• New Horizons on Maelstrom
    Maelstrom New Horizons


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An ambitious project

<!--quoteo(post=237170:date=Feb 9 2008, 02:37 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 9 2008, 02:37 PM) <a href="index.php?act=findpost&pid=237170"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BTW: We'll be needing to get an Alpha 8 version done that supports those different main quests so that you and others can have a look at how it works. Hopefully we'll get that done some time soon.<!--QuoteEnd--></div><!--QuoteEEnd-->
Excellent <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I will download that but put it on MODB for a better broadband Internet access in my case <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I'll make sure you can get it once done; don't you worry. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
BTW : Just to complete the description of my main quest here are the ships.

<u>First Quest :</u>

fast barque

<u>Second Quest :</u>

fast barque
16-gun brig (French pirate' ship : non-playable)

<u>Third Quest :</u>

fast barque
caravel2 (Nathaniel Hawk' ship)
Santiago

<u>Fourth Quest :</u>

ketch
light galleon

<u>Fifth Quest :</u>

light galleon
Battleship1 (non-playable)
cutter (smugglers' ship)

<u>Sixth Quest :</u>

lugger VML

<u>Seventh Quest :</u>

lugger VML
Santiago

BTW:
After ending the main quest, possibility of meeting the cursed caravel.
 
This'll be an awesome addition to Build 14 and will also work very well with the Select Storyline mod Pirate_KK has made, as well as with the Different Periods mod we're working on.
 
Yesterday, I did some tests. Here's a screenshot. It's about the attack of the warehouses at Santiago outskirts. It's one of the seven temporary locations I have to do for Cuba in the second and sixth quest.
Otherwise, thanks Pieter ! I created a locator near the jetty for the light galleon. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Looks cool! Why don't you permanently add those things to the Santiago outskirts? Seems a bit odd to only have them there for one scene in the whole quest. That also saves you the trouble of having to make them seperate quest locations; instead you could just use the regular locations. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
BTW: Have you seen the <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11011&view=findpost&p=240022" target="_blank">custom Spanish soldiers</a> Thomas the Terror has been working on? They will be used in the Early Exporers period (1500-1599).
 
<!--quoteo(post=241073:date=Feb 25 2008, 03:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 25 2008, 03:17 PM) <a href="index.php?act=findpost&pid=241073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Looks cool! Why don't you permanently add those things to the Santiago outskirts? Seems a bit odd to only have them there for one scene in the whole quest. That also saves you the trouble of having to make them seperate quest locations; instead you could just use the regular locations. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
I used the greenford exit location to create this one. I would like to have this one only used during the main quest and more two (1 jungle and 1 beach). But for the others (4 locations) I could turn them into regular ones. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=241073:date=Feb 25 2008, 03:17 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 25 2008, 03:17 PM) <a href="index.php?act=findpost&pid=241073"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->BTW: Have you seen the <a href="http://forum.piratesahoy.net//index.php?s=&showtopic=11011&view=findpost&p=240022" target="_blank">custom Spanish soldiers</a> Thomas the Terror has been working on? They will be used in the Early Exporers period (1500-1599).<!--QuoteEnd--></div><!--QuoteEEnd-->
Only during the Early Explorers period (1500-1599) ? Can I use them anyway for the Spanish Main period ?
 
You <i>could</i> set your quest in the Early Explorers period instead. Perhaps the years would be a tad bit off, but you'll get to use Thomas the Terror's Early Explorers soldier skinpack that he's working on. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Another possibility would be to put the Spanish skins Thomas is working on in the Spanish Main period as well. I still want to use the stock game Spanish soldier skins somewhere though, which would then mean they'd only be used in the Golden Age of Piracy. That might work. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
I use the musketiers (yellow version) for the Spanish Main. I would like to make all pantsersoldiers for Early Explorers. So also English and French should have armou in the first period, the second period mostly use musketeermodels, some with armour. Third period would mostly have the Stock English Soldier model (with tricorner, with maybe some exceptions), fourth period consist of deringer (based skins). Fifth, the same. And the sixth we need some more (I have some ideas for the French). But nicely done Bartolomeu! I would like to have them as normal location, maybe you can try to put those models in with the tool, and make some locators to also let you enter the barns! (Shipyard model)
 
So we use the stock game Spanish soldiers in Early Exporers and your new custom ones in Spanish Main? That solves Bartolomeu's problem then, doesn't it? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=241153:date=Feb 25 2008, 06:53 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 25 2008, 06:53 PM) <a href="index.php?act=findpost&pid=241153"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So we use the stock game Spanish soldiers in Early Exporers and your new custom ones in Spanish Main? That solves Bartolomeu's problem then, doesn't it? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Yes.. yes and yes.. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> I want this solution because I want to stay in the Spanish Main <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=241123:date=Feb 25 2008, 05:39 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Feb 25 2008, 05:39 PM) <a href="index.php?act=findpost&pid=241123"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But nicely done Bartolomeu! I would like to have them as normal location, maybe you can try to put those models in with the tool, and make some locators to also let you enter the barns! (Shipyard model)<!--QuoteEnd--></div><!--QuoteEEnd-->
The idea of separation between temporary and normal location is that you can have access to the warehouses only thanks to the French Pirate (it's a 'secret way'). About your idea I need to think a bit <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
i think the warehouses could simply be locked otherwise. <img src="style_emoticons/<#EMO_DIR#>/icon_confused.gif" style="vertical-align:middle" emoid=":?" border="0" alt="icon_confused.gif" />
 
Indeed; you can simply lock the locator through code. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=241202:date=Feb 25 2008, 09:34 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Feb 25 2008, 09:34 PM) <a href="index.php?act=findpost&pid=241202"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Indeed; you can simply lock the locator through code. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Yes, it's a solution after the attack the locations could be unlock definitively. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
seems like a good idea to me. would be interesting to do that with the greenford lighthouse in the original main quest too. it's a fun place to explore, but you can only visit it once, which is a bit of a shame.
 
Just a thought. I will need some help to create some locators in the sea (to moor the ship). Indeed, I've had some problems when I had to create one for the silver train quest <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
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