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    Maelstrom New Horizons


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Pre Build 13 Modpack

On boarding surrendered ships.

I entered a battle b/the French and Pirates. I took the three pirate ships first. During that time one of the French ships surrenderd. After I took all the pirates I boarded the surrended French ship and was forced to battle not the French but a very aggressive pirate crew. This happened once before in the 7/19 build.

It appears that the French surrended to pirates and while the icon still said they had surrendered the new crew fought for their prize. If that is what happened, I think it is pretty neat and I would like to keep the feature. It might be worth seeing if we cold switch the icon or the flag.
 
Ok, maybe it is ot so cool. I was in a battle b/w French and English a French ship surrendered and when I boarded I had to fight a priate crew, but maybe they were English and had the wrong clothes on.

<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> \

Does anyone know if this is on the bug tracker.
 
One of my ship's turn pirate for a bit.
Here's what happen:
I went to fa laise de with portugal flag up. Talk to governor. He ask me to destroy a Pirate ship. I left port with portugal flag up.
Got to where the Pirate ship was and he was with another pirate ship. So went to order my other ship to attack other pirate ship and seen my other ship had a pirate flag up. morale was high, the same captain been with me for sometime now.
Any way I attacked the pirate ship and seen my other ship was attacking the other pirate also.
I took my ship, attack the other pirate ship and destroy it. I went to land on beach then go to port and have my other ship destroyed as it had Pirate flag up but seen the portugal flag back up, so landed back at port and all seem ok then.

Don't understand my this happen. My own ship all this time had the portugal flag up, it was just my other ship.
 
I think I may have mentioned this befor and I just put it on the bug tracker.

When fighting on ships and the enemies blades break they are using their fists, and fist become the most lethal weapon. They are knocking people out left and right, and killing people, including me with golden armor and a fine solingen rapier. This needs to be tweaked.

In reality someone using fists against a sharp long blade would be killed or severly maimed immediately.

<img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->In reality someone using fists against a sharp long blade would be killed or severly maimed immediately.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right... but also in reality, if a sword breaks, they still tend to fight with it in preference to using their fists. A half sword is still better than no sword.

A small adjustment could be made, if someone 'blocks' a fist throw with a sword... it should harm the attacker, and never allow the chance to knock you out.

EDIT:
It could even go so far as if you do block a fist attack with a sword, it 'deletes' their fist weapon so they can no longer attack. Setting them to 'run_away' always.
 
In reality if the sword was made that good it would not break. Like the Japanese Samurai Sword's the finest in craftsmanship and metallurgy. . Each sword is individually hand forged, individually heat treated, individually polished and individually mounted. The result of this, besides the high quality, is that no two swords are the same. It takes time to make blades of this quality, if a blacksmith was that good then a sword would take a lot before it did break, if it even did break.
One time I played I had a good sword break with not too many fight's and to me that unreal
I all way's turn it off so sword's don't break as too me that more real.
 
Good point Hat,

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->A small adjustment could be made, if someone 'blocks' a fist throw with a sword... it should harm the attacker, and never allow the chance to knock you out.

EDIT:
It could even go so far as if you do block a fist attack with a sword, it 'deletes' their fist weapon so they can no longer attack. Setting them to 'run_away' always<!--QuoteEnd--></div><!--QuoteEEnd-->


Either works, but I like the second if the blow also costs them HP, I know in a conversation I had with Pieter when he was working on this, he felt like the couldn't really run away on the ship. I think they coudl run away and either be ignored, or hunted down and killed, with SMALL or no loss of Rep. Atter all they were trying to kills us.


On another point I know I usually am saying let's finish the build before we start adding stuff, but does anyone else think it might be good to have some blood flowing from the wounds? I notice that some of the new decks have very good bloodstains on them.
 
<!--quoteo(post=155304:date=Jul 25 2006, 10:11 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Jul 25 2006, 10:11 PM) [snapback]155304[/snapback]</div><div class='quotemain'><!--quotec-->
On another point I know I usually am saying let's finish the build before we start adding stuff.<!--QuoteEnd--></div><!--QuoteEEnd-->

Would be nice to have a build 100% free bug before any more been add to mod. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Edited:
BTW what you think of my Advatar. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=155290:date=Jul 25 2006, 08:03 PM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 25 2006, 08:03 PM) [snapback]155290[/snapback]</div><div class='quotemain'><!--quotec-->
Like the Japanese Samurai Sword's the finest in craftsmanship and metallurgy. . Each sword is individually hand forged, individually heat treated, individually polished and individually mounted. ... It takes time to make blades of this quality, if a blacksmith was that good then a sword would take a lot before it did break, if it even did break
<!--QuoteEnd--></div><!--QuoteEEnd-->

Umm, wasn't that the case with ALL the blades in the world, before the invention of mass production and, in this case, steam-driven hammers?

Sorry, couldn't resist <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

P.S. In fact, there is a thread in the bugtracker, pertaining to the balancing of bladedamage mod. You are rather welcome to join in and post your results, along with suggestions.

<!--quoteo(post=155317:date=Jul 26 2006, 01:30 AM:name=SilverHawk)--><div class='quotetop'>QUOTE(SilverHawk @ Jul 26 2006, 01:30 AM) [snapback]155317[/snapback]</div><div class='quotemain'><!--quotec-->
Would be nice to have a build 100% free bug before any more been add to mod. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Amen to that. If I ever have dreamt of build 13 (haven't happened to me thankfully), that be the wettest moment.

Oh and Silver... nice hat <img src="style_emoticons/<#EMO_DIR#>/jackhat.gif" style="vertical-align:middle" emoid=":j2" border="0" alt="jackhat.gif" />
 
The damage the fists do is depending on the character's player level. A level 1 character would do between 1 and 2 of damage. A level 10 character would do damage between 10 and 20. A level 50 character would do damage between 50 and 100. The chance of knocking out opponent increases as well. At level 100, you will always knock out your opponent. All characters except the player character can be knocked out. And they can be resurrected again through the stunned dialog. Unless they were killed straight away. If you find that something is wrong in the balancing, please say what you think should be changed and I can go and look into that.

As far as bladedamage is concerned: At the moment, blades break pretty frequently. This can be changed using two values in BuildSettings.h. These values must be increased, but the problem is to find good values: Values for which bladedamage doesn't occur too frequently, but does happen every now and then.

With the most recent update, I recoded the bladedamage mod for a bit and you keep broken blades, which you can repair again. I also added some additional BuildSettings to tweak the workings of the mod. You can set it so that instead of enemies using their fists after their blade breaks, they'll use a dagger instead.

I could add in a fragility factor that would scale the bladedamage: With a low fragility factor, the blade would not break very frequently. This factor should be set for each blade seperately: That way, we can make good blades (Solingen Rapier) break waaay less than bad blades (regular rapier).

Unfortunately, that would undo another effect of the bladedamage mod where good blades break quicker when the user of the blade doesn't have the required minimum level. Maybe this effect should be removed anyway: It was only meant to balance the finding of ridiculous good blades in the beginning of the game. You could USE the good blade just fine, but it would break quicker. It would be better to limit the finding of good blades in the beginning of the game though.
 
Ahoy Pieter, and Welcome back. Hope you had a good holiday. I really like the bladedamage mod and what it adds to the game. I have a question. I had a an excellent blade that did not appear to deteriorate at all is this right?

Secondly, my concern is with the damage inflicted with fists. As I said earler fist against a long sharp blade... the guy with the fists is not likely to land a single blow before recieving severe cuts to the hand and arms let alone knock someone out.
 
Even excellent blades should decrease in quality over time... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

I already made it so that enemies with their fists can't block. Maybe I can try to figure something out so that if an enemy attacks you with his fists and he is blocked, he hurts himself instead. Should be possible... <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Even excellent blades should decrease in quality over time... <!--QuoteEnd--></div><!--QuoteEEnd-->


Well, I don't know I played through more than a dozen boardings with no loss of bladequality.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I already made it so that enemies with their fists can't block. Maybe I can try to figure something out so that if an enemy attacks you with his fists and he is blocked, he hurts himself instead. Should be possible<!--QuoteEnd--></div><!--QuoteEEnd-->

That sounds good to me. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Before the forum went down I asked what was going on with the TEST VERSION of the simplified ammo mod. I did not get the complete answer before the crash.

Now I see someone "TIH" has modded my mod. Is this a new way of cooperation: NOT to talk to each other?
 
Hey Jack,

I didn't realize someone had modded your mod, but I have been playing the mod and I think it is working will as you have it now. I like the gunpowder storage and I think I persoanly prefrer the character having to go to the deck to reload and if you have a gunner equipped, the reload is automatic and if you don't, you to go the storage to get reloaded. If you do this we could eliminate the Redmond store keeper. That, I think would be the perfect balance.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Where can I find the base version of pre-build 13 ?
I used the link on peters page (Downloads->Base Version (296 MB) and get to this page:
<a href="http://www.piratesahoy.com/index.php?option=com_docman&task=cat_view&gid=43&Itemid=53" target="_blank">http://www.piratesahoy.com/index.php?optio...3&Itemid=53</a>

But i can't find the base version of pre-build 13 anywhere <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
To Jack Rackham: TIH is The Incredible Hat. He didn't know your mod was still a test version, so he got annoyed because there was no toggle and added a toggle himself. At my request, he also made it so that the ammo restocking only occurs if you didn't have a full supply of ammunition with you anymore (the restock sound every time when entering your ship was beginning to get on my nerves). I agree with you, however, that there should be communication between modders when changing somebody else's mod. That seems to be a problem at the moment.

Please consider TIH's changes as suggestions for your mod. You can use them in your next version or drop them. If you make a new version, I will use that one instead. Hopefully you'll be able to use some of TIH's code; might save you the trouble of doing it yourself. But you, as the original coder, have the final say on what goes into your mod and what does not.
 
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