<!--quoteo(post=177532:date=Dec 31 2006, 11:55 PM:name=Black Bart Roberts)--><div class='quotetop'>QUOTE(Black Bart Roberts @ Dec 31 2006, 11:55 PM) [snapback]177532[/snapback]</div><div class='quotemain'><!--quotec-->
2. The relations with each colony can change. this idea also has something to do with idea #1, where you can deliver either peace treaties for peace, or to declare war by sending ultimatums.
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That is one thing I would very much like to put in Build 14. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
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<!--quoteo(post=177532:date=Dec 31 2006, 11:55 PM:name=Black Bart Roberts)--><div class='quotetop'>QUOTE(Black Bart Roberts @ Dec 31 2006, 11:55 PM) [snapback]177532[/snapback]</div><div class='quotemain'><!--quotec-->
4. put the nation's national emblem on standard sails instead of the old looking whole sails.
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It was like that in Build 12.1, but I didn't think it to be very realistic, so I made the white sails mod. However, I put a toggle on it, so you can re-enable the emblemed sails very easily: Set DEFAULT_SAILS to 3 in BuildSettings.h. I don't think a new game is required.
<!--quoteo(post=177534:date=Jan 1 2007, 01:35 AM:name=Lavos Telbazreg)--><div class='quotetop'>QUOTE(Lavos Telbazreg @ Jan 1 2007, 01:35 AM) [snapback]177534[/snapback]</div><div class='quotemain'><!--quotec-->
1. It would be nice if it were possible to climb the masts in FPS Mode, because those sails can be really annoying when I want to see an enemy's ship with the spyglass.
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We have thought of doing this, but we have been unable to think of a way to make this work.
<!--quoteo(post=177534:date=Jan 1 2007, 01:35 AM:name=Lavos Telbazreg)--><div class='quotetop'>QUOTE(Lavos Telbazreg @ Jan 1 2007, 01:35 AM) [snapback]177534[/snapback]</div><div class='quotemain'><!--quotec-->
2. The possibility to hijack ships in the harbour, like Jack Sparrow and Will Turner did in the movie PotC: TCotBP, with the Dauntless and the Interceptor.
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We have also been thinking of this and I think I know, in theory, how to do this. Coding it in, however, would really be complicated and I don't really know how to do that. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
<!--quoteo(post=177534:date=Jan 1 2007, 01:35 AM:name=Lavos Telbazreg)--><div class='quotetop'>QUOTE(Lavos Telbazreg @ Jan 1 2007, 01:35 AM) [snapback]177534[/snapback]</div><div class='quotemain'><!--quotec-->
3. A Random Dungeon Generator, like in the game Diablo. Each time you enter in a dungeon or a floor in the dungeon, it will be a different place, with different enemies and items.
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That might be really confusing. We already have a whole lot of dungeons, not to mention the Maltese Knight Abbey. Normal dungeons always have different enemies, sometimes you encounter skeletons, sometimes smugglers and pirates. And there are always different items. And be sure to check out that Maltese Knight Abbey with it's cursed pirates, weird effects and big treasures. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid="
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4. The natives "Akellani" should have a village in the jungles.
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Would be nice, yes, but we'd need somebody to model a 3D village then, which isn't very easy.
<!--quoteo(post=177534:date=Jan 1 2007, 01:35 AM:name=Lavos Telbazreg)--><div class='quotetop'>QUOTE(Lavos Telbazreg @ Jan 1 2007, 01:35 AM) [snapback]177534[/snapback]</div><div class='quotemain'><!--quotec-->
5. There should have more "Hitman" missions, after you complete the "Hard Labours of an assassin" quest.
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In Build 14 Alpha, this quest has been improved. Not extended, but the original quest has been made more interesting. That is something. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
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