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    Maelstrom New Horizons


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Mods not yet in the modpack

Pieter Boelen

Navigation Officer
Administrator
Storm Modder
Hearts of Oak Donator
Here is a list of mods that are being worked on or are already finished, but that are not yet in the modpack. Please comment on these mods and post your own W.I.P. mods if you have any.

<b>New health items</b> by Duncan
This is a mod that Duncan made quite some time ago. It's purpose was to replace the small and big potion with a Bandage and a Cauterization Kit, which would be more realistic. Today I managed to put these items into my game as additional items. The bandage and cauterization kit are much more common than the potions, but I haven't removed the potions. I think this mod works quite fine, but maybe it needs some balancing. Note: You can't (yet) use these potions with the Use Potion [C] key.

I'll add this to the next update for testing.

<b>Realistic Ship Purchase</b>, originally by Duncan, modified by me
This mod disables the selling of navy ships to characters who don't have a high enough national rank. It works quite fine and can be tweaked in BuildSettings.h.

Things I want to add to this mod still:
- Pirate shipyards don't sell nor show any navy ships ever
- Pirate nation navy ships are not sold ever, but can only be captured
- If a ship has a nation set, no other nation will use this ship

I'll add this to the next update for testing.

<b>New town models</b> by Maximus, Swindler and Thomas the Terror
Included: AoP Guadeloupe, AoP Tortuga, a Spanish retexture of Greenford for use in Santo Domingo and Havana.

I want to add these to the next update as well. They work fine. Only problem is that it will greatly increase the download size.

<b>Tuning Ships</b> by KBlack
This mod enables you to buy upgrades for your ship at the Douwesen shipyard. This mod used to be compatible with the modpack, but not anymore since IncredibleHat's shipyard rewrites. This mod is supposed to working properly, but I kept it out of the modpack at the request of the coder, who wants Build 13 to be done first. So this mod will be in Build 14.

<b>C'pn Diamond's Bast'd Whoreson of a Stormy Start mod</b>
A mod that makes Stormy Starts a lot harder. This mod is still in beta stage though and won't be added to Build 13.

<b>Napoleonic Content</b> by Various Modders (Commodore John Paul Jones, Thomas the Terror, Seb' and others)
These will be added to the <i>Patriots and Emperors</i> add-on for PotC, which will probably be made compatible with Build 13.
 
<!--quoteo(post=160332:date=Sep 3 2006, 09:39 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 3 2006, 09:39 AM) [snapback]160332[/snapback]</div><div class='quotemain'><!--quotec-->
..<b>New health items</b> by Duncan
This is a mod that Duncan made quite some time ago. It's purpose was to replace the small and big potion with a Bandage and a Cauterization Kit, which would be more realistic. ...<!--QuoteEnd--></div><!--QuoteEEnd-->

Between fights yes.

But would stopping mid-fight, to apply a bandage with "C" key, be more realistic than just taking a swig of one's favorite elixir?
 
I've always laughed at when people try to make 'in game healing' more realistic.

Its absurd to think you can make it realistic unless you have the person hobble off to a doctor and stay there for many days until fully recovered.

Otherwise, give it up... drink the damned potion, and stop fussing with something thats not broken.

EDIT:
And I'm not suggesting someone make it so you have to hobble off to a doctor with dimished ability. Because if something like that ever gets put in, it better damn well have a toggle.
 
To Thomas the Terror: Yes, please. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

To Petros: At the moment you can use the new health items during the fight as well. Just like normal potions. Just with different interface pictures. You can use them using the Enter menu. I will also add them to the [C] key functionality. So we just have two more items. It won't add too much to the game, but it won't hurt either. Some people might like it. And those who don't can remove them by commenting out two lines in initItems.c.

I would like to make the health system a bit more "realistic". Or at least more interesting. But not in such a way that the game will become unplayable. The game must remain fun. And a toggle will, of course, be added.

BTW: I updated the list in my first post with some others.
 
Oke, i shall finish havana this week, and then start retexturing tortuga. (a redmond version, because in the film tortuga doesnt look like oxbay and falaise de fleur, but like a "big"crowed city,to me)
 
Excellent! You don't need to reskin to Tortuga though. I am going to use the AoP Tortuga.
 
I like that ship upgrade mod... sounds neat to be able to put some extra features on your ship...
what would such features be? would they be something like Sid Meier's pirates upgrades???? or how???

I have to agree with incredible hat concerning the healing, I think there is no need to make healing all that realistic, since that would have to carry alot of complications with it...

-If a person does not treat a wound, would he then die from massive bloodloss??? <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

-can you all of a sudden have your arms and legs chopped of? <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

- What about a strike at your lungs? would you then get a pneumothorax... I just think that it will all be too much trouble...

- besides, even a doctor at those times, would not be able to treat half of all those injuries... they were still using leeches for god's sake... and if they can treat you, then it still would take weeks a treatment... with extreme risks of infection and gangrene... ( It's sort of a touchy issue for me, since Im studying medicine... )

If you wish to include it, make sure that it can be turned off!!!

Also I like the little bit of fantasy that remains in the game... It has the name of a fantasy movie, so I think that we shouldnt remove it alltogether... Make a file containing all the fantasy features and how to turn them off... or something
 
<!--quoteo(post=160542:date=Sep 5 2006, 03:35 PM:name=Long John)--><div class='quotetop'>QUOTE(Long John @ Sep 5 2006, 03:35 PM) [snapback]160542[/snapback]</div><div class='quotemain'><!--quotec-->
I like that ship upgrade mod... sounds neat to be able to put some extra features on your ship...
what would such features be? would they be something like Sid Meier's pirates upgrades???? or how???
<!--QuoteEnd--></div><!--QuoteEEnd-->
I have attached the mod's ReadMe to this post, so you can read the features. This mod is not going to be added to Build 13. It's based on older code anyway, so it'd require quite a bit of work to make it compatible with the current modpack.

<!--quoteo(post=160542:date=Sep 5 2006, 03:35 PM:name=Long John)--><div class='quotetop'>QUOTE(Long John @ Sep 5 2006, 03:35 PM) [snapback]160542[/snapback]</div><div class='quotemain'><!--quotec-->
I have to agree with incredible hat concerning the healing, I think there is no need to make healing all that realistic, since that would have to carry alot of complications with it...

-If a person does not treat a wound, would he then die from massive bloodloss??? <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

-can you all of a sudden have your arms and legs chopped of? <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

- What about a strike at your lungs? would you then get a pneumothorax... I just think that it will all be too much trouble...

- besides, even a doctor at those times, would not be able to treat half of all those injuries... they were still using leeches for god's sake... and if they can treat you, then it still would take weeks a treatment... with extreme risks of infection and gangrene... ( It's sort of a touchy issue for me, since Im studying medicine... )

If you wish to include it, make sure that it can be turned off!!!

Also I like the little bit of fantasy that remains in the game... It has the name of a fantasy movie, so I think that we shouldnt remove it alltogether... Make a file containing all the fantasy features and how to turn them off... or something
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I wasn't going to make it quite that realistic. That would make for terrible gameplay. Actually: The changes I made are quite small indeed. There will be two more items: Bandage and Cauterization Kit. These will be added to the game IN ADDITION to the potions. Potions will be more rare, but not removed. These new items will work just as potions do. It's just a bit of fun. You might call it fake realism: Same functionality, more realistic interface pictures. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Anyway it WILL have a toggle on it.

A couple more ideas of mine to make the fighting/healing system more realistic/interesting:
- You can't use the new health items using the [C] key, so you must use them through the [Enter] menu instead. This would "simulate" the idea that wound treatment requires a bit of trouble and time: The trouble and time you would need for using the menu. Not really a big issue.

- You can't block infinitely, but after a while the blocking becomes ineffective. This is much more realistic AND makes using the new health items during a fight harder, because you must use them quickly during your block before your block becomes ineffective.

- Your health will factor in the damage you do to your enemies: The lower your health, the less damage you will do to the enemy. It would also work the other way around: If you wound your enemy a lot, he will do less damage to you as well. This is more interesting as gameplay, because it adds another factor into the fights. It gives you an additional reason to not want to get hit. At the moment it doesn't matter as long as you don't die. But with this mod, each hit will make you fight less good.

But all of the above "submods" will have a toggle on them, so you can turn all or some of them off. I don't intend to make the game ridiculously realistic. And I defenitely don't want to take away anything from the game. I just think it adds some a more realistic feel to the fights and makes them more interesting. But not too much would be changed.
 
Once more I am going quite nuts with having to keep mods out of the modpack that I know do work. The problem is that I keep running into these mods when I make a comparision between the Build 13 and Post Build 13 code version. So I want to ask you if you'd mind if I add some of these into the Build 13 version after all. It would make life quite a bit easier for me. Tomorrow I will post a list of the mods that I'd like to add.
 
Depends on the meaning of the word "Know".

Unacceptable synonyms would be: wish, expect, think, figure, believe, calculate, anticipate, count on, pretty sure, confident, ...

For these we have Build13.1
 
I have come to a decision on this. I will add NO new features into Build 13 at all. It appears that the Beta 3 temporary version works reasonably well, so I am going to compile the real beta 3 today and release it in a couple of hours, I hope. Then this version can be tested and in the weekend I am going to release Build 13 no matter what. Unless some <i>real</i> bad stuff happens.

At the moment, it seems that the issues in the Build 13 Beta versions can be devided into 2 categories:
1) Trivial issues that need not delay Build 13 any further
2) Issues we don't know how to fix at all and could thus delay Build 13 indefinitly

I think we all agree that releasing Build 13 on short notice is pretty important. I fear that if we try to keep perfecting it, we'll still be adding fixes in December and progress would otherwise be pretty much halted. That would be a shame.

Build 13 is going to be released this weekend and it will consist of Beta 3 plus any other fixes that are made before then. Once Build 13 is done, we can get to working on the Post Build 13 modpack and once we get that to a stable version, we'll be able to call it Build 13.1. But we need to finish this soon, otherwise we'll never get done. Rather an imperfect Build 13 than no Build 13 at all, I should think. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />
Please do, Pieter ! I don't mind a few little hickups,
it's all part of the fun!! <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=166465:date=Oct 9 2006, 09:47 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 9 2006, 09:47 AM) [snapback]166465[/snapback]</div><div class='quotemain'><!--quotec-->
Build 13 is going to be released this weekend and it will consist of Beta 3 plus any other fixes that are made before then. Once Build 13 is done, we can get to working on the Post Build 13 modpack and once we get that to a stable version, we'll be able to call it Build 13.1. But we need to finish this soon, otherwise we'll never get done. Rather an imperfect Build 13 than no Build 13 at all, I should think. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely! Perfection is a goal that can never be achieved anyway. Hunting for it only causes stalemate and frustration. Too many overambitious modprojects have already faltered.
 
<!--quoteo(post=160357:date=Sep 3 2006, 06:54 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Sep 3 2006, 06:54 PM) [snapback]160357[/snapback]</div><div class='quotemain'><!--quotec-->
snip.....
EDIT:
And I'm not suggesting someone make it so you have to hobble off to a doctor with dimished ability. Because if something like that ever gets put in, it better damn well have a toggle.
<!--QuoteEnd--></div><!--QuoteEEnd-->

<img src="style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />

Well ok i'm joking - but i can see an option where both systems could live happily side by side. If we developed the ships 'Doctor' officer into the skilled and unique person they should be, maybe with relevent skills to reflect their 'doctoring'? Still potions have a place imho - look at coke, that started out as a health potion of sorts(shame it didnt stay that way - now its almost the complete opposite....ah progress <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ).

The way i look at potions now is that much of it is psyhcological(sp?) - i'm in trouble, take a swig of the disgusting swill that the old vodoo priestess told me would heal me(and i believe in her powers as its the 15th century and i dont know any better), and by goly i do feel better......till after the fight when my surgeon/gal can patch my wounds and tell me to take it easy for a few days <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And ref the latest Beta(3) - it really does feel very solid, issues with npc weapons etc all seem sorted now and the balance is good - i had a hard time(for the first time) in trying to achieve my starting missions and get the 8 crew i usualy try to pick up at game start(thats before leaving Oxbay the first time) - money is much harder to come by, so as far as i'm concerned that extra problem solving needed puts the player in a much more engrossing start position - excellent <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
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