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Assassin Main Quest

I like the story. Does need a different Santos though <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
That's a good idea. You can move locations around and replace characters and rewrite dialog and do whatever you want.
I just figured it might give you a simplish base to extend the quest with. And maybe, just maybe, you'd want to change the ending.
Sir Christopher Mings added a nice easter egg there, but I'm not quite sure if that's appropriate in your case. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
After releasing the modified quest you can make a new one if you want.

By the way, about the time-bomb interface picture I will use the grenade one seeing you didn´t make it. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=330401:date=Jun 18 2009, 03:48 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 18 2009, 03:48 PM) <a href="index.php?act=findpost&pid=330401"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sir Christopher Mings added a nice easter egg there, but I'm not quite sure if that's appropriate in your case. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Which one ? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
I think Bartolomeu still really wants that timebomb picture. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
If you use the grenade picture for now, it'll be easily replaced in the future. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=330404:date=Jun 18 2009, 03:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 18 2009, 03:51 PM) <a href="index.php?act=findpost&pid=330404"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think Bartolomeu still really wants that timebomb picture. <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
If you use the grenade picture for now, it'll be easily replaced in the future. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Just need to add the time-bomb picture in items_ccc. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
well, please call it a fougasse then <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
<!--quoteo(post=330408:date=Jun 18 2009, 03:56 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Jun 18 2009, 03:56 PM) <a href="index.php?act=findpost&pid=330408"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->well, please call it a fougasse then <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
What is it <i>fougasse</i> ? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
well, that was a mine in the 17th and 18th century, a sort of boobytrap it was buried and if someone tripped over a wire, it blew that person up.
 
In the quest, the time-bomb doesn't work like that. It's a big grenade with a long fuse. And it's important for the quest it works like that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Just as additional information your fougasse could be used in a future quest of the Assassin Main Quest but not in the second one.
 
At the moment, I finished the second quest and almost finished the modified Hitman quest (I had to change some locations, dialogues, quest texts....). I can already give the list of the quests for the Assassin storyline.

- A bad deal (the beginning)
- The apprenticeship (1st quest)
- The alliance (2nd quest)
- A worm in the apple ( 3rd quest - modified hitman quest)
- A kidnapping (4th quest)
- The convoy (5th quest)
- The colony's attack (6th quest)
- The Bartolomeu's trap (7th quest)

<i>btw :</i>
I would like to put randomly a ship off an island (all the islands except Curacao and Cuba) so that each time the player replays the quest the ship won't be in the same location. Can anyone make the code ? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=331784:date=Jun 23 2009, 12:52 AM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jun 23 2009, 12:52 AM) <a href="index.php?act=findpost&pid=331784"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><i>btw :</i>
I would like to put randomly a ship off an island (all the islands except Curacao and Cuba) so that each time the player replays the quest the ship won't be in the same location. Can anyone make the code ? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
By the same location do you mean port. If so having a random number being generated and then have
if (random_num == 1) ship to this location
if (random_num == 2) ship to this location
and so on should work
NOTE: this will need to be done for all islands so would be rather time consuming.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->int random_num = rand(*max number*) + 1;<!--c2--></div><!--ec2--> this will give you a random number between 1 and *max number*
 
That sounds good, Bartolomeu! VERY good, I might add. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

For the ship at random island, I take it you already have the code for putting the ship somewhere.
You can use the following for the random island. Add your ship-placing code at the "PUT SHIP AT ISLAND *" place.
You can put multiple lines of code there too if you have to.
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->switch(rand( *max number* ))
{
    case 0: "PUT SHIP AT ISLAND A"; break;
    case 1: "PUT SHIP AT ISLAND B"; break;
    case 2: "PUT SHIP AT ISLAND C"; break;
    case 3: "PUT SHIP AT ISLAND D"; break;
}<!--c2--></div><!--ec2-->
 
Thanks for everyone and I will test the code tomorrow. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Here's the main quest update including the 2nd and 3rd quest. Before playing the main quest, confirm you already installed the <i>townhall</i> and <i>lineship</i> videos and another resources from the <i>update 5 June</i> like the mh6_l.gm and walk ship lineship5. All these files have been released in this topic or the ambitious project the last weeks.
The 4th quest will be released only in the second half of July.

btw :
- You'll note in this update, I installed a blacksmith in Havana and I also fixed the fast reload bug for the Havana Church.
- I noted that the 2nd quest text of the 3rd quest doesn't work and I didn't find any reason for that. Maybe someone could find a solution.

Now, about the game :

- The Tortuga atmosphere : the cursed skeleton doesn't follow the monk.
- the flag change doesn't work well above all for the pirate nation. Off Tortuga, my relation was neutral and when I entered the Tortuga port, the fort attacked me. However, something similar happened with Spain when I approached the Havana fort. ( My game version is alpha 9.5 patch 1 and I doesn't use the development resources update)
 
Tortuga atmosphere: I noticed that too. I was planning to have a look at that.
Sea Ai/flags code: maybe better with Screwface's recent updates. In Alpha 9.5 Patch 1, he didn't code the forts right yet.
I also fixed some reloads if I recall, but haven't been able to solve the Port au Prince fort one. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Anyway, this is great, Bartolomeu! That'll keep me occupied! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
By the way, when do you think to release your next patch ? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
I think I forgot to include the redmond.c in Locations/init for the update. It's about the Santos' House entry. <img src="style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" /> You can add it if you want, check the quest location file to know the locator I use.

Anyway, tonight, I'll be on the forum and I can upload it if necessary.
 
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