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Assassin Main Quest

<!--quoteo(post=337204:date=Jul 14 2009, 05:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 14 2009, 05:51 PM) <a href="index.php?act=findpost&pid=337204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The reload to "shore" of the island causes error messages because there's no town, but I can't hope to fix that until I HAVE the locations.<!--QuoteEnd--></div><!--QuoteEEnd-->Turns out that this wasn't a location-problem and in fact applied to ALL islands without towns, including Cozumel.
I have now added some checks, which removes the errors and lag, so it's working smoothly now. <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Excellent <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> .. Here's a new update, in fact no need town in Isla Mona so you can remove the town I added in the file InitTown.c...
 
Just more two thoughts :

I searched a bit and it seems the Sirius1 ship model is not used in any quest. So, if there is no objection I'll use it in the 5th quest as ship of an English Captain... Just pity, there is no walk file...


I was thinking of giving during the main quest an unique pistol to Elting. I made a big Pistol4 (see screenshot). I could make a new texture for this weapon. Of course, it would be more powerful than a normal pistol4.
 
Thanks for the update; I'll install it tomorrow. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

I don't think there should be any objections to using the Sirius1 or any other ship, except obvious quest ships.
Just use whatever you'd like. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

For the special pistol4, I'd like to inform you that today I looted Jack Sparrow's pistol off a random soldier at player level 3,
so the whole "making unique weapons thing" just really doesn't work at the moment and will need even MORE looking into! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=337485:date=Jul 15 2009, 09:38 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 15 2009, 09:38 PM) <a href="index.php?act=findpost&pid=337485"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->so the whole "making unique weapons thing" just really doesn't work at the moment and will need even MORE looking into! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Pretty bad <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

btw : I was thinking of using Antigua in the first part of the 5th quest. Don't we replace the Marines by soldiers during the Spanish Main Period ?
The Marines skin don't suit for that period in my opinion.
 
In PROGRAM\LandEncounters\LEnc_monsters.c, find:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            case "navy":        // Thomas the Terror Sep07 for Redmond/Port Royal
                modelInfo.model = "navy";
                modelInfo.nation = GetCurrentLocationNation();
            break;<!--c2--></div><!--ec2-->And replace it with:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->            case "navy":        // Thomas the Terror Sep07 for Redmond/Port Royal
                if(GetCurrentPeriod() >= PERIOD_COLONIAL_POWERS)    modelInfo.model = "navy";
                else                                                modelInfo.model = "Soldiers";
                modelInfo.nation = GetCurrentLocationNation();
            break;<!--c2--></div><!--ec2-->
 
Thanks, that's better. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Otherwise, give me your opinion about the work I posted here in the last days.. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
I walked around the Isla Mona locations, which seem fine to me. I haven't been able to test your last part of the quest yet,
because that'd require me to play through the whole story again, which takes a lot of time.

Do you think you could possibly add a short-cut character in Kralendijk port,
similar to the Random Drunk in the Jack Sparrow opening tavern scene?
 
<!--quoteo(post=337746:date=Jul 17 2009, 10:07 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jul 17 2009, 10:07 AM) <a href="index.php?act=findpost&pid=337746"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Do you think you could possibly add a short-cut character in Kralendijk port,
similar to the Random Drunk in the Jack Sparrow opening tavern scene?<!--QuoteEnd--></div><!--QuoteEEnd-->
I would say 'yes' but after finishing the main quest. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

I want to finish this main quest during the summer seeing from the Fall I won't have much time for modding.
So, I want to focus my work only in the essential..

btw : New update for you <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />
 
<!--quoteo(post=337782:date=Jul 17 2009, 03:30 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE (bartolomeu o portugues @ Jul 17 2009, 03:30 PM) <a href="index.php?act=findpost&pid=337782"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would say 'yes' but after finishing the main quest. <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Would it be possible for you to do this a bit sooner?
It'd save a lot testing time for me and others if we could just skip to your newly added part without having to play the beginning again.
It just requires adding a character, a dialog file and some quest reloads.
I could do that myself, but the main problem is setting up the additionally required stuff to prevent the quest from messing up if you skip a part.
 
For now, what I could do is to send you some code to add in the console.c to start the 4th quest without beginning from the start.

Can you wait until Monday for this, please ?
 
That'd be great and I can certainly wait; I'm doing pennant-work at the moment anyway. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I noted today that I named a character in the 4th quest like the soldier you can find in the Vice-Admiral residence. In order to avoid a bug I renamed this soldier in Story.c and in the line 307 of the quests_reaction.c (see update 20 July)

Otherwise, here's the code you need to put in the console.c
Remove also the condition at Douwesen from the StartStoryline.c so that the sailor doesn't appear in the port at the beginning of the main quest.

ChangeCharacterAddress(characterFromID("Horacio de la Vega"), "none", "");
LAi_LocationFightDisable(&Locations[FindLocation("Havana_House_03")], true);
ChangeCharacterAddressGroup(CharacterFromID("Enrique Padilla"), "Havana_House_03", "goto", "goto1");
LAi_SetCitizenType(characterFromID("Enrique Padilla"));
GiveShip2Character(pchar,"XebecAS","El Diablo",-1,SPAIN,true,true);
SetCharacterShipLocation(Pchar, "Cuba_port");
SetOfficersIndex(PChar, -1, GetCharacterIndex("Chico Cois"));
SetQuestHeader("Hitman");
AddQuestRecord("Hitman", "19");
Characters[GetCharacterIndex("Salvadore Benavides")].dialog.currentnode = "begin_47";
DoQuestReloadToLocation("Havana_House_03", "reload", "reload1" ,"");
 
I was wondering if you were planning of making more use of the main character's Dutch nationality in the storyline.
It would be nice if each nation would be used in at least one storyline, so we've got MANY English ones,
the Bartolomeu one for Portugal and Assassin is being mainly Spanish for now.
Thomas is looking into making a more French-oriented story too.
So if your storyline can handle Spanish AND Dutch, that leaves only a US story to cover.
 
The 6th quest will be mainly Dutch. But, I don't like the idea to make a quest or a main quest only focused on a nationality. In the Bartolomeu one, the Nathaniel Hawk's capture is focused on the Portuguese side because you work for the Portuguese Governor. Except that, Bartolomeu could be Portuguese as an another nationality.

Otherwise, I improved the Isla Mona Port adding a fort.
 
Indeed a storyline doesn't need to solely focus on one nation; I very much agree with that.
But it would be nice if for each nationality, there would be some quest material.

I have just found out how to enable a pre-set nationality for each storyline.
You would be able to select a new one, but at least we can now pre-set Bartolomeu to Portugal,
Assassin to Dutch and most notably Hornblower to English!

New Isla Mona looks cool! Did you add the fort as BuildingSet or .always?
 
About the fort, I use the same method that the DeadGeneral.

About the Storylines, I will finish the Assassin and Bartolomeu Main Quest as I was thinking. From October, I won't have time for modding (So no more work for Build 14). So, my priority is definitely to end these main quests. :shrug
 
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