• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Build 14 Alpha Work in Progress

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Build 14 Alpha 4 Released</b></i><!--sizec--></span><!--/sizec-->
I released a new Build 14 Alpha version. It includes Maximus' Auto Skill System mod WITH a toggle on it, as well as the improved mutiny mod, which will force you to fight the mutineers when a mutiny occurs. It also contains yet another improvement to Kazeite's Black Pearl. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Get the new update <a href="http://www.s31clan.com/pietersmods/b14_alpha4_update.zip" target="_blank">here</a> (7,23 MB)
You must have Update 3 installed already. The full version will be uploaded during the weekend. <img src="style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
Ahoy there everyone at PA! Talk about a long-time-no-see, eh? Well, I managed to get online here over my Christmas break and discovered the progress on the Build. I must say that I am extremely impressed! It’s so amazing to see what everyone’s done with this mod. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
Peiter, how are ya? How’s all my fellow shipmates here on the forum?
My progress on the P&E mod is great, but when I downloaded Build 13 Full, I saw that most of what I had been aiming for had been completed, what with the new flags, soldiers, islands, and the like. Oh, and the ships are the most beautiful thing I’ve ever seen! Especially the Heavy Warship!!! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
I love the new “Start New Game” interface. It really makes this game fun and would surpass “Pirates of the Burning Sea” if it was an online game. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

I was thinking about the B13 and the news on B14 Alpha and came up with a couple of ideas. I felt that these would make the game a bit more involved.

<u>NEW GAME INTERFACE</u>
When you go to new game in B13, you see the whole choose your name, ship, nation, character and career thing. Well, take that and tweak a few minor details so that you would get something like this:

Choose name, then pick a nation. Once you’ve done that, go to careers and pick one of the following: Freebooter, Merchant, Pirate, Navy. (These replace the whole Adventurer, Swashbuckler, Apprentice thing.)
<b>Freebooter</b>: You can choose any character that isn’t wearing anything that looks too fancy or expensive for a common civilian. You are limited to any ships that are a class 3 brig or lower. No three masted ships. Other than that, you start the game with weapons, etc. as normal.
<b>Merchant</b>: You choose any character that isn’t wearing a uniform or extremely high class clothes. (Like a governor.) You can pick any ship like the freebooters above, but a mod will give your ship lighter guns to increase cargo space. You start the game with same weapons, etc.
<b>Pirate</b>: Life as a pirate was tough, so it will be realistic. There should be a build setting that lets you make it real (on) or like a freebooter with more choices (off). When it is real, you have the pick of any character not wearing a uniform. You can pick just about any ship accept ships that are larger than class 3. When you start the game, your ship has little supplies and is armed with random guns of different sizes, as if you captured them here and there. Your weapons are a bit worn and you have little money. This forces you to plunder and raid shipping in order to survive and evade capture. You will start at Tortuga.
<b>Navy</b>: You can pick any lieutenant character. (We’ll use all military skins from Derringer and JMV.) Your selection of ships are limited to packet boats, Schooner MM, Sloop MM, Yacht MM, Barque MM, Ketch MM. The limited selection will pay off, for when you serve in the navy, you receive a monthly salary that increases with rank and your supplies are cheaper. If you choose navy, your rank when starting is lieutenant and rank is attached to your name. You can choose ship name and HMS is attached. (If there is another term, like Royal Spanish Navy or something, then that will be attached if you aren’t English.) When you start the game, you have an average saber of Nicholas Sharp, as it looks similar to a lieutenant’s sword and a long pistol. If you choose English Navy, you start at Cayman (where if you were anything else and English, you’d start at Oxbay.) When you go up in rank (which is a level up), you are given a new ship and weapons. Upon “promotion” to Commander, you automatically have a new uniform in your clothes inventory and your sword is an average Squall and scrapper pistol. Ships to choose from are brig and sloop of war. For captains it is a fine Squall excellent brace of small pistols and the pick of any ship. Commodores get an excellent Squall with an excellent brace of med. pistols and can now have multiple ships, Admirals get Excellent Squalls and excellent brace of large pistols.

<u>NEW PERILS AT SEA</u>
<b>Scurvy</b>: If you do not take the proper precautions, your crew and yourself can get scurvy. It is the same as being poisoned, it kills men off each day, can slowly take off HP from you and your officers. You can buy an item called citrus juice from shops, street merchants and it looks like a bottle o’ rum with a tint or green yellow liquid. To prevent scurvy, you can buy citrus fruits as cargo. (Image is a crate of lemons or something.) You can get the new ability called scurvy treatment which reduces your casualties if you catch it at sea without the proper cargo. It will reduce the deaths per day by 5, making it 3 rather than 8.

<u>NEW ITEMS</u>
<b>Lock Pick</b>: A key that, when equipped, allows one to open any chest without slipping the knife into their hand. However, it can only be found, not bought, and it will decrease your reputation when used.

So what do you all think of these ideas? I think that the new interface shouldn’t be all too hard, it’s just adding some new actions to options and re-naming them. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
I’ll try to get on the forums more often now that things have lightened up a bit. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
the lockpick already exists, and the character choises can be done in-game. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Oh, it's already out there? The Build has so much stuff in it, eh? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Well, I've been to the tailor many times and not once have I seen "Commodore Norrington" or "Spanish Captain" or "French Lieutenant". None of the Derringer or JMV skins are in there. Besides, going to the tailor costs money and time in order to find the outfit you want. Well, you could pick your outfit in pre-game.
 
i meant choosing your career. oh, in QC, look for the tailor. he's a fat guy in a blue vest near the gates. he has an undead skin for you. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

the fruit mod is already planned for the future. i highly recommend not using build 14 yet. too many bugs.
 
Cool, I'll "go undercover" and look into it. (I rarely set foot on QC, Tortuga, or Fd'F because, well, they're my long-time enemies! xD)

About the career choices, well, you can make decisions ingame, but choosing pregame gives you certain benifits and sets you up for what sort of life you'll lead and decisions you'll make.

<b><u><i>HAPPY NEW YEAR!!!</b></u></i>
 
<!--quoteo(post=177504:date=Dec 31 2006, 07:36 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Dec 31 2006, 07:36 PM) [snapback]177504[/snapback]</div><div class='quotemain'><!--quotec-->
Pieter, how are ya?
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm doing pretty fine. In case you didn't know: I have been accepted as cadet officer with the <a href="http://www.hollandamerica.com" target="_blank">Holland America Line</a> cruiseship company and I will be leaving to sail 150 days aboard the <a href="http://www.aadhoogesteger.nl/cruiseschepen/cruiseschipzuiderdamzee02gr.jpg" target="_blank">MS Zuiderdam</a> begin February. I'll first be sailing around the Western Caribbean and then I'll go through the Panama Canal to Alaska. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=177504:date=Dec 31 2006, 07:36 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Dec 31 2006, 07:36 PM) [snapback]177504[/snapback]</div><div class='quotemain'><!--quotec-->
My progress on the P&E mod is great, but when I downloaded Build 13 Full, I saw that most of what I had been aiming for had been completed, what with the new flags, soldiers, islands, and the like. Oh, and the ships are the most beautiful thing I’ve ever seen! Especially the Heavy Warship!!! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope you'll be able to make all the P&E ships and character models that are scattered on the FTP compatible with Build 13. I don't have the time to do that, but it'd be great to be able to use these characters and ships in the game as well, be it as part of the P&E mod or just added to Build 13 by default. I don't care, as long as they are available to the players.

BTW: I made a mod for the Build 14 Alpha version: Realistic Ship Purchase. This might be interesting for the P&E mod as well, because with this mod you need a Letter of Marquee and a certain ran with a nation to be able to buy navy ships. You can set it so thayt with each rank that you gain with the governor, a new class of navy ships becomes available. This is already coded in, so you don't need to do anything about that anymore. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=177504:date=Dec 31 2006, 07:36 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Dec 31 2006, 07:36 PM) [snapback]177504[/snapback]</div><div class='quotemain'><!--quotec-->
<u>NEW GAME INTERFACE</u>
When you go to new game in B13, you see the whole choose your name, ship, nation, character and career thing. Well, take that and tweak a few minor details so that you would get something like this:
<!--QuoteEnd--></div><!--QuoteEEnd-->
In the Build 14 Alpha version it is possible to choose a career as well, but it only influences which skills increase faster with the Automatic Skill System mod enabled. Perhaps some other influences could be added.

I personally think that if the player has the choice of too much character skins and ships at the start of the game, it'll be too hard for the player to make a choice. So that's why I see no immediate need to increase the number of character and ship selections, although it would be pretty possible.

<!--quoteo(post=177504:date=Dec 31 2006, 07:36 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Dec 31 2006, 07:36 PM) [snapback]177504[/snapback]</div><div class='quotemain'><!--quotec-->
<u>NEW ITEMS</u>
<b>Lock Pick</b>: A key that, when equipped, allows one to open any chest without slipping the knife into their hand. However, it can only be found, not bought, and it will decrease your reputation when used.
<!--QuoteEnd--></div><!--QuoteEEnd-->
This item has been added to the Build 14 Alpha version by me and Kazeite. It works as you say, but it can't be equipped yet. Instead it is always active. I want to make it so that you do need to equip it, but I need to figure out how to do that. Also: Your reputation doesn't decrease when using it, but there is a slight risk that the lockpick breaks and gets stuck in the lock, making the lock unopenable for a while. A reputation hit should be reasonably easy to add though.

<!--quoteo(post=177523:date=Dec 31 2006, 08:54 PM:name=Commodore John Paul Jones)--><div class='quotetop'>QUOTE(Commodore John Paul Jones @ Dec 31 2006, 08:54 PM) [snapback]177523[/snapback]</div><div class='quotemain'><!--quotec-->
Well, I've been to the tailor many times and not once have I seen "Commodore Norrington" or "Spanish Captain" or "French Lieutenant". None of the Derringer or JMV skins are in there. Besides, going to the tailor costs money and time in order to find the outfit you want. Well, you could pick your outfit in pre-game.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The model choices available from tailors depends on the nation of the tailor. Also: The JMV and Deringer skins aren't in Build 13 by default, nor in the Build 14 Alpha version. They're available as seperate download from my site and, once installed, they should become available from tailor's shops.
 
there is one bug with the lockpick though: if it breaks, it remains permanently stuck in the lock. the next time you visit the island, it's still in the lock.

i personally think that the heavy warship is the most hideous thing i've ever seen <img src="style_emoticons/<#EMO_DIR#>/dp_nogd.gif" style="vertical-align:middle" emoid=":ng" border="0" alt="dp_nogd.gif" /> , but it's a good ship nonetheless. i think that with a different color scheme than the one i have it would be a lot nicer. in fact, i could grow to like it.
 
<!--quoteo(post=177556:date=Jan 1 2007, 03:08 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Jan 1 2007, 03:08 PM) [snapback]177556[/snapback]</div><div class='quotemain'><!--quotec-->
there is one bug with the lockpick though: if it breaks, it remains permanently stuck in the lock. the next time you visit the island, it's still in the lock.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I fixed that in Alpha 4. I am currently working on making lockpicks equippable: If you have it equipped, it will take effect and if you don't have it equipped, it won't take effect. Seems to be working fine apart from one little something I'm trying to fix now.
Edit: Working now.
 
there are two bugs i recently found:

1) when you first meet emilio soares in the batholomeu quest, nothing happens. he does follow you back to the gate (without talking to you or anything) but when you go through it, he's back in the jungle again. also: the quest log is very unclear about what you should do next, in almost all cases.

2) ALL the alkellani have the undead sounds. the mummies, and the women.
 
I think the Heavy Warship looks great. (We are talking about the one with the black and yellow orche paintjob, right?) It's what I've been looking for for some time now, a British Navy third rate, or "Seventy-Four", that looks like the ones used during the Napoleonic Wars. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
that's the one i got straight away. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Has anyone figured out the empty chests in Alpha 14 update 4? I did notice that quite a bit was changed in the itemlogic.c and was wondering if something was inadvertantly added or removed that caused this problem. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
best to tell pieter about that. i'm encountering it with treasure chests as well now. i thought that putting something in the ship chest would help, but it didn't work.
 
<!--quoteo(post=177753:date=Jan 3 2007, 05:45 AM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Jan 3 2007, 05:45 AM) [snapback]177753[/snapback]</div><div class='quotemain'><!--quotec-->
Has anyone figured out the empty chests in Alpha 14 update 4? I did notice that quite a bit was changed in the itemlogic.c and was wondering if something was inadvertantly added or removed that caused this problem. <img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I rewrote the box opening procedure, but it should still work as it always did. With the only difference that I can actually understand how that code works now, which enabled me to add the lockpick code in there. It should have no influence on the actual contents of the box. I did encounter the empty boxes bug once, but I was unable to find anything particularly wrong with the Alpha 5 version I have been testing two days ago. Perhaps my newest rewrites to make the lockpicks equippable has actually solved this issue in some way? <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
it usually takes some time before you encounter the bug. i don't really know what triggers it, but i noticed that it started somewhere near the moment that i opened my ship chest for the second time.
 
The odd thing is, it isn't just boxes, the item pickup spots are also missing things. I'm assuming that is all related.

Alpha 5? Ooooh, sounds fun!
 
yup. by the way, some small bugs i found:

there's supposed to be a treasure chest in a shipwreck on turks island, but it seems as if the locator for the chest is missing. the chest isn't there. on the same beach at another island, there was a locator in the shipwreck for an item, so i know it's the right place. because of that, and because of the fact that there isn't any other shipwreck on the island. it specifically said that the treasure was in the wreck.

a certain outfit for a portugese soldier can be bought at any tailor.

the heavy warship has the wrong icon at the shipyard, but the right one at sea.

the oxbay tailor shop is there, but the tailor is missing.

and a bug that i mentioned somewhere else: the normal akellani have the undead dying, speech and attack sounds as well as the mummies.
 
<!--quoteo(post=177972:date=Jan 4 2007, 06:11 PM:name=Doober)--><div class='quotetop'>QUOTE(Doober @ Jan 4 2007, 06:11 PM) [snapback]177972[/snapback]</div><div class='quotemain'><!--quotec-->
Alpha 5? Ooooh, sounds fun!
<!--QuoteEnd--></div><!--QuoteEEnd-->
I do have a Build 14 Alpha 5 version, but it still contains some weird bug with the Direct Sail mod: Ships generated with that mod seem to be in a state of continuous explosion with debris flying everywhere, explosions, smoke and splashes of water. They don't sink though. And they don't show up on the RADAR or in the Sail To menu either. In short: Alpha 5 isn't ready for release yet. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
awwww,i cant download it <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />! can someone post an other link???
 
Back
Top