etc. I have an idea how that might be done, but I don't know how to add buttons to interfaces, so I'd need some help. And some time.
 
I was thinking that the main quest was meant for Nathaniel only. My idea would be an option to choose Nathaniel and play the game the way it originaly is, or choose a different character, disable the main quest, and begin with the stormy start. Or maybe it would be easier if the stormy start option would disable the main quest, and you can play freely, without any urge to go anywhere. and about the world map. OK so it can remain the way it is, even though I don't like the large void in the middle. It takes a full month just to travel from oxbay to redmond. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
You don't HAVE to play the main quest. Oxbay will be captured whatever you do, but as soon as you notified the governor, you don't have to continue with the quest at all. You can do whatever you like then.
 
<!--quoteo(post=160575:date=Sep 5 2006, 10:38 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 5 2006, 10:38 AM) [snapback]160575[/snapback]</div><div class='quotemain'><!--quotec-->
You don't HAVE to play the main quest. Oxbay will be captured whatever you do, but as soon as you notified the governor, you don't have to continue with the quest at all. You can do whatever you like then.
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True, but I still think that choosing stormy start should disable the main quest.

Oh BTW I have a few more suggestions:

1) Amulets: - You can equip one at a time to gain bonuses ( hp bonus, dmg bonus, skill bonus etc)
- Cannot be traded, can be ceceived as quest rewards or by looting powerfull enemy's

2) A second animist quest: Animist leader drops a parchment when killed. Show it to a priest who will translate it you do a favor for him, and thus start the complications. A long quest where you have to hunt down a wery poverfull enemy, and receive a powerfull amulet as a revard ( a stupid idea: Amulet that gives you a 5% chance that an enemy you kill will turn into a skeleton that follows you and fights your enemys like a crewmember <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> )

3) Native willage on Falaise de Fleur: house on outskirts leads to an underground passage where you can get to the other island with a wast Jungle where a native village stands (could use the Khael Roa temple outside model). Natives could use the indian, blackslave and blackgirl models, and their chieftain (can be found on the top of the temple stairs) could use the Fred Bob Model. Talk to the chieftain and you can join the tribe (does not need to ruin relations with any nation just allows you to trade with the locals and receive quests from the chief). The chief could give you bandit hunting quests (find the intruders somewhere in the jungle and kill them). Talk to the local Shaman to restore your health, buy potions or tatoos. Buy rabid monkeys from the Beastmaster (they follow you like crewmembers, but do not respawn when entering new area) etc. Could give the game a brand new aspect.
 
The trouble is, there's no-one here that knows exactly how to add additional quests <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
The native village sounds possible and as a good idea, just location cloning (maybe reskinning) reskin some black people (maybe an escaped slave community now in the jungle) and edit the normal store, apothecary dialogs.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The trouble is, there's no-one here that knows exactly how to add additional quests<!--QuoteEnd--></div><!--QuoteEEnd-->
Adding quests is simple. More so then even changing interfaces. Don't demand me do it, because I am not going too.
 
making quests easy? I heard that the only quest that is made took that person (catalina the pirate) 6 months???!!! SKINNING that is simple <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
After all the time Hat's spent in the quest code, he *would* think it was easy! And when you have a professional programmer like Hat on the job, it's not really that difficult.

Hook
 
To Captain Benedickt: I don't want to disable the main quest. If you don't want to play it, then you don't have to. But what if a player wants to do a stormy start but DOES want to play the main quest?

1) You can get something quite similar in the Redmond Opium Den: Tattoos. They give you skill bonuses. You can also get your max HP increased at the Greenford Apothecary if you have the four items required and a whole lot of money.

2) Maybe making quests is easy if you're good at programming. But not many people here are, so for the rest of us simple souls, making quests is quite hard. If anybody is going to make a new quest, he or she will make the quest he or she likes.

3) Would be quite possible to add new locations by cloning old ones. Someone was once working on something similar for Falaise de Fleur, but I don't recall who that was. This person never finished it though.
Your additional ideas for the native village are very nice and I would like to see them in the game. I don't know who would want to code it in though. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
If someone could coded it in, i am volenteer to make the chars and skin the locations, i think if you are going to clone, we should take locations as the smugler lair, quadras costillas, and the douwesen pirate fort. We lcould make them rebellians (like in the hornblower movie RETRIBUTION <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=160682:date=Sep 6 2006, 09:43 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 6 2006, 09:43 AM) [snapback]160682[/snapback]</div><div class='quotemain'><!--quotec-->

1) You can get something quite similar in the Redmond Opium Den: Tattoos. They give you skill bonuses. You can also get your max HP increased at the Greenford Apothecary if you have the four items required and a whole lot of money.

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Listen Pieter! Tattoos are one thing, amulets are another, and not adding amulets becouse the game already has tattoos is not an excuse. Why did you added all those throwable items, when the game already had guns? Besides These amulets wouldn't be just for skill bonuses and hp bonus. I also mentioned damage bonus and other bonuses, like adding poison effect to attacks, giving you a chance to turn an enemy you kill into a skeleton that follows you like a crewmember, or a chance that an attack will turn an enemy against his comrades, or a chance that your attack will break an enemy's sword, I don't think this is all that hard to understand. It would only give the game a whole new aspect.
 
<!--quoteo(post=160889:date=Sep 9 2006, 02:45 AM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Sep 9 2006, 02:45 AM) [snapback]160889[/snapback]</div><div class='quotemain'><!--quotec-->
Listen Pieter! Tattoos are one thing, amulets are another, and not adding amulets becouse the game already has tattoos is not an excuse. Why did you added all those throwable items, when the game already had guns?<!--QuoteEnd--></div><!--QuoteEEnd-->
You wanna code it in and make the necessary artwork, we'll have a look at it. All the modders are quite busy with their own work at the moment. But the code is open for anyone to mod. Go for it.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I don't think this is all that hard to understand. <!--QuoteEnd--></div><!--QuoteEEnd-->
Oh, we understand it all right.

Hook
 
<!--quoteo(post=160892:date=Sep 9 2006, 12:00 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 9 2006, 12:00 AM) [snapback]160892[/snapback]</div><div class='quotemain'><!--quotec-->
You wanna code it in and make the necessary artwork, we'll have a look at it. All the modders are quite busy with their own work at the moment. But the code is open for anyone to mod. Go for it.

<!--QuoteEnd--></div><!--QuoteEEnd-->

I never said it was urgent. I understand if all the modders are busy. All right I'll try to make a mod but for me, it takes time. If I'll ever manage to make an amulet mod, I'll let you know right away.
 
<!--quoteo(post=160895:date=Sep 9 2006, 03:22 AM:name=Captain Benedickt)--><div class='quotetop'>QUOTE(Captain Benedickt @ Sep 9 2006, 03:22 AM) [snapback]160895[/snapback]</div><div class='quotemain'><!--quotec-->
I never said it was urgent. I understand if all the modders are busy. All right I'll try to make a mod but for me, it takes time. If I'll ever manage to make an amulet mod, I'll let you know right away.
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It takes time for all of us. The rewrite of the boarding code was almost 3 months of over 8 hours a day average. And I have considerable professional programming experience.

Adding new skill items isn't terribly difficult, but will still take time to find all the places that need to be changed, especially since you're looking at adding more than just skills. The ideas aren't bad, but they're quite ambitious. I expect to use the next three months to make the game work better, not to add new stuff. And for me, there are a lot of things I'd like to work on for the game before I run out of my own ideas.

Good luck.

Hook
 
Like I said, I'm not urging anyone. I'm just collecting ideas and type'em down in this topic, so they could be coded someday. Meanwhile, I'll see if I can do something myself, even though I don't have a great deal of experience in modmakeing.
 
<!--quoteo(post=160696:date=Sep 6 2006, 11:06 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Sep 6 2006, 11:06 AM) [snapback]160696[/snapback]</div><div class='quotemain'><!--quotec-->
If someone could coded it in, i am volenteer to make the chars and skin the locations, i think if you are going to clone, we should take locations as the smugler lair, quadras costillas, and the douwesen pirate fort. We lcould make them rebellians (like in the hornblower movie RETRIBUTION <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


Oh I don't think this might be good. We're talking about a native settlement, so I think you should use the Temple outside model, with the chieftains 'residence' on the other side of the temple entrance that could use an appropriate model. Maybe the Treasure Alcove model.
 
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