• New Horizons on Maelstrom
    Maelstrom New Horizons


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Path to Build 14

considering the curse, i think you and your ship should become immortal, but become hostile with everyone, and get the reputation: scourge of the seven seas. cousing you to have to live off the loot from other ships, and make the collecting of the coins a real pain, but exactly like the movie.
 
<!--quoteo(post=170653:date=Nov 10 2006, 03:58 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 10 2006, 03:58 AM) [snapback]170653[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=170632:date=Nov 10 2006, 01:57 AM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 10 2006, 01:57 AM) [snapback]170632[/snapback]</div><div class='quotemain'><!--quotec-->
cant "hireable enemy captains" be a buildsettings.h toggle?
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You don't HAVE to use the mod. You can choose it through dialog, so if you don't want to use it, don't use the dialog option. Anyway, we'll need to check if it works properly anyway.
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Well, the way maximus had it, was that if your leadership or luck, or whatever was high enough that just even 'pondering' the thought of hiring the captain aloud to the guy, he would jump the chance and nstantly join you free of charge, and then you were frelling stuck with the dinkwad until you could got to a shipyard.

I like to see if the guy is even worth keeping around first (the char sheet screen) before comitting him to my group. Otherwise I would just imprison him and take his ship with some other officer, or just sink it after looting. It just needs work, and to be seriously tested before being put in. I'm not going to fix the problems with that mod again. Ever. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Well, generally speaking, aren't the 'enemy' captains hirable from within your hold anyhow? If so, then the hirable enemy captains mod sounds kind of redundant to me. If it really adds something to the gameplay that is different, great. If its just a troublesome bug-fest, punt it.

Black Bart: Well it should be useful to both communities. If I could get the damned thing to work. I can export using everyone else's export tools, but the Akella plugin just dumps out an empty error.txt file, and no new mesh. Sucker is pissing me off about it too. I'm praying some of the Akella folks show up and read some of these things, give us some updated tools, or at least some documentation to go with the existing ones. (They gave no documentation about the tools at all, just gave us the plugins and said go play. No way to know exactly what settings in the plugin options need to be set how to get a good working mesh)

Cap'n Drow
 
<!--quoteo(post=170681:date=Nov 10 2006, 05:57 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 10 2006, 05:57 AM) [snapback]170681[/snapback]</div><div class='quotemain'><!--quotec-->
considering the curse, i think you and your ship should become immortal, but become hostile with everyone, and get the reputation: scourge of the seven seas. cousing you to have to live off the loot from other ships, and make the collecting of the coins a real pain, but exactly like the movie.
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what do you think about this idea actually? i think it should be like this, because it relaly gives you something to do when you have finished the game. the paying of the crew's salary should be possible, because of all the money you get from your enemy's when boarding ships. and i think you get money from looting ships anyway, right?
 
<!--quoteo(post=170760:date=Nov 10 2006, 09:47 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 10 2006, 09:47 PM) [snapback]170760[/snapback]</div><div class='quotemain'><!--quotec-->
..

Black Bart: Well it should be useful to both communities. If I could get the damned thing to work. I can export using everyone else's export tools, but the Akella plugin just dumps out an empty error.txt file, and no new mesh. Sucker is pissing me off about it too. I'm praying some of the Akella folks show up and read some of these things, give us some updated tools, or at least some documentation to go with the existing ones. (They gave no documentation about the tools at all, just gave us the plugins and said go play. No way to know exactly what settings in the plugin options need to be set how to get a good working mesh)

Cap'n Drow
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Well i wish you good luck in your attempts <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> If no Akella guys can be got hold of maybe you could try getting hold of some of the origonal modders, the guys who worked on ship models etc?


<!--quoteo(post=170760:date=Nov 10 2006, 09:47 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Nov 10 2006, 09:47 PM) [snapback]170760[/snapback]</div><div class='quotemain'><!--quotec-->

.......
what do you think about this idea actually? i think it should be like this, because it relaly gives you something to do when you have finished the game. the paying of the crew's salary should be possible, because of all the money you get from your enemy's when boarding ships. and i think you get money from looting ships anyway, right?<!--QuoteEnd--></div><!--QuoteEEnd-->

for me personaly its a bit too 'fantasy' - i'd rather see real world stuff added and realised(like more shops/services/guilds/player owned houses/visitable player owned land/plantation management/real officer classes fleshed out/more realisitc ships/more real world items to collect etc - you get the idea) rather than add more fantasy - but thats just my personal preference.
PotC was an ok movie - quite fun, but i do prefer something like Master+Commander or many of the black+white old style pirate movies - again thats just my personal preference.
 
Well I'm of two minds there, Bart. Ya see I love both the Realism and historical significance that can be added to a game like this. Most wonderful and great fun to play. But on the other hand, there are a couple of REALLY fun RPG type tabletop wargames I love that I'd enjoy seeing some of the ships, races and fantasy toys ported into these engines from.

Just a couple of examples for you are:

<a href="http://games.groups.yahoo.com/group/theseaofclaws/" target="_blank">Sea of Claws - Yahoo Group for Games Workshops Man 'O War Tabletop Game</a>

<a href="http://www.swashbucklingadv.com/" target="_blank">7th Sea D20 Adventures on the High Seas</a>

Just some ideas I had.

Cap'n Drow
 
<b>NOTE: This is going way of topic - if needed please move my post to one of the design discussion threads!</b>

hey i like the sounds of the 7th sea adventures - i think i'll check it out some more.

And lol - i WOULD have a heart attack if i saw one of those warhammer ship things come sailing around a headland in PotC - lol thats way to crazy for me <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Dont get me wrong - i like magic......infact i believe in magic(my old aka child of Thor is a clue to that), and have seen some pretty odd things in my time on this planet exploring its mysterys.

In papua new guinea, a place i lived in for a few years, i met with local sorcerors/medicine men while attempting to understand more about the peoples native culture. The people there certainly believe and use magic as part of their everyday life, and it was in part due to some hocus-pocus they performed over me - that i managed to get rid of maleria, atleast i believe thats what happend.

So i'm not a shock-realist per say.

Still i've always been slightly uncomfortable with magic used in a DnD type way. In a DnD type world, fair enough(talking computer game/role play game etc)....it fits and makes sense.
Still i believe not many people have attempted to create a more 'real' magic system - why would you when a fireball+d6 works?

Anyway i'm happy to see 'magic/fantasy' in PotC, after all we have it already - still i'm interested to see if we could make it more applicable to the era the game covers?

So we should imho, have vodoo aspects - fortune telling/curses/potions etc, just make them behave in a more realistic manner? Plus people(sailors especially) were a superstitious lot.
The other side of that i'd like to see introduced/developed is the power of the church in the game, as a sort of dyametricaly opposed mystic force?

I want to thrash these ideas out more fully of course.

Still i think if we can stay away from the DnD type of magic it will help ensure PotC remains believable to its core function, that of being a game set in the period of Pirates in the caribbean(circa 1600's onwards). I think there is so much more we can achieve in this respect - that the need for lots more magic stuff just doesn't seem a priority for me?

Certainly i dont play the game to meet zombies(or be Jack Sparrow to be honest), i play it to sail great wooden ships and play at being a pirate, preferbly one that actualy existed <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
i don't think there should be much fantasy in it either, but the curse would be simply an option for those who want it. it would be just something for fun. i don't want to turn it into a fantasy game or anything. one of the reasons i suggested it is that it could function as a sort of main quest after the real main quest. if you finished the main quest, there's not much to do anymore. if you add the curse, it wouldn't require a lot of quest making, but it would still be a long quest which really takes some effort to succesfully complete. and it's just fun for those who liked the film. as i said, it's entirely optional.
 
Well, there is fantasy, then their is lore. Back in the days of ye ole sailing granduer, crewmates had lots of tales. It was their beliefs, much like people have some of their own today. Skeletons and curses were a thing of constant talk back then. Why else do we have so many tales today about them all? Heh.

I like those sorts of things in a pirates game. Adds spice. If I was playing a game called "Masters and Commanders" then I might not be looking or expecting such things, unles they were easter egg additions.
 
aye, superstition an' folklore! that's fun for a game. oh, and i'm really stubborn, so you'll loose if you would try to say i'm wrong. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Dont forget Mermaids! Once i get around to the creating quest part of modding i think a tale of mermaids might be fun <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Oh and i'm not against the idea morgan terror(of a phantom ship of some kind - all part of sailor superstition and lore, from most parts of the world also - you can find that tradition is quite widespread) - infact i do kinda like it, just was being cautious i guess?
 
a very wise idea mate. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> could you tell me more details about that quest? i can't imagine it howsoever.
 
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