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Pre Build 13 Modpack

<!--quoteo(post=149502:date=May 28 2006, 12:54 PM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ May 28 2006, 12:54 PM) [snapback]149502[/snapback]</div><div class='quotemain'><!--quotec-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

That is good. Is there any timetable for putting back the other boarding - surrender mod? (more boarders/talk ot the Captain)

I may be wrong, but I think if we could get that fixed, working and in along with Sir Henry's new Hawk flag and sail and the fixes you are going to do today we would have somethting we could call Build 13.

What do you think?
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Maybe we should fix also all the new islands and locations, and put the "fast travel" icons on them
 
So what do we still need to do?
<b>1) Fix the store bug</b>
DONE!
<b>2) Fix the Nigel/Artois bug</b>
DONE!
<b>3) Add Sir Henry's new Hawk flag and sail</b>
DONE!
<b>4) Fix the loading screens</b>
Working on it; almost done
<b>5) Fix the nation relations</b>
Pirate_KK sent me a fixed nations.c file, that will be added to today's update
<b>6) Check the new island locations</b>
That needs to be done by some testers
<b>7) Fast travel icons</b>
I thought these were already added in the previous update... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

We deliberately removed the boarding mod, because I recall it causing trouble. If above things are done, I will make an additional download with some new features in it that we can also add to Build 13 once it's confirmed working. The boarding mod will be part of that.

Please remind me of any things I am forgetting now.
 
Done. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
I figured out what was wrong. Maximus made a fix, but didn't know what would happen. There was a character in Oxbay.c that was named Ed Postle. He was supposed to appear at the merchant1 locator. This locator does not exist, so the character never existed either. Maximus changed the locator to merchant2, which does exist. So the character did appear now. However, that locator was already occupied by a real merchant. So I simply removed Ed Postle from the game. He is no important character anyway. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->New small update<!--sizec--></span><!--/sizec--></b>
This update is to be installed on top of the previous release. I will upload a full version later. But apparently I can't get onto the FTP to upload stuff to my site, so that doesn't help. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

You can download it <a href="http://home.planet.nl/~boele137/post_b12_small_upd.zip" target="_blank">here</a> (2,56 MB). Please run English.bat once you've installed. I changed English.bat and it should now enable several loading screens that haven't been working for a long time. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Anyway, things that are fixed/changed:
- Reload tables for the new islands are added
- Character intermingled with the Oxbay trader is removed
- The can't-buy-goods bug has been fixed
- The nation relations file has been fixed (please keep an eye on whether the relations work properly now)
- The Artois/Nigel bug has been fixed
- Sir Henry's new Hawk flag and sail are added
- New loading screens for starting the game and starting a new game
- When you play dice, you can now choose for how much money you want to wager.

Stuff that still needs to be done:
<b>- Bugfinding</b>
Mostly checking the new islands; making sure that all locations/characters/fast travel icons work. Also check nation relations and the tutorials for each nation. And report any other crazy bugs you might encounter.
<b>- Bugfixing</b>
<b>- Start New Game loading screen needs to be improved</b>
Captain Kub is working on that

I will post a list of mods that I already have and that could be added later.
 
What if we share the job to fix locations?

I mean, to assign each new location to one person to review and fix it

To do that, it could be a good idea an small "how-to" about locations, fast travel icons, and that things.

Just my 0.02 €
 
For all I know, most of the locations are working properly, so all people testing would need to do is check them to make sure that they do work fine. But if it truly is so much work, we could assign some locations to people to check. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Okay guys it sounds as if we are rolling along fine now....I have been a little selfish lately and did not download new May 25th or there about update because I wanted to play a bit, and didn't have room for a new version. Now I do, and it sounds as if this one has the real annoying bugs kicked out...so....... Pieter if I download 1st May upate and then newest small one today, I have latest??

If so then assign me any quests/task/area/ whatever and consider it done!!

Also, I wanted all those new flags of Capt. Morgans' there.....are these in the latest, or do I add them in myself?
 
I said I would post a list of mods I do have, but that are not added in the latest modpack release, so here goes. Please give your comments on these mods and tell me why you think they should/shouldn't be added into Build 13. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<b>- Customizable ships</b>
Made by KBlack. At the moment, you can only customize your ships at the Douwesen shipyard. I haven't tested this yet, but KBlack requested I wouldn't add it into Build 13 yet, because it might cause many unforeseen bugs.

<b>- Amount of gunpowder on enemy ships can be seen through the spyglass (if your glass is good enough)</b>
Made by Maximus. Adding this seems to cause strange problems with the spyglass mod, such as all ships appearing as Portugese. This mod will need fixing.

<b>- More gunpowder code</b>
Made by Maximus. I don't know why exactly I didn't put this into the modpack yet... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<b>- Age of Pirates Guadeloupe and Tortuga</b>
Added by Maximus. I have the files and tested it and it seems to work fine and look great. It just isn't legal to add it... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<b>- Fort capture on Guadeloupe and Tortuga</b>
Made by Maximus. Once you captured those towns, you will see several destroyed buildings replacing the original ones. I didn't test this yet.

<b>- Nathaniel Nation as startup nation in the choose character screen</b>
Great way of starting at the AoP Guadeloupe. Only Guadeloupe is French, so the shipyard and trader will refuse services.

<b>- Abordage Mod</b>
Made by Maximus. With this mod, you can talk to the enemy captain after he surrendered. I recall this mod causing trouble, but can't remember what kind of trouble. I reckon we should be able to put this in eventually. It's a great mod. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<b>- TradeBook interface modified</b>
Made by Maximus. Good prices in the tradebook only appear after you have visited a store and they will only aply for that day. After that, the price might become inaccurate. Pretty realistic mod; seemed to work fine. Added plus: There is more space for goods on the tradebook interface now, so Jack Davidson should be pleased. I reckon this mod works fine and could be added in.

<b>- Some code changing a locators</b>
Made by Maximus. I don't know exactly what this is for, but I reckon this is the code that caused officers to not appear at the right location. So either this code is fixed or taken out, but we can't use it as-is.

<b>- Realistic Anchoring</b>
Made by Maximus and me. It will take some time to anchor the ship. The sails are furled first, then the anchor is dropped. For all I know, this mod works fine.

<b>- SetSailstate Delay</b>
Made by me. UNFINISHED. This mod will add in a delay in raising/lowering sails. This is meant to increase the realism, because you can't expect your crew to start working the instant you give the order. Thy first have to climb in the masts, don't they? This should make ship-to-ship combat a bit harder and more interesting.

<b>- Changed officer types icons</b>
Made by Maximus. Depends on which icons are preferred.

<b>- Changed cannon fire sounds</b>
By Merciless Mark. Adds some sounds from M&C to replace the current sounds.

<b>- New officer and soldier skins</b>
Made by JMV. Added by Jack Davidson. Currently available as additional download. Can be used to replace the current soldier skins on some islands.

<b>- Different flags mod</b>
This mod is being worked on by Pirate_KK. Once done, you will be able to choose what flag you want to raise. This mod also adds multiple flags per nation, so warships might have one flags and merchant vessels another. This is not done though and I don't have any code for it yet.

<!--quoteo(post=149540:date=May 28 2006, 07:04 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 28 2006, 07:04 PM) [snapback]149540[/snapback]</div><div class='quotemain'><!--quotec-->
Okay guys it sounds as if we are rolling along fine now....I have been a little selfish lately and did not download new May 25th or there about update because I wanted to play a bit, and didn't have room for a new version. Now I do, and it sounds as if this one has the real annoying bugs kicked out...so....... Pieter if I download 1st May upate and then newest small one today, I have latest??
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You should download the 25 May 2006 version from my site, then install the small update from a few posts previously. For all I know, everything works reasonably, though I did have a CTD after capturing an enemy vessel and closing the transfer screen. That might be solved by adding in the abordage mod, which we have taken out for the time being.
Once you've installed, please run English.bat.

<!--quoteo(post=149540:date=May 28 2006, 07:04 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 28 2006, 07:04 PM) [snapback]149540[/snapback]</div><div class='quotemain'><!--quotec-->
If so then assign me any quests/task/area/ whatever and consider it done!!
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Could you please check the locations on the new islands? I wanted to ask you to check the tutorials, but then you have to keep restarting the game, which I know you are a bit fed up with. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=149540:date=May 28 2006, 07:04 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ May 28 2006, 07:04 PM) [snapback]149540[/snapback]</div><div class='quotemain'><!--quotec-->
Also, I wanted all those new flags of Capt. Morgans' there.....are these in the latest, or do I add them in myself?
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I added Morgan's Nathaniel nation flag and sails, but not any other flags/sails. Adding other flags probably won't work properly either. Other sails can be added though. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

BTW: Forgot to mention that with the latest versions, when you play dice, you can now choose for how much money you want to wager. Maximus added that; pretty nice. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

Okay here goes everything!

1st: <b>Customizable ships</b>
I guess you just answered my question that I posted in the other thread on this here...I thought it was more user friendly and ready, my mistake

2nd: <b>Amount of gunpowder on enemy ships can be seen through the spyglass (if your glass is good enough)</b>
So this is what caused that bug, well my first thought was!!....Why for the love of all thats Holy, would we want to for?...then I realized that if you knew they were out of powder...ok....but there was soooooo much powder around before this could take a bit....meanwhile your crew is getting depleted by their cannon fire getting to close to see this hehehehehe

3rd: <b>More gunpowder code</b>
Go ahead! if'n it be part of the new build...by all means "go fer it"

4th: <b>Age of Pirates Guadeloupe and Tortuga</b>
A MUST!!!....

5th: <b>Fort capture on Guadeloupe and Tortuga</b>
A MUST!!!........

6th: <b>Nathaniel Nation as startup nation in the choose character screen</b>
A MUST!!!.............especially if the above are included

7th: <b>Abordage Mod</b>
I love this, and other see it as positive...fire it back in and lets see what it does now!......unless it is hideously rediculious crew losses, then I can weather anything...that is the bugger that pissed in me cornflakes that did me in

8th: <b> TradeBook interface modified</b>
Ok.....so what you are saying is....that even after leveling up your character, the prices are random and you never know if your going to get good prices or not.....dunno what to think here.......seems useless (but realistic I'll give you that!!!) to buy cargo to make profit, sail to where it is supposed to be worth alot and get shit for it, cause it is a bad day! I try but sometimes forget what I paid for it, only because I never get to sail right directly there and back, cause of all the other distractions like storms, battles, and sailin around lost.......( AYE, hate to admit it....but it happens...sometimes...)

The rest of this sounds good.....but it may be hard to implement so that the higher you get in levels the more stable the prices???

More input please, Johnny 5

9th: <b>Some code changing a locators</b>
AH! is this the little bugger, that caused your crew to come charging around corners in some gosh darn forsakin Island Port like they had been there awhile without ye....wondered about that! Not sayin it didn't work, just wondered why? it had this effect, and why it was create in the first place? Did it serve a purpose?


10th: <b>Realistic Anchoring</b>
AH! Pieter I owe you an appology about this one, I reported this not working and a bug at one time......it was the delay...if you hit the button to drop anchor again, your game would not load and you were stuck until you hit enough buttons to cause the game to reload an older save, thus losing all you had achieved. The only problem that I have with this, is sometimes you are plowing into big cliffs doing a lot of damge to your ship while the computer is reefing in sails and debating when to order the achor lowered away......I lost a valuable prize cause of this, it sank afore I could finish anchoring. Seems that your ships keep moving at fairly high speeds sometimes when you enter Ports using "sailto", and this delay will kill you....literally

11th: <b>SetSailstate Delay</b>
HMMMMMM!!!!!......see above thread please! great idea though, but unanswered questions

12th: <b>Changed officer types icons</b>
Not sure I understand, what Icons......?? You know one I kinda miss now...was the one were if you had three officers ashore, and you wanted to give them all items..you could switch between Officers while in the inventory screen by using arrows by their face icons. Still the only thing that really pisses me off about inventory is how the gunpowder and Bullets always find themselves at the very back of the list and you have to go all the way to the end to hand out the stuff sometimes.......still wishing one of these days some bright boy will figure out what the game uses for a rating system and places a ranking for esentials like bullets, and powder, just like Gold/Money is now...always first

13th: <b>Changed cannon fire sounds</b>
thought this was there now....."go fer it"

14th: <b>New officer and soldier skins</b>
I love this......but not sure if I want to do this myself or have it done for me.....T'would be easier, yet wonder if this might have toggle, afore starting...?? thoughts anyone

15th: <b>Different flags mod</b>
Why is there some restrictions on flags anyway? I sail into some place and start to get fired on, so I quickly run up a flag.......ooooooppps they are all ghosted out...WHy???????????? I should be able to raise whatever flag I choose, but if'n they don't believe me that be the other thing



<b>Could you please check the locations on the new islands? I wanted to ask you to check the tutorials, but then you have to keep restarting the game, which I know you are a bit fed up with.</b>

Aye Bless yer heart Pieter, yew be a good lad, an It warms ole Long Johns' heart it does tew be sure. But what I was mindin was all those restarts when I had A good game goin, but I knows I can't keep the one I gots now, so if'n I have to restart just to test, by all means.....cuz I's got tew be restartin agin after I's download yer tow new updates fer sure......unless'n the answer be No.....but I knows now it ain't
 
To Long John Silver: As far as testing goes, just choose what you want to test. I don't care as long as everything gets checked eventually. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

2nd: <b>Amount of gunpowder on enemy ships can be seen through the spyglass (if your glass is good enough)</b>
I don't know why you want to know that. It might be nice, but it isn't an important change.

7th: <b>Abordage Mod</b>
NOW I remember. The crew loss indeed was the reason to take this out. Maybe I can put it back in without the crew losses, but I will probably need Maximus' help for that.

8th: <b>TradeBook interface modified</b>
The point with this interface is that the price of the goods in the Tradebook will be the price you saw when last time you visited the store. You can't know about it when the prices change again, can you? Not if you are not on that island. The prices will probably remain more-or-less the same. If an island is exporting a certain good, they will keep exporting it, so the price will remain low. You just don't know exactly how low until you go there.

9th: <b>Some code changing a locators</b>
I don't know if this code serve a purpose. I will ask Maximus. I don't understand what it's supposed to do. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

10th: <b>Realistic Anchoring</b>
You have to excersize caution when anchoring! You can't anchor at full speed! But this mod has a toggle on it, so if you don't like it, you can turn it off. That is indeed a problem, yes. You can solve it by not using the sail-to button. Or we could make the delays shorter, so that you are anchored before you can crash.

11th: <b>SetSailstate Delay</b>
If I get this mod to work properly, it will have a toggle on it. Or maybe be a part of the realistic sailing mod. So you won't HAVE to play with the delays. Of course, once this mod is done, it'll need some balancing and stuff. I want to balance it so that it is a challenge, but not impossible. It should just force you to think about your next steps during the battles. Amount of crew and leadership ability and stuff should influence the delay as well. So when you treat your crew well, you want have a large delay. But if you have a small grumpy crew left, it'll take ages before they do what you just said. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Note:<!--colorc--></span><!--/colorc--> This mod is NOT going to be finished and added before Build 13. So whatever happens, this is not going to be added any time soon.

12th: <b>Changed officer types icons</b>
The icons for the officer types in the F2 > Character interface.
I deliberately removed the code where you could switch between officers in the transfer screen, because it caused major weirdness, with things getting swapped that shouldn't be (such as names/models! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />) and because with that mod, you couldn't take the officer's equipped items anymore.

14th: <b>New officer and soldier skins</b>
Depends on what the other people want. If they want the skins used and if they want different skins used on different islands.

15th: <b>Different flags mod</b>
With the raise-the-flag mod, apparently, once a ship found you flying an enemy flag, they will see you as being an enemy and there's nothing you can do about it. I would like to change something there, so that you can convince enemy ships that you are friendly after all. I'd like a mod that is a cross between the instand boarding ability and the talk to enemy captain mod. With that mod, you should be able to call ships sailing on sea and talk to the captain. It should be a parley mod. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Note:<!--colorc--></span><!--/colorc--> This mod hasn't even been started yet and only exists as an idea in my head. I would like to get it done eventually, but not before Build 13. This is a long-term idea.

The mod Pirate_KK is working on, though, is only a cosmetical change, so that you can see different ships flying different flags. And you yourself can also change your flag without changing your nation. As long as you use a flag from the nation that applies. So you can choose multiple Nathaniel flags,. Or you can fly the Dutch WIC colours.
 
<!--quoteo(post=149551:date=May 28 2006, 09:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 28 2006, 09:19 PM) [snapback]149551[/snapback]</div><div class='quotemain'><!--quotec-->
I would like to change something there, so that you can convince enemy ships that you are friendly after all. I'd like a mod that is a cross between the instand boarding ability and the talk to enemy captain mod. With that mod, you should be able to call ships sailing on sea and talk to the captain. It should be a parley mod. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
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I think adding possibility of negotiating with other ships captains is interesting. I could try to do it after I finish current different flags mod and check if there's a possibility of adding a new nation into the game. Unfortunately I've no idea what I could talk with other captain about? I plan also check if there's a possibility of dynamically changing relations between nations (i.e. England at war with France in one year, at the other the ceasefire is in effect, and some time later England, France and Holland as allies try to kick out poor Spain and Portugal from Caribbean), so at least I could ask about current situations, assuming I'll be able to do that.

pirate_kk
 
Gentlemen:

My vote for NOT to include ANY of these new mods in the Build 13. Just take out bugs, document it, pack and release.

My vote to start a sub-forum for Post-Build 13 mods

Just my 0.02 €
 
Who's talking about adding this into build mod now? I suggested to Pieter that my different flags (basing partially on his idea) should be added to post build 13 and I didn't even send him any code of it - although it's done in large extend. The rest I wrote about I said to do <i>after</i> this is completed, so even later.

pirate_kk
 
Playing latest update. Attempting to playing through main quest again. So far so good.

Some minor issues - Loading screen with skull and crossbones is in russian (Think Jason mentioned this before).

At Redmond the port merchants at dusk/night do not have stalls, they just stand aganist the port wall. However, you can still sell or purchase items from them. Don't think these merchants are supposedto be there at this time. Daytime, everything is ok.

Once when landing at the Redmond port and after engaging in a fight, I got the lock icon in the upper left corner. Why I don't know. Could not duplicate. Did not seem to matter, as I continued on my way.
 
<img src="style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />

WOW!....I just thought of something. I always thought for some reason, the nations would change their status toward one another for like Wars and Alliances and other such stuff, like Pirates. I just realized by the way you guys are talking that that never happens.....Why it took til now to figure that out....that is what we could do, to talk with other ships captains for news and stuff, have random happenings like War status between nationalities, Pirates sightings or attacks on Colonies so we could go Hunting for them, or Gold sightings for the Treasure Fleet or Silver Train so we could intercept those......
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->At Redmond the port merchants at dusk/night do not have stalls, they just stand aganist the port wall. However, you can still sell or purchase items from them. Don't think these merchants are supposedto be there at this time. Daytime, everything is ok<!--QuoteEnd--></div><!--QuoteEEnd-->

This has been with us a long time. It is not a new bug and not really problem beyond the ethetics.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I would like to change something there, so that you can convince enemy ships that you are friendly after all. I'd like a mod that is a cross between the instand boarding ability and the talk to enemy captain mod. With that mod, you should be able to call ships sailing on sea and talk to the captain. It should be a parley mod<!--QuoteEnd--></div><!--QuoteEEnd-->

You can do this now to some extent by changing flags.

A few very small things.

<b>Reploss</b> When begining a new game I was attacked on land by an enemy whose blade broke. He continued to it me with fist. I killed him and immedialty checked my rep and it had fallen to Rascal. Pieter, i kow this isn't supposed to happen.

<b>Still speaking Russian</b> When uising a throwing weapon, the victim of the hit yells in Russian, and yes I ran the English batch file.

<b>Boarding</b> We are accompanied by a limit of 5 not 8 as before but everyone seems to be wearing the right clothes. I would like to get the lateest version of this fixed to the point where we could talk to the captain, have the enemies in the right clothes, and the larger boarding limit.

<b>Hawk's colors</b> Love the flag and sails, but would like a little color in the ensign. I think I might disagree with Pieter on this, but maybe red up there might help. Not black, because we are not a priate.

<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Great work on this guys!

Also, the fast travel on Cayman worked great.
 
I think all those mods should be put in to build 13, especially the AoP locations. I like the idea of a 'parley mod'; you could perhaps exchange resources with other captains, ask them or they ask you to acompany them to a certain island/port, or bribe them into your service, or even surrender their ship etc.

*edit* i think it would be great if you could 'impress' sailors from merchant vessles via talking to their captain, as this was often done as prime sailors were in desperate need, even though it wasnt legal.
This could open up other posibilitys such as it going well and you recieve more men, or going badly and the merchant captain refusing and you have a fight on your hands.
 
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