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Navy Mod

owly7

Landlubber
<i>Ideas for brainstorming</i>

Feel free to contribute, anyone and everyone. We will need ideas on a lot of things, from realistic missions, to skins, to ships combat and experienced modders to help with making the mod.

My Basic Plan:

Two options, begin normal game or begin naval simulation (1780s, beginning of the height of naval combat?). You begin in the capital of the nation you choose, although you may choose a different nation if you wish. You can join the nation's navy with the rank of Midshipman (the most junior officer), thus initiating a two year long set of tutorial missions.

Any suggestions, modifications so far? Maybe a new idea?
 
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->You can join the nation's navy with the rank of Midshipman (the most junior officer), thus initiating a two year long set of tutorial missions.<!--QuoteEnd--></div><!--QuoteEEnd-->

Nice idea but mybe it needs to be something that is built in the whole game no matter what quest your on. For instance it could be that you talk to a Quatermaster in the port of the nation you want to join. And then if your reputation is good enough i.e. Normal or Above. You are accepted
 
Dont mean to kill this instantly, but can I ask a question, please? Just want to know how you´re are going to carry these ideas out onto the actual modding part? Because, if you can´t do the job yourselfes, you will need to crack your heads figuring out, how to pursuate some of the modders in here to do the job. And thats a tough one - they are all in work up to their ears at this moment.
 
owly7 said he was going to try himself and of course we will help where possible and necessary. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

What I would like is if the joining of a navy does not depend on something you select prior to starting the game.
Instead, you should be able to do it ingame, similar to getting and losing Letter of Marque's right now.
This could be handled through dialog with the governor or, as Captain Matt suggests, by talking to a navy officer in port.
Actually, it might be a good idea to add a naval base location to all main towns where all navy affairs can be handled.
Then you can handle all joining/promotion/quest-stuff through the dialog of the local admiral.
That would keep all relevant code nicely isolated from everything else as well.

As for character/ship skins, there already is a fair amount of naval officer character skins available, courtesy of Thomas the Terror.
He didn't make them for all nations yet, but they're there for England, France and Spain now.
As for ships skins, what did you have in mind? There's rather a fair amount of ships in the game already, including navy ones for most nations. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

So what I would recommend is the following:
1) Add a main navy location to all capitals, where all navy affairs can take place
2) Add an admiral there and give him an appropriate dialog
3) Add dialog options for various quests, then make the quests cases so these actually work (this would need brainstorming on what kind of quests to prevent them from getting too boring after a while
4) Figure out a way how to handle the promotion system, also in the admiral's dialog file

Especially steps 1 and 2 are fairly easy and require mainly copy-paste-and-modify work on existing files.
 
I agree Pieter. Thinking realism though it should start with you talking to a commander getting small tasks then as you progress though the ranks you then start too be able to talk to the admiral and get tasks like go and raid A pirate island or go and hunt down a certain smuggler and arrest him.

thanks

captian matt
 
The reason I suggested to have everything handled through the admiral is to keep it simple coding-wise.
It can always be expanded and made more realistic later, but the project shouldn't start out too hard.
Otherwise the people working on it get fed up and it never gets done. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
Still, a simple model-and-name-swap after you reach a certain rank shouldn't be too hard. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
cool ok.

I do agree with you about keeping it simple though

thanks

Captian matt
 
This all sounds very interesting, I think it'd be great in-game. I know that almost every able coder/modder around here is busy with something and would most likely not be interested in working on this (at least for the time being), however I'd be more than happy to try and get this in the works. I don't really have much experience, however I've been looking to getting into ship modeling anyways; learning some basic coding would certainly help me there!

Owly7- PM me if you're serious on working on this, I'd be willing to put as much work into something like this as my class schedule would allow.
 
I think anyone could work on this; especially the first two steps I proposed are really quite doable for anyone.
It just requires some creative code-copying and modifying.
Just post here if you need some pointers on where to start. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
that would be good we was thinking on the idea that it would be lots of side quests given first by a navy commander and then as your rank gets higher the port admiral. It might be nice if all the quests were linked with some sort of storyline but then again I also think the quests should be randomly selected for future play ability. It might be nice to have a somewhat tutorial though at the rank of Midshipman. Also we do need a version for each nation. because we was planning this to be across all nations not just England.


A lot of quests me thinks

thanks

Captain matt
 
Ideally it would be similar to the random hunt-the-pirate quests, but with more interesting and varied quests there.
And occasioanlly there can be a big pre-scripted quest just to shake things up as opposed to the random-all-the-time stuff.
 
Thanks for all the offers of help and suggestions. Thanks to KaiserWilhelm and ShortJackGold for the offers of help, much appreciated.

And by the way, PieterBoelen, I didn't mean add more ships, I meant more realistic boarding, as that's quite bad in the original game. I'm sorry for not wording that properly.

This weekend (beginning around midday Saturday) I'll be free to work on the mod. PM me if you wish to help. Thanks guys, much appreciated.

By the way, I'm afraid I know little of upper class names in any country other than Great Britain or the United States, if anyone has any good names for admirals, please say so.
 
What did you have in mind for boarding? It's very much changed from the original game. Other than a few locator bugs for the boarders, it's about as good as we could make it.

I remember this kind of mod being discussed a couple of years ago. Stuff like not buying a ship but having ships assigned, not paying for supplies or repairs, not paying crew salaries.

I don't know if we can get any decent fleet actions, as the AI is pretty limited. It would be nice to be able to give reasonable orders to your "companions" in a fleet battle, such as sailing in formation.

Unfortunately, we're not going to get anything like the Battle of Trafalgar we had once in the game Man of War 2, with 32 human players each commanding a ship, which was most of the entire British fleet, playing against the AI.

Hook
 
Oh, one more thing. Can you please base your work on Build 14 Alpha 8 so that we can easily include it in Build 14 when it's done?
 
<!--quoteo(post=296063:date=Jan 9 2009, 04:44 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Jan 9 2009, 04:44 AM) <a href="index.php?act=findpost&pid=296063"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Unfortunately, we're not going to get anything like the Battle of Trafalgar we had once in the game Man of War 2, with 32 human players each commanding a ship, which was most of the entire British fleet, playing against the AI.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->I agree we won't get a battle of Trafalgar, but, for what it's worth, in the latest Hornblower quest I put up on the ftp, I have a sea battle where according to where the player geographically approaches the island, (big hint in the dialog), the enemy can be "miles" away (just visible on screen) and the approach by the player can be planned to achieve some advantage, and semblance of a "proper" battle, or right up close (for those who want to play a quicker game).

I have only used two player ships and one enemy (class1) as that is how the current storyline works. But the player could have four ships (as I know you know) but the battle does take a while to play and has a fair degree of realism.

I am working on the large "fleets" possible once I can get my head around where the ship locators at sea, are for each island.

As I said, not Trafalgar, but for those of us who do like "proper" sea battles I think it is a step forward. A nice slow approach, and a chance to direct one's fleet (which ship attacks which enemy - via "give order") and a relatively long battle (at least I hope so! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> )
 
Just an idea, I certainly couldn't do it, and I know all the coders are busy, but...

Maybe once you reach a certain rank in a nation you become able to give commands to other ships not owned by you (as long as they are the same nation as you).
 
That sounds good. What exactly are you planning? Let us know if you need help. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
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