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    Maelstrom New Horizons


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Major breakthrough with Akella

All right, so i got the message. Now heres what i have to say.

I wouldnt at all mind us getting new modding tools and perhaps even Storm 2.5 compatibility.

However, my work i created for free, to contribute to the mod and perhaps to distinguish myself in the eyes of the game industry.
As long as my work remains free its fine, but if somones going to make money from it, then i want some too.

Man that made me sound real greedy, but seriously, some things i put days, if not weeks or months of work into perfecting, im sure you can understand that i wouldnt want anyone making money from my hard work when i myself havent made a red cent from it. It just wouldnt be right.
 
well, although i haven't contributed a whole lot to the build mod other then testing, i would have to say stick with potc. i've looked at the new game's screen shots and the concepts and i don't see that big of a difference. i mean, sure they'll probably go into more detail and bigger islands with the new game but for the most part we can do all of that without switching. like mentioned by others the only real thing that city of abandoned ships "might" offer is a better storm engine. cuz if we can get the right tools to use then making detailed ships, buildings, characters,etc will be easier. if it wasn't for the plugin problem and lighting problem we could essentially do that now. And i agree with Doober: although we got a couple kinks in the build mod we're in a hell of alot better shape then aop and who knows if this city of abandoned ships is any better.

i say get the right modding tools and stay in contact with the russian modding group for future help and asistance. anyways that's my thoughts on it.

oh one last thing... considering the fact that they are "professional modders" we could probably persuade them to re-script parts of potc game structure to give us more things to adjust and mess around with. just a thought.
 
I haven't had time to even play any games since getting married nearly 3 weeks ago. For the moment I'll just wait until the new yr before I get back into modding.

As for this new game, I'm happy to go with the flow. If ppl like Hook & Pieter want to go for it then I'm all for it too.
 
All this sounds very promising. I would like to see potc use the Storm 2.5 ,with all the tweeks like the water from AOP
 
Aye i agree with getting proper modding tools and better sea engine too. <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
Well, personally i've to say i agreed with the points exposed so far in this thread, stick to potc, and accepting the build work to be commercialised on definite conditions, i also agree with the fact that mustn't change the community way of workingand that mustn't exclude anyone,

in brief, we have advantages to take of this, and them too, they won't give us anything without any counterpart from us, there are many advantages to get from a cooperation, for us, and for them, any agreement is bilateral, evidently, but any agreement must respect the two sides, them must respect our way of working, and if they give something to us we will have to make something for them, but any commercial use of our stuff must be made with conditions to frame it.

Anyway, that's some very, very good news, full of hopes, and i really hope something will be possible with the russian teams <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Well, I've been out of the loop for a bit ... working on my other pet mod project. ("Realistic Combat Model" for various mods of "Mount and Blade". I have quite a fan base among the modders over there, and fans can be quite demanding.) I keep thinking I'm going to get back into the program over here, but the last couple of times I checked, development was kind of slow and I didn't really see anything that needed my opinion.

That starforce copy protection is enough by itself to make us want to drop AoP like a diseased rodent. If you have to hack your way into the game just to keep both it and your computer working, that's not a good sign.

However, I don't know if that applies to this new release or not ... it's not supposed to even exist until first quarter '08. Someone would need to find out.
 
We will need to give Akella and seaward.ru some more information on us and our work. So I have written a summary of our modpack, our modding community and our thoughts on a possible collaboration below. We'll be needing some comments on this one! Please be <b>very</b> critical of the text I have written. We don't want to say the wrong things that could decrease our chances of getting any help. Also I do not want to tell them things that part of the community does not agree with! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>About our modpack</b></i><!--sizec--></span><!--/sizec-->
The Build modpack is being developed by the PiratesAhoy! modding team. It has been worked on ever since the release of Pirates of the Caribbean in 2003 and is still going strong. The modding team members have changed over time, but the goals have remained pretty much the same.

<i>What we have done:</i>
The last modpack version we have made is Build 13. This is available for download from our <a href="http://potc.moddb.com" target="_blank">ModDB Profile</a> and <a href="http://www.s31clan.com/privateftps/pietersmods" target="_blank">Pieter's Pirate Page</a>. Public opinion on the modpack is very positive. We have had some media coverage recently in the November issue in the Dutch gaming magazine PC Gameplay. See <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=10878&view=findpost&p=224622" target="_blank">here</a>. It is also known that some people have bought the game simply to be able to play our modpack.

Our modpack contains many new features. Among these are many retextures of ships, locations and characters, new quests, improved interfaces, access to ship decks, improved cannon fire graphics, new islands and locations, random villagers in towns, treasure search quests, random events, such as mutinies, exploding powder magazines, ships surrending, parlay with enemy captains and much, much more.

<i>What we are doing:</i>
Right now we are working on creating Build 14, which we want to release as Pirates of the Caribbean: New Horizons in due time. Mods currently in the works are things like Capture Colony, allowing the player to give towns to different nations after the capture or control the town himself, Free Walk On Ship, allowing the player to walk around the interior of the ship freely, and the DirectSail mod, allowing people to sail from one island to another without using the worldmap. All these mods have been requested for a very long time and now we have them working for the most part. Also several of our members are great fans of the Pirates of the Caribbean films, so we're trying to add more movie tie-ins. We have added proper models of the Black Pearl, Wicked Wench, Flying Dutchman and Endeavour in our game and currently the Interceptor is being worked on. Also we are rewriting and expanding the original main quest to work as a prequel to the PotC films. We have even got the Curse of the Black Pearl film quest finished for the most part.

<i>What we want to do:</i>
Our goal is to make a game that is fun, realistic and interesting for both beginning and advanced players. We are currently experimenting with facial expressions and spoken text for the dialogs, different ships for different nations, camera viewpoints and adding maps to the game. We have thoughts on adding much more interesting player-officer, player-crew and player-NPC interaction to the game to the point of giving all important random characters, such as officers, villagers and other captains, in the game an actual personality. Our dream would be to combine the best of all pirate games together and make the best pirate game that has ever been made.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>About the Community</b></i><!--sizec--></span><!--/sizec-->
Our community has a bit of an unconventional way of working. There is no real master plan on what we are doing, just general thoughts on what we would like to see. All modders working on the game do pretty much their own thing. Rather than having a management assigning jobs to the various modders, the modders in our community do what they like best themselves and the modpack compilers put all of their mods together into one modpack. Our community is completely open to anyone who wants to join, no matter if they aren't brilliant coders, texturers, modelers or otherwise. Anyone wishing to help with the modding is welcome and we are always happy to help new and old members alike. The community also functions very democratical. All important issues are open for discussion to every- and anyone and we try to decide the proper course of action based on the most important points being brought up by the various members. Also we never set any real deadlines. The next modpack releases are done when they're done and we're not rushing anything.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>Cooperation</b></i><!--sizec--></span><!--/sizec-->
For any kind of cooperation, it is very important to us that our community can remain working the same way it has always done. We don't want to lose any members and we don't want to completely drop our modpack and start anew either. When Age of Pirates was released, we all agreed to stick to the older PotC rather than moving on to AoP, because we didn't want to abandon all the good work that we have done in the past. To us AoP has better graphics, but to us gameplay is much more important than graphical appeal.

<i>What we can offer you:</i>
Being such a diverse community with many different members, each member has a different opinion on a possible cooperation. Some people are fine with their creative work being used commercially, some people would want to get some compensation and some people do not want their work used comercially at all. This basically means that there is some of our content that you are welcome to use in <i>Corsairs: City of Abandoned Ships</i>. We would need to know what content you would like to use and we need to ask the members who made that content what they think of their content being used.

<i>What we would like:</i>
First of all, we could very much like to use some proper modding tools. That could greatly enhance the quality of our modding work. We are very limited when it comes to making completely new ships. We cannot generate the proper collision data and the lighting on completely new ships as well as on ships of which we have modified the models are reversed. We can do modifcations of existing characters and locations, but we simply cannot create new locations and characters from scratch without the proper tools.

Secondly, quite frequently in our modding work, we run into limitations put onto us by the game engine. A lot of the code is open for modification, but also a lot is hidden away in the MODULES files so we cannot change it. An example would be when we tried to make a Different Flag mod that would allow the player to hoist a lot of different flags. All flags are in one file <i>flagall.tga.tx</i> and because of the TX Converter, this texture's width is not unlimited. Therefore the amount of different flags we can add into the game is also limited. We would very much like to have these files opened up to us so that we would have a lot more freedom in what we can do.

Thirdly we would like to be able to play our own game on the Storm 2.5 engine instead of the Storm 2.0 engine, making use of the better graphics and additional options provided by that engine. We are not really aware of any advantages to the Storm 2.5 engine as opposed to the Storm 2.0 engine apart from the better graphics though, so some more information on that would be welcome. If you could provide us with a PotC-compatible version of the Storm 2.5, that would be great. We have tried running our game on the AoP engine in the past, but so far have been unsuccesful.

The final of our wishes is simply to make the best pirate game in existance, preferrably by joining together the best things of PotC, AoP and all the modding work done on both games.<!--QuoteEnd--></div><!--QuoteEEnd-->
 
At the moment, we just have few information about City of Abandoned Ships. Not enough to say today we'll work on this new game. For now, the priority is to have a Build 14 STABLE <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=225723:date=Dec 13 2007, 04:58 PM:name=bartolomeu o portugues)--><div class='quotetop'>QUOTE(bartolomeu o portugues @ Dec 13 2007, 04:58 PM) [snapback]225723[/snapback]</div><div class='quotemain'><!--quotec-->For now, the priority is to have a Build 14 STABLE <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

YEAH!!! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
Nice letter Pieter, I think it will help us to get what we want. I have read it, and I think you have pretty much said everything what needs to be said.

Good one!
 
blimey. lookat all the old members showing up! cap'n drow is also watching the topic. not really anything i have to comment on the summary. looks good to me! one thing that i might add though is that we're not trying to make any money ourselves out of the game.
 
Thank You for saving me from a lot of work with the text, Pieter - well done <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

However, in the spirit of Inez Diaz and others, I feel I should try to turn the discussion back on the right track by being a bit more specific on what Edward Zaitsev wrote (Sorry folks - I realize I should have been more specific from scratch):

His mail-domain is not Akellas, but he sure is the head of Seaward.ru, the modding community that released a sequel to Corsairs: Return of the Legend", called "Corsairs:City of Abandoned Ship" (which is (citing) "most technically accomplished") in Russia november this year, and is currently translated to be released soon in the West.

He is personally holding the tools for PotC, but needs accept from Akhipov before he can hand them over to us. What I don´t know, is whether he is able to hand over the tools for "Corsairs: Return of the Legend", in case we decide to support that engine (citing) "Support of our game by you as will be favourable to us".

I have c/p´ed the citings, simply because I don´t know what to make of those sentences.

To sum things up:
We dont know if he speaks for Akella or Seaward.ru.
CoAS is released = no commercial use of our content.
We don´t know what he wants from us.
We don´t know if HE knows, what he wants from us.
 
<!--quoteo(post=225719:date=Dec 13 2007, 09:50 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 13 2007, 09:50 AM) [snapback]225719[/snapback]</div><div class='quotemain'><!--quotec-->We will need to give Akella and seaward.ru some more information on us and our work. So I have written a summary of our modpack, our modding community and our thoughts on a possible collaboration below. We'll be needing some comments on this one! Please be <b>very</b> critical of the text I have written. We don't want to say the wrong things that could decrease our chances of getting any help. Also I do not want to tell them things that part of the community does not agree with! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I would make the following suggestions:

In About the Community I would change this slightly to read:
About the Community
Our community has an unconventional way of working, which we find produces the best results. All modders work on the game in their own specialty area. Usually on things that have been suggested, or requested, by the community and sometimes on their own initiative with ideas they believe will be of benefit to the game experience.
These mods are then submitted to the modpack compilers who put all of the mods together into one modpack and this is then aplha tested by other volunteers to check the implementation in the game, prior to release.
Our community is completely open to anyone who wants to join, at whatever level of ability in code, textures, models or other subjects.
Anyone wishing to help with the modding is welcome and we are always happy to help new and old members alike. The community also functions very democratical. All important issues are open for discussion to everyone - and anyone and we try to decide the proper course of action based on the most important points being brought up by the various members.

In Cooperation:
I would delete the first paragraph under cooperation to remove any negatives at this time.

then I would change some wording slightly:
What we would like:
First of all, we would be interested in access to your modding tools, but we do appreciate your need to obtain approval first.
Have any approaches be made your end as yet to obtain this approval?
We are limited when it comes to making completely new ships as we cannot generate the proper collision data, and the lighting on completely new ships as well as on ships that we have modified, is reversed, so tools for use in these areas would be greatly appreciated.
We can modify existing characters and locations, but we simply cannot create new locations and characters from scratch, so again tools for these purposes would be greatly appreciated.

Then in What we would like I would slightly reword it to:
Thirdly, in order to understand its capabilities, we would like to be able to play our own game on the Storm 2.5 engine instead of the Storm 2.0 engine. This way we can evaluate the graphics, performance and additional options provided by that engine.
As of the moment, we are not really aware of any advantages to the Storm 2.5 engine as opposed to the Storm 2.0 engine apart from the better graphics though, so some more information on that would be welcome. If you could provide us with a PotC-compatible version of the Storm 2.5, that would be great. We have tried running our game on the AoP engine in the past, but so far have been unsuccessful.

These are just suggestions so feel free to ignore them if you wish. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
i agree we don't want to put them off by saying that we want your tools but we don't want to switch to your game version. At least not yet. i believe we should "wait until the opportune moment" to tell them the negatives. I say gain thier trust and work with them until we get what we want, then do what ever we want.

i know it sounds like a pirate but hey, if the shoe fits wear it. <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<!--quoteo(post=225538:date=Dec 12 2007, 10:28 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Dec 12 2007, 10:28 AM) [snapback]225538[/snapback]</div><div class='quotemain'><!--quotec-->I have been working the last couple of months on getting in contact with first of all Akella, the developer of PotC and since everybody else in the business who could help us out. Most times, I got no replies at all and it all seemed like the Russians was ignoring us, although knowing of our work.
That was not the case. A couple of days ago, I finally got a reply from the vice-president of Akella, Dmitry Akhipov, who was most surprised of discovering a western modding group, that actually was modding one of their games, and an old one indeed! He forwarded his reply to the the specialist on mod making on the Storm engine, Edward Zaitsev, who also happens to be the head of the old and most respected modding team SliB, now Seaward.ru, from whom I just got a response.

EDIT: My personal ethics conflicted with posting Edwards personal mail here. In short, he suggest we (Seaward.ru and the Pirates Ahoy! Build Mod) should cooperate and futhermore states, that we are using the wrong tools for modmaking. He have got the stuff we need to mod PotC, but needs to refer with Mr. Akhipov before he hands them over to us.

Also, he suggests that we move on to the new game developed by Seaward.ru, <a href="http://kotaku.com/gaming/game-announcements/akellas-city-of-abandoned-ships-pirated-323695.php" target="_blank">Corsairs: City of Abandoned Ships</a>, and additionally states (citing) "We will not regret it".

Thats hitting two flies in one bash! Cintact with Akella _AND_ seaward.ru made! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
What we do and respond from now on is up to you, guys..<!--QuoteEnd--></div><!--QuoteEEnd-->


Hey everyone! Sorry I haven't posted until now. Got the e-mail from Pieter the other night and just hadn't had a chance to read through everything and reply.

All in all this sounds like terrific news for the entire community. I'd love to have access to all the current working tools to get things modded up all right and proper.

I agree entirely with everything I've read so far and look very forward to hearing more from both the SLiB/Russian modding community and Akella. Getting access to all the locked content would be one of the hugest boons we could have as a community and having the correct tools to create proper working models, skins and animations would go a long way towards helping us really buff up the game.

As to the current level of Storm Engine, I believe the most up to date version is 3.0, which is what is used for Blue & Grey though I may be wrong on that.

I'd just like to see this all come together and give us the actual tools used to build up the game. If our work gets used for commercial purposes, great! I'd just like to see some of the potential windfall come back to all of the modding community.

I'll have more to say as I see how this develops!!

Cap'n Drow
 
I think we should all try and come to a common message for us to send as a reply to Akella/seaward.ru. I think we are all pretty much agreed on our opinions on the matter, but now we have to get them across in as strategic a way as possible.

<!--quoteo(post=225750:date=Dec 13 2007, 06:56 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE(PeterWillemoes @ Dec 13 2007, 06:56 PM) [snapback]225750[/snapback]</div><div class='quotemain'><!--quotec-->To sum things up:
We dont know if he speaks for Akella or Seaward.ru.
CoAS is released = no commercial use of our content.
We don´t know what he wants from us.
We don´t know if HE knows, what he wants from us.<!--QuoteEnd--></div><!--QuoteEEnd-->Those are some very valid points. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=225770:date=Dec 13 2007, 08:04 PM:name=Short Jack Gold)--><div class='quotetop'>QUOTE(Short Jack Gold @ Dec 13 2007, 08:04 PM) [snapback]225770[/snapback]</div><div class='quotemain'><!--quotec-->These are just suggestions so feel free to ignore them if you wish. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Why do you think I said "Please be <b>very</b> critical of the text I have written"? Because I actually WANT those kind of replies. Thanks very much! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
 
You could also mention that you can tweak the entire mod to your likings, in VERY clear Buildsettings and Internalsettings files. I mean, toggling the mods with 0 and 1, or editing a parameter ( like a number between 0.0 and 10.0 ), anybody can understand that!
 
I have now modified my original text, based on Short Jack Gold's suggestions, and adding in a beginning and end for the letter. Once everybody is in agreement with what is being said here, we can send it out to Russia. Again please be <b>VERY</b> critical of this text! A lot may depend on its content for the entire community!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Dear Mr. Zaitsev,

To work together, you will be needing some more information on our modpack and modding community and we will be needing some more information on your game and modding community as well. Therefore we have written this e-mail in mutual agreement with all community members to explain a bit more about our modpack, our community, what we can offer you and what we would like.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>About our modpack</b></i><!--sizec--></span><!--/sizec-->
The Build modpack is being developed by the PiratesAhoy! modding team. It has been worked on ever since the release of Pirates of the Caribbean in 2003 and is still going strong. The modding team members have changed over time, but the goals have remained pretty much the same.

<i>What we have done:</i>
The last modpack version we have made is Build 13. This is available for download from our <a href="http://potc.moddb.com" target="_blank">ModDB Profile</a> and <a href="http://www.s31clan.com/privateftps/pietersmods" target="_blank">Pieter's Pirate Page</a>. Public opinion on the modpack is very positive. We have had some media coverage recently in the November issue in the Dutch gaming magazine PC Gameplay. See <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=10878&view=findpost&p=224622" target="_blank">here</a>. It is also known that some people have bought the game simply to be able to play our modpack.

Our modpack contains many new features. Among these are many retextures of ships, locations and characters, new quests, improved interfaces, access to ship decks, improved cannon fire graphics, new islands and locations, random villagers in towns, treasure search quests, random events, such as mutinies, exploding powder magazines, ships surrending, parlay with enemy captains and much, much more.

<i>What we are doing:</i>
Right now we are working on creating Build 14, which we want to release as Pirates of the Caribbean: New Horizons in due time. Mods currently in the works are things like Capture Colony, allowing the player to give towns to different nations after the capture or control the town himself, Free Walk On Ship, allowing the player to walk around the interior of the ship freely, and the DirectSail mod, allowing people to sail from one island to another without using the worldmap. All these mods have been requested for a very long time and now we have them working for the most part. Also several of our members are great fans of the Pirates of the Caribbean films, so we're trying to add more movie tie-ins. We have added proper models of the Black Pearl, Wicked Wench, Flying Dutchman and Endeavour in our game and currently the Interceptor is being worked on. Also we are rewriting and expanding the original main quest to work as a prequel to the PotC films. We have even got the Curse of the Black Pearl film quest finished for the most part.

<i>What we want to do:</i>
Our goal is to make a game that is fun, realistic and interesting for both beginning and advanced players. We are currently experimenting with facial expressions and spoken text for the dialogs, different ships for different nations, camera viewpoints and adding maps to the game. We have thoughts on adding much more interesting player-officer, player-crew and player-NPC interaction to the game to the point of giving all important random characters, such as officers, villagers and other captains, in the game an actual personality. Our dream would be to combine the best of all pirate games together and make the best pirate game that has ever been made.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>About the Community</b></i><!--sizec--></span><!--/sizec-->
Our community has an unconventional way of working, which we find produces the best results. All modders work on the game in their own specialty area. Usually on things that have been suggested, or requested, by the community and sometimes on their own initiative with ideas they believe will be of benefit to the game experience. These mods are then submitted to the modpack compilers who put all of the mods together into one modpack and this is then alpha tested by other volunteers to check the implementation in the game, prior to release.

Our community is completely open to anyone who wants to join, at whatever level of ability in code, textures, models or other subjects. Anyone wishing to help with the modding is welcome and we are always happy to help new and old members alike. The community also functions very democratical. All important issues are open for discussion to everyone and anyone and we try to decide the proper course of action based on the most important points being brought up by the various members.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>What we can offer you</b></i><!--sizec--></span><!--/sizec-->
Being such a diverse community with many different members, each member has a different opinion on a possible cooperation. Some people are fine with their creative work being used commercially, some people would want to get some compensation and some people do not want their work used comercially at all. This basically means that there is some of our content that you are welcome to use in <i>Corsairs: City of Abandoned Ships</i>. We would need to know what content you would like to use and we need to ask the members who made that content what they think of their content being used.

<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><i><b>What we would like</b></i><!--sizec--></span><!--/sizec-->
First of all, we would be interested in access to your modding tools, but we do appreciate your need to obtain approval first. Have any approaches been made at your end as yet to obtain this approval? We are limited when it comes to making completely new ships as we cannot generate the proper collision data, and the lighting on completely new ships as well as on ships that we have modified, is reversed, so tools for use in these areas would be greatly appreciated. We can modify existing characters and locations, but we simply cannot create new locations and characters from scratch, so again tools for these purposes would be most useful.

Secondly, quite frequently in our modding work, we run into limitations put onto us by the game engine. A lot of the code is open for modification, but also a lot is hidden away in the MODULES files so we cannot change it. An example would be when we tried to make a Different Flag mod that would allow the player to hoist a lot of different flags. All flags are in one file <i>flagall.tga.tx</i> and because of the TX Converter, this texture's width is not unlimited. Therefore the amount of different flags we can add into the game is also limited. We would very much like to have these files opened up to us so that we would have a lot more freedom in what we can do.

Thirdly, in order to understand its capabilities, we would like to be able to play our own game on the Storm 2.5 engine instead of the Storm 2.0 engine. This way we can evaluate the graphics, performance and additional options provided by that engine. As of the moment, we are not really aware of any advantages to the Storm 2.5 engine as opposed to the Storm 2.0 engine apart from the better graphics though, so some more information on that would be welcome. If you could provide us with a PotC-compatible version of the Storm 2.5, that would be great. We have tried running our game on the AoP engine in the past, but so far have been unsuccessful.

The final of our wishes is simply to make the best pirate game in existance, preferrably by joining together the best things of PotC, AoP and all the modding work done on both games.

We hope that this clears up most questions you might be having about us, but feel free to ask if you still have any unanswered questions left. Also we would be most interested in learning more about your community and modding work. We hope in a fruitful and mutually beneficial collaboration.

With kind regards,

The PiratesAhoy! Modding Community
- Pieter Boelen, Team leader (<b>???</b>)
- Pirate_KK, Lead Modpack Compiler
- Peter Willemoes, Public Relations
- And all other members<!--QuoteEnd--></div><!--QuoteEEnd-->
 
how about you being unofficial leader? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
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