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My question is whats wrong with the vanilla game? Since day one ive always used the build never tried it vanilla... im not saying nothing about the work that went into the build ..i just want to know whats wrong with the vanilla game..is there game breaking bugs or what thats all..why all the hostility about asking a f'in question?Are you asking why dozens of people spent thousands of hours over the last more-than-a-decade modding the game?
A quick read-through of the feature list should answer that one nicely. New features, new storylines, new locations, new ships, new items, lots of tweaks and balances, the ability to sail between islands without going to the world map, a general refinement of the game play, addition of better role playing elements, additional realism, several different time periods to play in from the earliest days through Napoleonic, with reasonably period-accurate weapons, ships, international relations, etc.
Are all the changes better? That's for you to decide. But there's a lot more there than in the vanilla version.
Hook
the first sentence from that guy was "Are you asking why dozens of people spent thousands of hours over the last more-than-a-decade modding the game?I see no hostility? How about we keep it that way!
There were definitely some bugs in the original game, though personally I never found them game breaking.
So as far as I'm concerned, it isn't so much "what was wrong with the vanilla game", but "how could it be better".
For starters, the original game was very simple and while you COULD do free play, there was virtually nothing to do outside the main quest and the side quests.
A fair few side quests were also never finished by the original developers, so were left disabled in the released version of the game.
One of the first mods was to allow players to continue after the main quest had completed as well, since that used to end the game.
I always try to encourage people to try the original game for themselves so they can find out first hand what our community has been doing these past many years.
Otherwise it is very easy to take our work for granted, which would be a bit of a shame.
thanksWhat is wrong with the vanilla game? Nothing, as far as I can see - I played it happily for years before I knew the Build Mod existed. If there are any bugs, they never caused me any trouble, probably because those parts of the game which were seriously bugged or incomplete, such as some side quests, were disabled so players can't see them.
I didn't even regard the controls as goofy, and indeed change the controls when playing the Build Mod to match those of the vanilla game - specifically, instead of using mouse buttons for "Attack" and "Block", which are the Build Mod defaults, I put them back to the vanilla game's Space and Ctrl keys respectively.
Of course, the vanilla game seems very limited when compared against the Build Mod, the reason being the whole purpose of the Build Mod is to expand beyond the vanilla game.![]()
You too, eh? And there was me thinking I was the ONLY person to do that!I didn't even regard the controls as goofy, and indeed change the controls when playing the Build Mod to match those of the vanilla game - specifically, instead of using mouse buttons for "Attack" and "Block", which are the Build Mod defaults, I put them back to the vanilla game's Space and Ctrl keys respectively.
I can see how you might interpret it that way, but that's really quite unnecessary.the first sentence from that guy was "Are you asking why dozens of people spent thousands of hours over the last more-than-a-decade modding the game?
to me thats defensive and hostile for asking a simple question.. thanks for the reply... jee wizz
How are the controls in SD:TEHO?I like the controls in Sea Dogs: To Each His Own better than New Horizons. I could probably edit the controls to make them similar, and even edit the code to make everything work exactly the same way with the proper control settings, but I don't want to step on anyone's toes, and I'm sure everyone has gotten used to the New Horizons controls anyway, and the TEHO controls would feel awkward to experienced players.
That needs to be set up correctly for each interface. I don't think that has been dilligently done in the PotC modded interfaces.There are such things as the up and down arrow keys scrolling through menus and dialogs in every case
True, that! I wouldn't mind to see that changed.Looting bodies is done with the 1 key so you don't accidentally hit the F3 key when it does something you don't want.
[...]
In PotC I have yet to successfully loot a ship I've captured without ending up going to the next level before I wanted to. I never had a problem in TEHO with that.
Of course you like that better in PotC. It was YOU who made it work like that, if I remember correctly!One that I like better in PotC is the use of the space bar to fire the cannons with automatic targeting. In TEHO the left mouse button fires the cannons where the aiming reticle is, and I don't think it has automatic targeting unless you're in third person view outside your ship.
Newer game; that was to be expected.The grapics are nicer in TEHO
Indeed the PotC one is still somewhat simplified based on the "leftover islands" from the stock game and the fact that we don't have the manower to add all the "missing" islands.and I like their map better
Indeed I saw that in the GM Viewer when looking at the island models, which is where the "urban myth" came from that CoAS/SD:TEHO have an actual DirectSail system.You can see nearby islands in the distance (they're loaded with the main island you're at), but you can't actually sail to them without using the world map to load the new island. If you do there's nothing there but the textured land mass.
Did they actually use PotC towns in TEHO? I know AoP/CoAS both had their own "single location" towns, which served their purpose, but also always seemed rather "dull" to me.All their towns are small ones, no enormous ones anywhere, which makes it possible to get around everywhere without having to use fast travel. Many of the TEHO towns use a town model that's used in PotC, but the TEHO towns just feel better.
I'll be really, REALLY curious to find out what's the difference there then! I'd assume they use pretty much the same 3D models, don't they?I'm not sure what it is, but I enjoyed exploring the TEHO jungles (lots of good stuff out there), but I avoid it in PotC.
That's quite a shame. But that's really just controlled by the ships_init.c entries, I think!Sailing is so bad in TEHO that it would make more sense for a lot of ships to have the wind arrow pointing in the opposite direction. In all cases your fastest sailing speed is the closest you can sail to the wind. That's just... wrong.
In PoTC, F3 is the general "do whatever the screen icon says" button, while Space specifically works for both looting and going to a new location. So it doesn't matter which one you disable, unless you disable Space for looting and disable F3 for moving to next location, or vice versa.Does PotC also use Spacebar to do looting? If so, maybe F3 could be disabled for that.
I think @Jack Rackham added a lot of spacebar support, which I definitely quite appreciate.
It pretty well has to have the original islands, otherwise the standard storyline which assumes those islands probably won't work without some serious changes. Build 13 even kept the original fictitious names, transplanting the likes of Oxbay and Falaise de Fleur into a semi-realistic map of the rest of the Caribbean. Build 14 renamed them, so Oxbay became Barbados and Falaise de Fleur became Martinique, somewhere near their correct locations relative to other islands but still keeping the original shapes. Even if it's reshaped to look like the real island, Oxbay/Barbados is going to need the lighthouse, Gray Rock Bay and Far Beach, for example, if various quests are to work properly.Indeed the PotC one is still somewhat simplified based on the "leftover islands" from the stock game and the fact that we don't have the manower to add all the "missing" islands.
The current worldmap we've got is definitely the best we've had and likely ever will have.
In stock PoTC, yes. In New Horizons, town scenes are re-used regardless of nationality, though some of them have different textures for different nationalities - the Spanish version of Port Royale town centre, as used in Havana, looks a bit different for that reason.IWith the stock PotC towns, you can tell what nationality they belong to based on the architecture,
while I think the AoP/CoAS ones are just "cobbled together" from a bunch of standard components and are therefore far less distinct.
Some locations are imported from AoP, e.g. Charlestown. And some are imported from VCO; those are the huge places with lots of buildings that do nothing, and they're the ones in which it's really useful to fast travel or run with at least 5x time compression.I do like in PotC the "large towns" versus "small ones" to make each town feel more different, but indeed I can imagine that does encourage more use of Fast Travel.![]()
Being a whole new game, it may very well have new jungle locations. PoTC still uses the jungle locations from stock PoTC, and as the locations from a mere 8 original islands are now being used for the jungles across a whole lot more, there's naturally a lot of repetition. And in some places paths which appear to lead to another location don't go anywhere because there's nowhere for them to go, which means you'll walk (or run) to the end of the path and then effectively hit an invisible wall.I'll be really, REALLY curious to find out what's the difference there then! I'd assume they use pretty much the same 3D models, don't they?
I was indeed thinking of "vice versa". "Space" is, for me at least, also the "attack" button so as you yourself mention as well,In PoTC, F3 is the general "do whatever the screen icon says" button, while Space specifically works for both looting and going to a new location. So it doesn't matter which one you disable, unless you disable Space for looting and disable F3 for moving to next location, or vice versa.
All completely true, which is why I think the current worldmap is pretty much as good as we're ever going to get in PotC.It pretty well has to have the original islands, otherwise the standard storyline which assumes those islands probably won't work without some serious changes. Build 13 even kept the original fictitious names, transplanting the likes of Oxbay and Falaise de Fleur into a semi-realistic map of the rest of the Caribbean. Build 14 renamed them, so Oxbay became Barbados and Falaise de Fleur became Martinique, somewhere near their correct locations relative to other islands but still keeping the original shapes. Even if it's reshaped to look like the real island, Oxbay/Barbados is going to need the lighthouse, Gray Rock Bay and Far Beach, for example, if various quests are to work properly.
Very true.In stock PoTC, yes. In New Horizons, town scenes are re-used regardless of nationality, though some of them have different textures for different nationalities - the Spanish version of Port Royale town centre, as used in Havana, looks a bit different for that reason.
Yes indeed. We "hyjacked" the town models from AoP/CoAS that we thought were nicely distinct for variety's sake.Some locations are imported from AoP, e.g. Charlestown. And some are imported from VCO; those are the huge places with lots of buildings that do nothing, and they're the ones in which it's really useful to fast travel or run with at least 5x time compression.![]()
True. Though from what I've seen in AoP/CoAS, they pretty much reused the PotC jungle and shore locations.Being a whole new game, it may very well have new jungle locations. PoTC still uses the jungle locations from stock PoTC, and as the locations from a mere 8 original islands are now being used for the jungles across a whole lot more, there's naturally a lot of repetition. And in some places paths which appear to lead to another location don't go anywhere because there's nowhere for them to go, which means you'll walk (or run) to the end of the path and then effectively hit an invisible wall.
Why am I not surprised?If I recall correctly, it didn't even change the location models, which means you can find the signpost between Greenford and Oxbay even though those towns don't exist in AoP.![]()
I'm really happy with that! I still remember how much time and effort it took us to sort that out.At least that's been corrected in PoTC - on Barbados the sign now points to Bridgetown and Speightstown, and on other islands it doesn't show up at all.
Prettier in what way, I wonder? I think they may have replaced some of the palm tree models in CoAS, but I don't remember that for sure.The TEHO jungles are... prettier.
Stock PotC didn't have those either. Should be easy enough to disable those if desired.There are no random bad guys running up to you and just attacking.
PotC has those.There are occasional bands of brigands, but you have to approach them and do a dialog before they attack, and often they can be avoided.
PotC does have characters wandering and selling stuff, but they're not different in the jungles than in towns.There are wandering native merchants selling pearls, gold and silver, all of which at excellent prices.
Would be interesting....Lighthouse keepers sell various things and sometimes have "washed ashore" goods at very low prices.
Of course PotC does have the mod-added Treasure Quests instead, but those don't show up randomly.Some of the beaches spawn treasure chests which are quite valuable and sometimes contain rare items.
Those are probably the VCO ones, which are indeed quite massive. They're a fairly recent addition.The first time I saw one of those enormous Spanish towns, I was like, "You've got to be kidding me." Tortuga isn't just big, it's ugly too, but I'll accept that part.