Eexcellent! I'll be looking forward to having those guys in the game too.
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As for characters for other nations, in the absence of anything better and since fictional characters are allowed, how about picking NPC's from any storyline and making them playable? Off the top of my head, for no reason other than that I've recently played "Bartolomeu o Portugues" and am now replaying "Assassin", Spain could get Enrique Padilla and Portugal could get Augusto Queiroz. Starting dates for both are between 1660 and 1665; Padilla gets "SP_Galeon50" named Gloriosa, Queiroz gets "PO_FastNavy" named A Faisca. Other data can be found in "PROGRAM\Storyline\Assassin\characters\init\TempQuest.c" and "PROGRAM\Storyline\Bartolomeu\characters\init\TempQuest.c" respectively.
Good thinking! Those two are already named in initModels.c anyway so that just requires adding a few more lines.
They're both navy characters, right?
I'm not sure about Padilla. Queiroz certainly is - that ship is the one which Bartolomeu is temporarily given for the "Hunter" chapter, with Queiroz becoming his first officer for the voyage. Padilla uses the galleon to get to Oranjestad and when he's supposed to collect Roxanne Lalliere, otherwise he generally appears on land, so he could be either army or navy. And looking at your stats above, you have more need of another army character than another navy character.
Anyone willing to set this up and save me the trouble of doing it? It is quite easy; explanation in initModels.c .Something for you to read...
Amaro Rodriguez Felipe, alias Amaro Pargo
Jose Gaspar
Henri Caesar
The first two are Spanish pirates - the stories are highly apocryphal and contain no specific data about ships used, and the one about Amaro Pargo is written in somewhat irregular English that indicates it is not the author's first language. The story about Jose Gaspar is suitably colourful for a pirate character and puts his career between 1783 and 1821.
Henri Caesar was born to a slave family on Hispaniola, joined the revolution which saw the island become independent from France in 1804 (and, incidentally, plays merry havoc with our "Revolutions" and "Napoleonic" periods), then captured a Spanish ship in 1805 and pursued a successful pirate career until 1830. He'd probably count as French Rebel for game purposes and would therefore simultaneously give us a second French character, a second Rebel character and a second non-white character.
I agree! That would also give an excuse to set the "Xebec3" as a starting ship for that character as that one was meant to be Barbarossa's with sails to match.Would be nice also to see Hayreddin Barbarossa (Redbeard), Reis brothers and other Ottoman admirals make their way to the New world and seek fortune there
The Assassin Storyline features a very nice Xebec. But not quite over-the-top like that.For the xebec though .. on COAS there's a quest where you have to hunt a smuggler called Blue Xebec and once you have this ship, you own the game.. it's the fastest and fiercest thing ever to exist in the Caribbean sea.. when it's full modded at shipyard, I managed to take down huge treasure convoys. But that kind of xebec maybe it's a bit too "AC4" for reality
It does involve a bit more creativity. But hey, might be fun!I'll check out the art contest.. will post some of the ones I uploaded here.
We're still trying to encourage people.Yea a little photoshop on some of the screenshots won't hurt!
But do I just post on the page? I don't see anyone posting any for the contest.. most uploaded pics are before the June announcement post
Please re-read the post I just linked to. More English characters is most assuredly NOT what we need.Would be nice if you can make a tiny frenchman and we can call him napoleon
if you're planning on 1800s characters, then Duke of Wellington is a popular choice for the british
case "Custom_Start":
DeleteQuestHeader("Tutorial_AppearedOnIsland"); // PB: No need
DeleteAttribute(&PChar,"vcskip"); // NK 04-06
if(CheckCharacterItem(PChar, "Spyglass1") == 0) GiveItem2Character(PChar, "Spyglass1");
if(CheckCharacterItem(PChar, "medical1") == 0) TakeNItems(PChar, "medical1", 2); // PB
if(CheckCharacterItem(PChar, PChar.start_weapon.blade) == 0) GiveItem2Character(PChar, PChar.start_weapon.blade);
if(CheckCharacterItem(PChar, PChar.start_weapon.gun) == 0) GiveItem2Character(PChar, PChar.start_weapon.gun);
DeleteAttribute(PChar, "start_weapon");
EquiPCharacterbyItem(PChar, FindCharacterItemByGroup(&PChar, BLADE_ITEM_TYPE));
EquiPCharacterbyItem(PChar, FindCharacterItemByGroup(&PChar, GUN_ITEM_TYPE));
EquiPCharacterbyItem(PChar, FindCharacterItemByGroup(&PChar, SPYGLASS_ITEM_TYPE));
//JRH ammo mod --->
if (ENABLE_AMMOMOD) { // LDH change
if(CheckCharacterItem(PChar, "gunpowder") > 0) TakeNItems(PChar, "gunpowder", -12);
if(CheckCharacterItem(PChar, "gunpowder") == 0) TakeNItems(PChar, "gunpowder", 6);
if(CheckCharacterItem(PChar, "pistolbullets") > 0) TakeNItems(PChar, "pistolbullets", -12);
if(CheckCharacterItem(PChar, "pistolbullets") == 0) TakeNItems(PChar, "pistolbullets", 6);
}
//JRH ammo mod <---
// Define Start Nation Port and Questbook Header
iNation = GetServedNation();
bool GiveShip = true;
switch(CharPlayerType)
{
case PLAYER_TYPE_NAVAL_OFFICER:
questRecord = "Navy_Continue";
GiveShip = false; // Already done elsewhere
break;
case PLAYER_TYPE_ROGUE:
questRecord = "embora";
iNation = PERSONAL_NATION; // Triggers La Croix opening further down
break;
case PLAYER_TYPE_GAMBLER:
questRecord = "embora";
iNation = PERSONAL_NATION; // Triggers La Croix opening further down
break;
case PLAYER_TYPE_AGENT:
questRecord = "Agent_Continue";
if (GetMySimpleName(PChar) == "Jean Lafitte" && GetCurrentPeriod() >= PERIOD_REVOLUTIONS)
{
iNation = AMERICA;
SetServedNation(iNation);
SetActualRMRelation(iNation, REP_LEAVEMIN); // Encourage play for America
}
iNation = FindEnemyNation2Nation(iNation);
break;
case PLAYER_TYPE_CURSED:
questRecord = "Cursed_Continue";
if(CheckCharacterItem(PChar, "Davy_Chest"))
iNation = PERSONAL_NATION;
else
{
iNation = rand(NATIONS_QUANTITY-1);
GiveShip = false; // Extra challenge
}
break;
case PLAYER_TYPE_CORSAIR:
questRecord = "Corsair_Continue";
break;
}
// Reload to Appropriate Port
if (NationNoIsland(iNation, GetCurrentPeriod()))
{
loadPort = "Tortuga_Port";
gotoGroup = "reload";
rldLocator = "reload2_back";
}
else
{
switch(iNation)
{
case ENGLAND:
loadPort = "Redmond_port";
gotoGroup = "reload";
rldLocator = "Sea_2_back";
break;
case FRANCE:
loadPort = "Falaise_de_fleur_port_01";
gotoGroup = "reload";
rldLocator = "sea";
break;
case SPAIN:
loadPort = "Muelle_port";
gotoGroup = "reload";
rldLocator = "reload1_back";
break;
case PIRATE:
loadPort = "QC_port";
gotoGroup = "reload";
rldLocator = "reload1";
break;
case HOLLAND:
loadPort = "Douwesen_port";
gotoGroup = "reload";
rldLocator = "reload2";
break;
case PORTUGAL:
loadPort = "Conceicao_port";
gotoGroup = "reload";
rldLocator = "reload2";
break;
case AMERICA:
loadPort = "Eleuthera_Port";
gotoGroup = "reload";
rldLocator = "reload1_back";
break;
case PERSONAL_NATION:
switch(CharPlayerType)
{
case PLAYER_TYPE_CURSED:
loadPort = "KhaelRoa_port";
gotoGroup = "Quest_Ships";
rldLocator = "Quest_Ship_5";
break;
//default:
loadPort = "Cuba_shore_03";
gotoGroup = "reload";
rldLocator = "locator5";
}
break;
}
}
loadTown = FindIslandByLocation(loadPort);
PlaceFleetNearShore(loadPort);
SafePortLeave(iNation); // Hoist False Flag if Required
if(GiveShip)
{
GiveShip2Character(PChar,PChar.ship.type,PChar.ship.name,-1,GetServedNation(),true,true); // PB: Instantly repair and resupply ship
}
else
{
SetCharacterGoods(PChar, CharGood1, 0); // dumps your cargo // KK
SetCharacterGoods(PChar, CharGood2, 0); // KK
}
if (gotoGroup == "Quest_Ships")
{
LAi_QuestDelay(questRecord, 0.0); // starts the next case
QuestToSeaLogin_PrepareLoc(loadTown, gotoGroup, rldLocator, true);
QuestToSeaLogin_Launch();
}
else
DoQuestReloadToLocation(loadPort, gotoGroup, rldLocator, questRecord);
break;