• New Horizons on Maelstrom
    Maelstrom New Horizons


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new mod ideas ( i'm sure this title is taken)

i'll try that! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=170005:date=Nov 5 2006, 12:24 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 5 2006, 12:24 PM) [snapback]170005[/snapback]</div><div class='quotemain'><!--quotec-->
but if you look carefully, you can see that the pearl hasn't furled its sails!<!--QuoteEnd--></div><!--QuoteEEnd-->
And? But? So? Therefore? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

They had their sails positioned to spill the wind and therefore remain immobile. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
pieter boelen, did you hear the song i told you about? if you think it's right, need to know soon because i have a trial version of a conversion program and only 14 days left to use it. i must say that it works pretty well! i can't purchase the permanent version of the program over the internet for a reason i don't know, but i'll use it to change the things i want to change, and then download a different one.
 
<!--quoteo(post=170073:date=Nov 5 2006, 07:08 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 5 2006, 07:08 PM) [snapback]170073[/snapback]</div><div class='quotemain'><!--quotec-->
you just want to be right don't you?<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm just telling you what screenwriters are saying in screenwriters commentary on DVD. Personally, I haven't even noticed those problems and didn't consider them as... well, problems.
 
To morgan terror: You mean the Kraken music? I've heard it, yes. I have the full Dead Man's Chest soundtrack. But there are hardly any tracks that I like and The Kraken is one of the tracks I really don't like. Jack Sparrow is nice enough though. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
ok, i'll put the jack sparrow track from the second movie in the jungle. i seem to have figured out how it works. what puzzles me is: why do the shipyard, the shop and the tavern all have the same song in the data, but still play a different song in the game?
 
some of those cutthroat island songs are really cool! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> they have a very adventurous theme to them. i haven't listened to the storm soundtrack yet though.

edit: yeah,it's better than the kraken, but i put it in anyway to hear what it sounds like. i noticed something: a pirates life for me with vocals is different from the one i have, mine sounds a little less off key. the one in the music pack is more fitting for the tavern, because it really sounds like there are some drunk guys at a table having a laugh. mine's more of a serious attempt to sing it.
 
<!--quoteo(post=170137:date=Nov 6 2006, 02:18 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 6 2006, 02:18 AM) [snapback]170137[/snapback]</div><div class='quotemain'><!--quotec-->
what puzzles me is: why do the shipyard, the shop and the tavern all have the same song in the data, but still play a different song in the game?
<!--QuoteEnd--></div><!--QuoteEEnd-->


please, i need to know before i change anything. i fear messing it up.
 
can i dump a little idea in here? for the lockpick thing?

has one of you guys played splinter cell? i like the minigame thats used for picking locks, i think its great.
i think it could somewhat easily be added to potc, if you dont include any graphics.

for those of you how dont know, how it works:
lets assume we are using the movement keys for it.
lets assume a lock has a number of "pins".
the more valuable the treasure, the more complex the lock. thus more pins.
each pin has a correct "direction" it needs to be pushed.
each pin can be opened by TWO consecutive keypresses in the right direction.

so basically you would press each of your movement keys, one after the other.
and each time you press a key a "click"-sound is played.
when you got the right one, you hear a louder or deeper "click",
and need to press it once again, to open it.

so actually you have a little minigame that somewhat feels like real lockpicking.... wait a second...
in that age locks worked completey different <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
We could try the <i>Gothic</i> method: every lock had a sequence of sorts: you had to try to guess the correct one by pressing left or right. Pressing the correct button would cause you to advance to the next pin, while pressing incorrect would force you to start lockpicking from scratch, with the chance of lockpick breaking.

It's been a while, so, did <i>Thief</i> or <i>Thief 2</i> had a lockpick minigame as well?
 
ya, while i was typing i tried to remember how it worked in gothic 1, that was nice too.

plus if you pick the wrong direction, you got the chance of hurting yourself. and it was nice, because you had to remember the sequence.
 
Oblivion has one with time delayed levers that drop down once 'clicked' up in the open position. if the tumbler starts to fall while you attempt to lock it in place you break your lockpick. Its actualy pretty easy once you get it though but is quite a simple approach, so easy to copy?

Thief 2 had a real good one(the one used in 'Deadly shadow' was a watered down version imho) - i'd have to load it up again to remember exactly how it worked, but i think it was a very good system.
 
ok, im starting to dump all my new ideas that could add nicely to the game in here, i hope thats the right place for it...

here's something hook posted in the 74 thread:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->You may be able to fix the waterline without a lot of work by changing the line for the ship in ships_init.c that says:

refShip.WaterLine = 0.0;

I haven't messed with it, so I don't know what kind of effects you might see. Look at some of the other ships to see what ranges of values are appropriate.<!--QuoteEnd--></div><!--QuoteEEnd-->

if this waterline variable is easy to work with... you could calculate a value to put in there by the weight you have loaded, right? since used cargospace is calculated by weight and not by volume it should only require some simple mathematical operations, right?

well, back from my pitiful attempts at programming i know that the assumption "heh, this is gonna be simple" is the beginning of all coding downfall <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
That waterline variable applies to all ships of the same type. If you had two idential ships sitting side by side, one fully laden and the other empty, they would both be sitting at the same depth, whatever that depth was calculated for the waterline variable.

Assuming the variable works the way I think it does. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
About the lockpicks: Nice idea, but wouldn't it get annoying after opening about 5 chests? I did code in a lockpick, but it works much easier than that. It just gives you an additional chance of opening the lock while also adding the risk of the lockpick breaking. Perhaps it would be a good idea to make the lockpick an "equippable" item, so when you want to use the lockpick, you equip it and you de-equip it when you don't want to use it.

The above ideas might be possible, though I don't know how to. I won't code it in anyway, I think the way I did it now is good enough for the time being, until somebody codes it in a better way.
 
honestly, it struck me as a little bit odd, that every chest (at least in 12.1) appears to be locked. doesnt anybody ever FORGET to lock his chest? i know, i surely do <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

and what i know from morrowind: if i had to actually EQUIP my lockpick before opening a chest, and then going back to my weapon... well, i can only speak for me, but THAT would surely annoy the living hell outta me... <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I've just had one of those "what the hell are we doing" moments <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

More precisely, why are we even considering making a lockpick mini-game? Pieter is right - it would certainly get annoying after couple of times. Not to mention that this isn't a <i>Thief</i>-like game. It's a pirate game - it's objective is to get the treasure chest, not to open treasure chest <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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