• New Horizons on Maelstrom
    Maelstrom New Horizons


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-=! Fresh Mod Idea's !=- [place your thought's in here]

I would like to see a couple changes to the F2 menu. So you can change char models on quest officers not just the main and to be able to set the difficulty levels. I saw this on the main F1 screen but it's grayed out in my game so I can't use it. NK for some reason it didn't work till after I ran the debug for something else..very strange but now working. The video setting did that too for awhile. I could adjust them but couldn't save them, but that's working now too.
 
Quick comment: It's only grayed out if you haven't loaded your game yet. Or it should be only grayed out then.
If you're in game, and you hit F1 and go there, it should work.
 
Some truly great ideas here!

In no particular order.
The reason some houses are locked, is because they don't have locations assigned to them. Now, we could go through and just assign all the same basic house models to all the houses, but that'd take time and IMO just pad up the locations array.

I agree there should be a sneak skill (luck's original name was sneak, actually), and that's something CCC's been working on for a while, also.

Regarding scabbards.
Hmm...very hard `engine-wise` to make a scabbard persist (since we'll have to remake all those models), but what we could do is a fake one. I.e., it's hidden when the sword's drawn, but when you sheathe the sword, the sword model is swapped for a sword _and_ scabbard one.

Ditto on changing thrust/slash mode. AFAIK at the moment that's impossible; the game just pulls a random attack animation.

However, I have a couple _very_ vague ideas on how, at least for the player--not for NPCs--we could code something _like_ that. Dunno how much performance it'd drain.
Of course, if you don't care about _looks_, coding the _system_ would be very easy. :p:
You'd just not see the animations match up is all. :?

Regarding pierce. Swords already have a pierce attribute which is used for getting around blocks; would be trivial to use that for defeating armor too. ;)

Owning a house has been the dream of many people, and it's certainly doable, though it'd take a fair bit of coding. And adding functionality would be kinda tough.

Adding weight to items is also very easy, though again it'd only really work for the player.

Much of the trouble is, advanced mods require changing the AI, and most AI stuff is in the engine. :
 
hi there nathan :cheers

yes that's exaclly what I mention with those locked houses... just to give them the location that already exist... it might take some time to code, but really worth it ...so you want to do it nathan :p: :cheeky ?

bye :p3
 
hmmm =/ to many houses are locked... some of them not but to many are.. on douwesen none of them is unlocked.. same as for the smuggles fort, pirate fort and many others houses.... of course in a big sity like isla muelle or redmond.. you don't have to unlock all the houses, but at least some more... this will only be more fun.. I don't see why this makes the game more interessting if almost every house is locked =/ pretty boring I must say :p:
 
Thanks mate! I think the game just needs more "dynamics". AI boarding AI ships, successful landing in town, several hundred sailors from your `Man-o`-War strolling in town for a break, specific missions from the governor or your commanding officer. By the way, why can't the player be a ordinary sailor of ship? The player can choose his nationality and profession (gunner, sailing master, lieutenant, marine on board...) Then the player have to work hard to gain ranks and finally be a captain. After being a captain, the player will recieve orders from a commander or the chief of his pirate clan (presuming there are Douwesen and QC clan). All the missions have deadlines similar to Port Royale. I think this just needs the change of the mechanics a bit, not like a totally new animation.
 
How do you make it to start with a "fine" weapon instead of an average one? Not the right thread I know, but TheLastCandy reminded me of this. :dio
 
All good ideas I had one what about trading or selling women???like slaves only brides..1 thing always bothered me the large lanterns on the stern of the ship don't light up they should like on land and the cabin windows on larger ships any way that can be done? :?
 
well .... I could use the salveri mod inside the build ...... but made so its possible to recruit slaves as crew.........

then It would be nice to turn into a skeleton while having a cursed coin ...... BUT when having it ..... being IMMORTAL ......

:?
 
I'd like to see National allegiances for officers. Where you would have to be carefull who you attack, because they may turn on you or run away. Also we now have tailors in every town, how about a doctor or apothecary on some of the islands? How about a harbor master and docking fees at port? That could be kind of interesting as well. Maybe have the task of laying up through the harbor master instead of your officer and for a fee.
 
Yeah get so much loot in POTC that I need to invent ways of spending it! :yes No prey, no pay!

Also how about scurvey if you dont have some fruit onboard?
 
Gawd all this talk about docking and scurvy makes me want to load up "Uncharted Waters New Horizons" and play it again. Such a great game!

I like the idea about dealing with the Harbormaster if you want to lay up a ship! Fees would not be a bad idea, either. Maybe a "per month" kind of thing... Great idea, Skadog! :yes :cheers

Scurvy - Well, the only thing is, these guys aren't sailing across vast endless oceans, only this minor little archipelago. Voyages are not long between islands - not long enough to create a problem with scurvy... BUT I think it's `do-able`. After all, if you can have wheat and rum as the rations on your ship, I am sure you can add fruit to stave off scurvy! Should also make your crew happy, too! :cheers
 
"Scurvy - Well, the only thing is, these guys aren't sailing across vast endless oceans, only this minor little archipelago. Voyages are not long between islands - not long enough to create a problem with scurvy.. "

Thanks Cat,

I never quite thought about it like that, maybe 2 typse of provisions are enough.

-=SD=-
 
Oh.. also, I dont know how fresh this is.. but I think it would be pretty cool to be able to purchase weapons for your crew to use during the boardings? Maybe not individual weapons like you get in chests or off the dead, but maybe something like a cargo commodity such as rum or grain. Perhaps it could give you some extra bonuses towards your successful boarding, depending on the quantity, and quallity you have, as well as the ratio of men on board.
 
Well, you've got musket volley in your skills, which believe me, is VERY handy when you're boarding something much bigger than you are! (LOL!)
 
Hmm, well ok then how about rival pirate umm.. clans for lack of a better word. Seems like all the pirates in these waters are bit too chummy with one another.. :yes I would be neat to see some pirates after one another for a change.
 
I wanna revive this small thread... my mind's been racing with new ideas lately. There're some new quests/characters I want to try and add on my own, like involving the church and my Monsignor outfit, but here's a thought to toss around: What if your rep could be divided into two threads, one your standing with government in general, and one your standing with the general population? This could make possible an option to be more Robin Hood, like giving your plunder to people in need, who would in turn be more willing to shelter you when you're in trouble. In the extreme, it could make possible entire regime changes, where you would lead a revolt and install a new leader -- it would add the new dimension to your character that you become a popular hero, with maybe a price on your head and more government and private agents actively seeking your head. Sound good/possible?
 
Sounds very good! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
Possible? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I don't know if you ever played the game, "Uncharted Waters, New Horizons," but it had a featue that is similar to what you are talking about with reputation, where your actions are construed by some as good, especially your home nation, but are deemed evil by the people you act against. In this game the result was that any time you entered a rival nation's towns there was a chance that someone would recognize you and you could be captured and held until you paid a ransom to regain your freedom. If you have this game, perhaps a look at the code would reveal how this was set up and tracked within the game.

I think it's a great idea to revive this thread, people are alway mentioning ideas that would improve the game, and from what I understand many of the modders, who have already vastly improved the game, moniter the site. It would probably make it easier to find new ideas if they are all in one thread. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
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