Today I started work on the Build 14 Alpha version that will be the modpack that will include the new mods not in Build 13. Perhaps some of the mods will make their way into a Build 13 update, but mostly this will go into Build 14. This thread will be the place to discuss the progress on the Build 14 Alpha modpack.
One small request: I would like to keep the discussion in this thread to-the-point, so please don't go posting random ideas for new mods. If you post something, you have to be SURE that it actually IS possible. Or at least that there is a chance that it is possible. Also: Requests like "new quests" and "new locations" don't really help. To quote Captain Barbossa: "We've heard that one. Anything else?"
As far as the current work on the Build 14 Alpha modpack goes: I haven't had much luck so far. Today I made the new package and I thought the code was OK, but when I put it on top of Build 13, the game wouldn't run anymore and it wouldn't even give me an error.log file or any other log file to point me in the right direction as to why it's not working. This means that I won't be able to release the pack today, as I had wanted to do, but it'll have to wait until next weekend at the earliest. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid="" border="0" alt="sad.gif" />
<b>Stuff that will be included in the first Build 14 Alpha version:</b>
- Retextured Greenford in Spanish style for Santo Domingo (by Swindler)
- Free walk on ship mod (by Pirate_KK)
- Proper tutorial cabin mod (By Pirate_KK)
- Realistic health items (by Duncan; added by Pieter Boelen)
- Realistic Ship Purchase (original idea by Duncan; mod made by Pieter Boelen)
- Tavern gamble game (by Maximus)
And some other stuff I have forgotten at the moment. I am NOT including Maximus' hire enemy captain as companion mod, just in case I mess up in adding that mod. I have asked Maximus to put all his finished mods together in one Build 13 compatible package so they can be tested.
One small request: I would like to keep the discussion in this thread to-the-point, so please don't go posting random ideas for new mods. If you post something, you have to be SURE that it actually IS possible. Or at least that there is a chance that it is possible. Also: Requests like "new quests" and "new locations" don't really help. To quote Captain Barbossa: "We've heard that one. Anything else?"
As far as the current work on the Build 14 Alpha modpack goes: I haven't had much luck so far. Today I made the new package and I thought the code was OK, but when I put it on top of Build 13, the game wouldn't run anymore and it wouldn't even give me an error.log file or any other log file to point me in the right direction as to why it's not working. This means that I won't be able to release the pack today, as I had wanted to do, but it'll have to wait until next weekend at the earliest. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid="" border="0" alt="sad.gif" />
<b>Stuff that will be included in the first Build 14 Alpha version:</b>
- Retextured Greenford in Spanish style for Santo Domingo (by Swindler)
- Free walk on ship mod (by Pirate_KK)
- Proper tutorial cabin mod (By Pirate_KK)
- Realistic health items (by Duncan; added by Pieter Boelen)
- Realistic Ship Purchase (original idea by Duncan; mod made by Pieter Boelen)
- Tavern gamble game (by Maximus)
And some other stuff I have forgotten at the moment. I am NOT including Maximus' hire enemy captain as companion mod, just in case I mess up in adding that mod. I have asked Maximus to put all his finished mods together in one Build 13 compatible package so they can be tested.