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Spanish gold

Jack Davidson

Musing Mariner
Storm Modder
Aaaaarrrggghhh, mateys.

Fat Spanish galleons heavily laden with chests of gold and silver..... prime targets and mighty fine prizes for all buccaneers.

Wouldn't it be nice to board and take a ship and not just find loads of linen, cotton or even ebony, but chests of gold and silver too? Well maybe that's now a step closer...

I've got gold and silver working in my game as trade goods. I've still got much testing to do to get them balanced in-game...at the moment they're only normal trade goods and not defined as import, export or contraband for any islands yet. I'd also welcome any informed advice regarding trade balance (historical or not). I'm also hoping that if Maximus is around, being the resident interface expert, he might be able to create another couple of trade book interface slots to accommodate the new trade items.

I've also got bricks in-game as well. The intention for adding bricks as trade goods is that hopefully they may be incorporated into current and/or planned building type mods. CCC may find them useful for his mods. Build your own pirate colony has been mentioned as well.

The artwork and concept has come from the SLiB mod.

[attachmentid=393]


Cheers mates <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=145106:date=Apr 10 2006, 05:26 PM:name=Jack Davidson)--><div class='quotetop'>QUOTE(Jack Davidson @ Apr 10 2006, 05:26 PM) [snapback]145106[/snapback]</div><div class='quotemain'><!--quotec-->
Aaaaarrrggghhh, mateys.

Fat Spanish galleons heavily laden with chests of gold and silver..... prime targets and mighty fine prizes for all buccaneers.

Wouldn't it be nice to board and take a ship and not just find loads of linen, cotton or even ebony, but chests of gold and silver too? Well maybe that's now a step closer...

I've got gold and silver working in my game as trade goods. I've still got much testing to do to get them balanced in-game...at the moment they're only normal trade goods and not defined as import, export or contraband for any islands yet. I'd also welcome any informed advice regarding trade balance (historical or not). I'm also hoping that if Maximus is around, being the resident interface expert, he might be able to create another couple of trade book interface slots to accommodate the new trade items.

I've also got bricks in-game as well. The intention for adding bricks as trade goods is that hopefully they may be incorporated into current and/or planned building type mods. CCC may find them useful for his mods. Build your own pirate colony has been mentioned as well.

The artwork and concept has come from the SLiB mod.

[attachmentid=393]


Cheers mates <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
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Nice finally some valubl cargo, what id like to see thou is multiple currencies, like Pieces of Eight and Gold dubloons instead of just a pile of Gold
 
<!--quoteo(post=145110:date=Apr 10 2006, 04:56 PM:name=Merciless Mark)--><div class='quotetop'>QUOTE(Merciless Mark @ Apr 10 2006, 04:56 PM) [snapback]145110[/snapback]</div><div class='quotemain'><!--quotec-->
Nice finally some valubl cargo, what id like to see thou is multiple currencies, like Pieces of Eight and Gold dubloons instead of just a pile of Gold
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Making the silver and gold as 'coin' (8 reales and 8 Escudos respectively methinks) would be nice in part, though since the americas were a source of nice raw stuff be nice to have more of it melted down into bars. Does the money thing though not potentially conflict with the SHIP_MONEY_MULT multiplier already in the PostBuild12 mods (as in a setting in buildsettings to determine the multiplier for cash made from prizes captured)?
As it is you make some coin from capturing ships (though I never take a lot of notice of it...apart from coast guard vessels it never tends to be very much). So if the gold was made as coin in this new mod idea would the amount in the ship be based on the capacity of the cargo hold or the value returned by the SHIP_MONEY_MULT thing or would it potentially reflect values of each by determining whether the amount of gold from the ship money multiplier exceeds the free cargo space for the gold on the ship, and if not then using that value for the gold 'goods'?
Just my 2 reales worth...
 
I don't think it's a good idea to introduce different types of currency. It would require a lot of calculations between different types of currency and would just add a lot of work for the modders, a lot of potential for additional bugs and more (possibly annoying) micro-management. If anybody figures out a good way to do this though and makes it, I will add it in the modpack. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=145278:date=Apr 12 2006, 07:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 12 2006, 07:03 PM) [snapback]145278[/snapback]</div><div class='quotemain'><!--quotec-->
I don't think it's a good idea to introduce different types of currency. It would require a lot of calculations between different types of currency and would just add a lot of work for the modders, a lot of potential for additional bugs and more (possibly annoying) micro-management. If anybody figures out a good way to do this though and makes it, I will add it in the modpack. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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I dunno, it seems rather simple to me in theory, just have a code systet structure like:

Piece_Of_Eight = Money(value 1/8th money)
Spanish_Dubloon = Money(value 1 money)

i was more just thinking no major variation in currency but just have gold and silver coins.
 
<!--quoteo(post=145106:date=Apr 10 2006, 05:26 PM:name=Jack Davidson)--><div class='quotetop'>QUOTE(Jack Davidson @ Apr 10 2006, 05:26 PM) [snapback]145106[/snapback]</div><div class='quotemain'><!--quotec-->
I've also got bricks in-game as well. The intention for adding bricks as trade goods is that hopefully they may be incorporated into current and/or planned building type mods. CCC may find them useful for his mods.
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Dooh! That's unfair! The pirates here get gold and I get only bricks <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />


Noo! Thank's a lot, very considerate <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
[/quote]

Dooh! That's unfair! The pirates here get gold and I get only bricks <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

[/quote]


Harrrr! CCC,ye can use bricks ter hit Pirates over thar head and take thar Gold <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Aye! But you can't use gold to hit pirates over their head and take their bricks. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there, mates.

I've been testing these new goods a little more and have assigned import/export/contraband for all the islands. Everything seems to work well, no problems so far. The balance seems reasonable. Bricks are on the cheap end of the price range whilst gold and silver are the number one and two most expensive goods with ebony not far behind silver.

The only thing is that there aren't enough import/export/contraband slots (there's only four each) on the Trade Book interface to accommodate the new goods (without pushing out existing goods), although in a couple of instances they have occupied vacant slots. I'm going to have a look at this interface to see what I might be able to do, however, I think I might ask Maximus to come up with something here as he seems to be regularly working to improve all game interfaces and would have much more expertise than me.

If anyone is interested then I can upload this mod to the FTP as it is at the moment for testing.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=146062:date=Apr 20 2006, 07:08 PM:name=Jack Davidson)--><div class='quotetop'>QUOTE(Jack Davidson @ Apr 20 2006, 07:08 PM) [snapback]146062[/snapback]</div><div class='quotemain'><!--quotec-->
If anyone is interested then I can upload this mod to the FTP as it is at the moment for testing.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, please. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
In the next modpack update, the tradebook interface is changed a bit again. I recall seeing more than just the four slots in the newer version. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=146224:date=Apr 22 2006, 08:06 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 22 2006, 08:06 PM) [snapback]146224[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=146062:date=Apr 20 2006, 07:08 PM:name=Jack Davidson)--><div class='quotetop'>QUOTE(Jack Davidson @ Apr 20 2006, 07:08 PM) [snapback]146062[/snapback]</div><div class='quotemain'><!--quotec-->
If anyone is interested then I can upload this mod to the FTP as it is at the moment for testing.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, please. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
In the next modpack update, the tradebook interface is changed a bit again. I recall seeing more than just the four slots in the newer version. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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That'd be great. I'll get it up on the ftp and hopefully you can check it's compatibility with any improvements to the trade book interface. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there Pieter,

I was about to upload this to the FTP, however, I was reading the Post Build 12 ModPack thread and saw that you've released a new update which includes lots of new stuff, in particular new goods "powder" from Maximus. I think I had better download this update and check it out first. I may well have to rewrite my mod to make it compatible.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there Pieter,

I've used WinMerge to make this mod compatible with your new update. I'm pretty sure I've covered everything and the mod should work fine. I'll upload it to the FTP now. Please give it a test if you get the chance.

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Thanks, Jack. Downloading right now. I'll add it to the pack, unless it causes major problems. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Chaps, are there meant to be particular ships that have gold and silver goodies on board from all nations or just the Spanish? Having added this mod to by game, I've still not found any merchants with gold on board despite auditioning various nations. Though having upped the loot multiplier in buildsettings I find merchants nicely profitable prizes...still not enough Galleons about sadly.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

This was a great Idea and would fit into the build nicely.....picture it, a big Convoy with a Spanish Galleon right in the middle. You finally triumph over the Escorts, one Frigate and 2 Brigs. Now the Treasure is yours......your crew boards and to the excitement and cheers of your "band of Brothers" you open the Hold, and to the amazement of all its is crammed full of Gold and Silver Ignots!!

Very well done, <b>HOWEVER</b> we have a growing problem.....there is also a new thread around here for Bandages and Instruments for Doctors, which also has great Potential, but is still in the building stage. <b>IF</b> these great ideas are going to reach maturity and bare fruit for their very commendable creators, <b>WE WILL</b> desparately need more slots in the interface. What are we going to do about this? How has this been coming along?

The only reason I have not implemented this in my build here yet Jack Davidson is that I'm not sure how this will work with all the new items that are being used...be cause of this very slot problem

P.S. Jack Davidson: When you are delving into the interface and the areas your playing with....Have you seen anything in the code, that made the existing "coins" or "Gold" take priority in the "Inventory" screens? Cause I have always maintained that in theory...because the gold always goes to the very first place, it has too have been given a "priority" number or something like this....If we can determine what it uses we can use a similair technique to "assign" numbers to other items so they stay near the beginning and then one would not have to scroll through tons of items to find your equipped sword, or the pistol bullets....etc. This could have good promise for future items
 
<!--quoteo(post=148060:date=May 11 2006, 09:28 PM:name=Cpt Fabris)--><div class='quotetop'>QUOTE(Cpt Fabris @ May 11 2006, 09:28 PM) [snapback]148060[/snapback]</div><div class='quotemain'><!--quotec-->
Chaps, are there meant to be particular ships that have gold and silver goodies on board from all nations or just the Spanish? Having added this mod to by game, I've still not found any merchants with gold on board despite auditioning various nations. Though having upped the loot multiplier in buildsettings I find merchants nicely profitable prizes...still not enough Galleons about sadly.
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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there, Cpt F.

Just tested this again to make sure. I'm usually finding gold and silver on ships in convoy and large merchant fleets. These are the ships that tend to have the larger cargoes (randomly generated from the goods list). I've found gold on French and Spanish ships so far. This random spread I think is reasonable, unless of course somebody wants to create a Spanish Treasure Fleet mod.

Cheers, matey. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=148071:date=May 11 2006, 10:17 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 11 2006, 10:17 PM) [snapback]148071[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

This was a great Idea and would fit into the build nicely.....picture it, a big Convoy with a Spanish Galleon right in the middle. You finally triumph over the Escorts, one Frigate and 2 Brigs. Now the Treasure is yours......your crew boards and to the excitement and cheers of your "band of Brothers" you open the Hold, and to the amazement of all its is crammed full of Gold and Silver Ingots!!

Very well done, <b>HOWEVER</b> we have a growing problem.....there is also a new thread around here for Bandages and Instruments for Doctors, which also has great Potential, but is still in the building stage. <b>IF</b> these great ideas are going to reach maturity and bare fruit for their very commendable creators, <b>WE WILL</b> desperately need more slots in the interface. What are we going to do about this? How has this been coming along?

The only reason I have not implemented this in my build here yet Jack Davidson is that I'm not sure how this will work with all the new items that are being used...be cause of this very slot problem

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<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there, LJS.

I haven't really been around here or spent much time with the game lately. I have been experimenting with a few other mods and reworking a few things in the last couple of days.

The new trade goods mod has been working smoothly in my test games (both 5/3/06 and 30/4/06 versions). Although there aren't enough slots in the trade book interface for the increase in trade goods, this does not appear to have any adverse effect on the game. I've had a look at some of the code involved in modifying the trade interface and have decided that, at this point, my limited modding experience may not be up to the task yet. I'll study it further, however, I think it may be better if I contact Maximus, who has made most of the Post Build interface improvements so far, and ask if he can (time permitting) expand the Trade Book interface. I know it's possible. The Trade Book interface in the SLiB mod has more slots to accommodate a greater number of trade goods.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->

P.S. Jack Davidson: When you are delving into the interface and the areas your playing with....Have you seen anything in the code, that made the existing "coins" or "Gold" take priority in the "Inventory" screens? Cause I have always maintained that in theory...because the gold always goes to the very first place, it has too have been given a "priority" number or something like this....If we can determine what it uses we can use a similar technique to "assign" numbers to other items so they stay near the beginning and then one would not have to scroll through tons of items to find your equipped sword, or the pistol bullets....etc. This could have good promise for future items

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

I don't know what code is necessary for this but I do know it is possible. The SLiB mod inventory categorises all items and prioritises items in use. It even has category selection buttons. Unfortunately the code for this is not open for inspection.

Cheers, matey <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Please check the goods images in the old blue interface. I added your mod to my game, but now the backgrounds from the goods pictures are completely white... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> Forgot about the the alternate interface options. I'll check that out now.
 
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