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A start for the "Master and Commander" storyline

You already tested and got yourself up to those high ranks? Wow! :shock
I do think if England gets 19 ranks, the other countries should do too.
Possibly when you do have 19 ranks working for England in the game, when you're in the service of another nation,
the game might eventually try to promote you to an unexisting rank and cause trouble.

I have added a test-story-Line for my changes, so i can start with every rank i like, for any nation i like. :p

At this time i did not find any troubles yet. The other nations have got some "fake-ranks" the last rank will repeat up to case 19 so there is a promotion in these nations but you will not get a new ranks.

As far as i know there never had been not so much ranks in the different nations navys execpt from england.

Now i do not know what to do, these fake-ranks are nothing more than a work-around to avoid bugs or troubles...not a real solution.

regards
johns
 
hello everyone, i am currently trying to sign in the forums, there are some problems with hotmail, anyhow, i taught about that fort attack you were contemplating, the problem can be solved by having the player infiltrate the fort before attack with several men disguised as soldiers and carry out sabotage, like jamming the cannons, poisoning the food and water supply and blowing up ammo storage's. That actions would cause part of the forts cannons to be blown up at the start of the battle, and rest of them working at the reduced performance, therefore giving the player a chance to successfully beat the fort. All this things could be done in the same manner as chopping trees and robing knocked out citizens, by choosing the right dialog option, i hope i was helpful, see ya.
 
I think that Im a guy who point the obvoius but someone has to say that out loud: HMS Surprise is to strong. In game it has over 6000 hp, almost 400 crew and 42 guns of max caliber.
I didnt read books, but both movie and wiki says its not frigate - its corvete. 38.2 metres (125 ft) long, 36 guns at least half of their current size, half this crew I guess and of course, as "somewhat aged man-o-war" should have weaker hull. Not as fast as frigates, but agile - this and its captains luck and skills were the advantage.

And a little off top (little only) - to really make some people regret using huge, slow ships you should forbid using 'Sail to' option. Not completly, because its a time saver when anchoring, but sailing to another ships should be forbidden - because of that no one can escape you! Attacking whole fleet of frigates with huge-ass ship results in 100% enemies sinked (-3 boarded).
Well... Instant Boarding and Quick Turn-Around are even more idiotic...
 
We've already turned off a whole bunch of things in Build 14 Beta 1's Realistic Game Mode.
We could also easily remove those weird abilities in that game mode. :yes
 
I think that Im a guy who point the obvoius but someone has to say that out loud: HMS Surprise is to strong. In game it has over 6000 hp, almost 400 crew and 42 guns of max caliber.
Jack Harrison's upcoming film-accurate model should fix that... ;)

And a little off top (little only) - to really make some people regret using huge, slow ships you should forbid using 'Sail to' option. Not completly, because its a time saver when anchoring, but sailing to another ships should be forbidden - because of that no one can escape you! Attacking whole fleet of frigates with huge-ass ship results in 100% enemies sinked (-3 boarded).
Isn't the huge lack of speed and manoeuvrability of large ships enough of a compromise, compared to those speedy frigates?
And besides, I have seen fleets of frigates defeat single 1st Rate vessels before, due to that very reason. :keith
 
Whoops. I pressed 'Edit' instead of 'Reply' and accidentally removed your post! :modding
Anyway... about Sail To, I reckon there should be a toggle for whether it can be used or not.
 
Whoops. I pressed 'Edit' instead of 'Reply' and accidentally removed your post! :modding
:D And I was all 'what the...' when I looked here
Anyway... when you think of it its not exactly something so important. I mean It doesn't affect gameplay without players decision - I dont like it so I just dont use it. If someone needs restrictions to not cheat he'll probably do it some other way anytime he wants - there is a cheat mode after all.
Its like when I played Thief series. Hard difficulty is one thing but after that I just had to set proper brighness and avoid actions that would make game less reallistic (interaction with guards - NONE) just to make myself feel like a pro ;)
 
Wow, going back through this thread we had some good ideas going here! I think I may have a go at reviving this thing and getting through the introductions and at least the first mission or three working. I believe I can handle the dialog portion ok, and I will get that part up and running first. I'll make sure to pass on the files as they get completed so if I go AWOL again for some reason, the next person won't have to start from scratch. I do have a couple of mechanics questions, though. Is it possible to script the appearance of a convoy of 8-10 ships with instructions for them to sail from point A to point B? Or even to start at point A and sail in a given direction? Oh, and I don't think it is possible for the AI to capture ships yet by chance, is it?
 
Generating convoys is possible, though 8-10 ships would be quite a lot. Not impossible though.
It IS possible to set a task to ship groups to sail to a certain spot. But that would be a spot at the same island that they're generated at.
It's not possible to have them sail from one island to another.

The AI indeed cannot capture ships, but for storyline purposes, a lot can be faked through scripted events.
If you tell us exactly what you want to accomplish, we might be able to figure out a way to make it happen.
 
Thanks Pieter. If I can make one group of them appear in the harbor and sail to a point x, say on the western edge of the sea space, for example, and another group start at a different point near the island and sail an intercecting course, then I can set up the scenario. Can this be done in non-island sea tiles in direct-sail as well? Here, let me lay out the scenario for you. You are to escort a convoy from... wherever... let's say Jamaica to Barbados. The line of ships leaves port and sails off to the horizon, with you playing guard along the way. In direct-sail, when you enter the next sea-space, there they are again, minus one. Also there are three enemy ships, two attack ships, and the missing (captured) merchantman. Your task is to recapture the merchantman and drive off, sink or capture the attackers. Then proceed to escort the convoy on to their destination. For those that choose not to use direct-sail, this can be set up to trigger once they leave the map upon "land-ho".
 
awesome! best of luck man, I'll help with whatever I can. :keith
looking through the past posts, here are some things I have thought of:
for the Cacafuego xebec frigate, it might be possible to ririg the arcadia xebec from POTBS with some square sails:
http://www.piratesahoy.net/threads/elessarias-arcadia-xebec.18550/
I think it would be best to use the HMS Speedy model http://www.moddb.com/mods/new-horizons/images/hms-speedy#imagebox for the HMS Sophie, because she is a 14 rather than 18 gun brig. the Vincejo is a quarterdecked brig, but is alot larger and more powerful than the sophie.
- the scene proposed on the first page with HMS San Fiorenzo and HMS Amelia is certainly possible. My new Hebe class frigate is a virtual carbon copy of the Amelia,(which was a sister ship of the Hebe) and I actually built the stern to the plans of the Amelia.:cool:
- there are so many good events that could go into a storyline in master and commander alone, the other 20 books aside. What specific ones did you have in mind? I think that everyone who read the books probably remembers different events more than others do, so it would be great to get some discussion going and pool ideas.
 
You could have your scene set up around the Petic Tabac island that is unused except for some storylines here or there.
It's not possible to set up scenes in mid-ocean; there needs to be some land somewhere.
 
I see no reson why petit tabac shouldn't work :) from what I recall the HMS Sophie was watering or had just finished watering anyways.
 
Well, I guess I envisioned three missions to start with. The first escort mission, as described above; "the cruise" that "choked the harbor with prizes"; and the Cacafuego duel. Because our setting is the Caribbean, rather than the Med, we can substitute current ship types for the trabaccalos, polacres, galeass, etc. Having a true Cacafuego would be fantastic though! I guess I envision using the first mission to acquaint the player with the Sophie, her crew and officers. The second part, just a non-scripted ship hunting session, ending when a set quantity of Spanish ships have been captured or sunk, should give the player the necessary skills and familiartiy with the Sophie to be prepared for the third part, being thoroughly outclassed by the Cacafuego. I think this gets the skeleton of the storyline in place. After that much is up and running, I would like to work in the storming of a fort from land, with the cutting out of a target and sailing it out of the harbor. I would model the second part of that on the "Steal the Frigate" scenario from the original POTC main quest. Other land encounters can be worked in as some filler as well.
 
We don't have a good Ringle yet, do we? I do like switching between smaller and larger ships every once and awhile. I believe one of Captain Armstrong's new ships, the Volage, is a very close match to the Privateer Franklin. If I ever start modelling (it's been delayed several times) I'll do a conversion of the present Surprise to match Aubrey's extensive modifications. Those could both be useful.

I like the idea of spreading the storyline out to cover different stages in Aubrey's career, since we already have so many of the vessels he would have used or encountered.
 
Wow! A lot of enthusiasm for this project! Guess I better get to work on the into and dialogue while there is some momentum! As for the Ringle, probably one of the Tops'l Schooners would do for now, although if someone were wanting to make a Baltimore Clipper specifically for the purpose, all the better. I'll see if I can't have a couple of opening scenes done tonight for people to try out tomorrow.
 
I'd suggest you try to get a dialog file working in the game as a start.
 
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