• New Horizons on Maelstrom
    Maelstrom New Horizons


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Random location generator (experimental)

Hee hee, yes, women are always wanting to dress their men! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

CCC, this sounds marvelous, I wish I had time to test play it myself. REALLY looking forward to getting into it when I find some time (right around Y3K, I think!). <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
{tenfootpole} ROTFLMAO {/tenfootpole}

Reading the SMP pirate-o-pedia entry on Governors' daughters got me hopping mad, so I too would love to be making these people human (rather than chattel).

(Yeesh, and I'm the one who wrote the code. :\ <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" />
--though Sailor Al did the masterful dialog which replaced the funky {{{Make Conversation}}} and {{{Propose Marriage}}} dialog choices...)
 
i'm still trying to figure out exactly how the code works. I see you get points for making conversation, right? so there ought to be able to be plenty of other things you could get points from (gifts, a meal with Daddy, and so on). And is that all it depends on, or does your rep or rank matter too?

Also is it just my imagination or was I once able to marry a girl in every town but now I don't get introduced to any more ladies after I'm already hitched once?
 
<!--QuoteBegin-alan_smithee+May 1 2005, 09:20 AM--><div class='quotetop'>QUOTE(alan_smithee @ May 1 2005, 09:20 AM)</div><div class='quotemain'><!--QuoteEBegin-->...Also is it just my imagination or was I once able to marry a girl in every town...<div align="right">[snapback]103283[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Wasn't polygamy a crime in those days too? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huh.gif" style="vertical-align:middle" emoid=":huh" border="0" alt="huh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Alan, most of the code is in dialog_func.c or Gov_MR dialog.c
Basically, on generation an MR is set with a point total (based upon your current fame times or plus some amount), and once you are over that point total (fame in that nation + any talkpoints) you can propose marriage successfully, and if you're far enough over that total and you choose make conversation, she may not, um, need the formality of marriage.
Rep doesn't matter as such, IIRC, but it can lead to alternate dialog text.

The defines are at the top of dialog_func.c, and you can tweak most stuff by just tweaking them.
 
Yeah that's something I've noticed poking through the code, that dialog was supposed to change a lot based on rep. I'd never really noticed in gameplay outside of the options you are or are not given. But look for instance at the dialog with that French merchant's daughter, Mautton I think - dialog varies by whether you are Nathaniel or Danielle (haven't tried playing as Danielle to see if I get the other thread), and within that varies by your rep.

Heh, like if your rep is bad, you'll greet the girl with something like, "Hey how's it going toots," all Bruce Campbell like.
 
<!--QuoteBegin-alan_smithee+May 2 2005, 04:53 AM--><div class='quotetop'>QUOTE(alan_smithee @ May 2 2005, 04:53 AM)</div><div class='quotemain'><!--QuoteEBegin-->Heh, like if your rep is bad, you'll greet the girl with something like, "Hey how's it going toots," all Bruce Campbell like.
<div align="right">[snapback]103436[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd--><img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Oh that's ripe! I'd love to see that enabled. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> These daughters/nieces really do need to have more dimension... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<i><b>Comments and questions about the Greater Oxbay mod as it is now in my modpack:</b></i>
- There are some new locations added to Oxbay, but without loading screens; can these loading screens be made? I don't know how to create loading screens myself, otherwise I would already have done it.
- Why is the door into the Oxbay Dungeons (Sewers) shut? Is that on purpose? And if not, how can it be opened again?
- Can the sewers be flooded (per Catalina)? I heard that flooding locations is possible. I reckon flooding those sewers would be great fun. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
- Somewhere in Greenford, there is an exit that leads into Redmond. Can that be fixed? I'll try to find it later.
- Someone said the side entrance to the Greenford Abbey doesn't work and leads into nothingness. The main entrance does work.
- When you enter the Abbey of the Maltese Order, does it ever happen that you aren't attacked immediately? I know there is some Abbey dialog, but I have never seen it be used when entering the Abbey, because them crazy Maltese order guys started fighting immediately
- Sometimes random people start talking to you. This is quite nice, but NOT if you're being attacked. Could it be made so that people won't start talking to you as long as the danger icon is flashing?
- As it is now in the modpack, do enemy guards address you? Or is that yet to be implemented? I would really like that feature in my modpack.
- Can the guards in front of the English governor mansion be put back to stationary? I like the guards wandering around, especially with the new guard dialog, because it makes it more dangerous to enter enemy cities. But those guards guarding the governor mansion(s) should remain stationary.
 
<!--QuoteBegin-Pieter Boelen+Jul 5 2005, 06:43 AM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 5 2005, 06:43 AM)</div><div class='quotemain'><!--QuoteEBegin-->- Can the sewers be flooded (per Catalina)? I heard that flooding locations is possible. I reckon flooding those sewers would be great fun. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> Not deeply, just a little water here and there, for you to run around in. I dunno why the door is locked - you can still swim to the other door from the port, and then EXIT the dungeon/sewer (btw, sewers weren't invented yet, IIRC, might call them catacombs or something)...
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- Somewhere in Greenford, there is an exit that leads into Redmond. Can that be fixed? I'll try to find it later.<div align="right">[snapback]121461[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->Actually that is not Redmond, it just looks that way. If you walk through it eventually you'll find access to the fort for land-based attacks. I'm not sure CCC was finished with that mod yet, but it is kinda neat! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Actually that last line probably answers most of your questions - I think your observations are based upon a mod that CCC made, but did not quite finish. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
The town-side exit of the sewers is also closed. There are two ways to get in: Falling into it and entering through the port-side. There's one way to get out: Leaving from the port side. I'd like the town-side be opened again. Unless it was done on purpose, of course.
A little bit of water here and there would be great! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I thought that, somehow, I actually DID walk to Redmond. The loading screen said Redmond anyway. And I thought I reached the governor's mansion there. Not sure though; was a long time ago.
 
Peeking at this thread, I wonder if while we overhaul so much else, why not give more life to a spouse as well? They got to be able to do more than give information about gossip, no?

How about getting offers to do escort/cargo runs and such at least, for starters? Similar to what you can get from taverns and merchants. That should be "fairly easy", no, since that code is already there? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />


As I am fixing in the GetMyPronoun etc I have also been reviewing the whole proposal and marriage thing. I am sure we can flesh it out to make it a bit more interesting.

Perhaps making courting someone a bit more elaborate too? "Let's take a walk to the beach" or something? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> A chance to show of your abilities when bandits are about... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Hey, great!
I know Alan was working on some similar ideas, you might want to give him a holler and pool your thoughts...

Pieter: Re: loading screen, I'm thinking that's because CCC just used an existing loading screen.
However, if you end up somewhere you think is Redmond, put this line in your console, load your game, and hit F12. It will tell you where you really are.

// find end of ExecuteConsole function
logit("Current Location: " + pchar.location);
} // end brace
 
<!--QuoteBegin-High Sea Lass+Jul 5 2005, 10:29 PM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 5 2005, 10:29 PM)</div><div class='quotemain'><!--QuoteEBegin-->Peeking at this thread, I wonder if while we overhaul so much else, why not give more life to a spouse as well?  They got to be able to do more than give information about gossip, no?
<div align="right">[snapback]121547[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That is something that just HAS to be changed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
As it is now, you must just frequently use the "court" option and when you've done so enough, you can marry her. And if she already has a suitor, you must fight him. And once you're married, you can get an exp and rep up, but that's it. It would be real nice if you could actually court the lady by giving her presents (like the various broches/diamonds/etc found accross the archipelago) and do littl quests for her. Then, once you're married, you should get a house yourself in the town for her to live in. And she could give all sorts of quests, tell you rumors (as it is now, she always tells you nothing important happened). And maybe, if she's adventurous, you could take her with you on your ship for a trip. Not too long a trip, of course, otherwise she'll end up unhappy. And maybe you wife could be kipnapped by robbers or pirates and you'd have to go and search for her, search for rumors and clues, then pursue the kidnappers. Or wait until they approach you to pay for her release. But that may not happen.
Ah. Lots of ideas for improvement. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

<!--QuoteBegin-NathanKell+Jul 5 2005, 11:15 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 5 2005, 11:15 PM)</div><div class='quotemain'><!--QuoteEBegin-->Pieter: Re: loading screen, I'm thinking that's because CCC just used an existing loading screen.
<div align="right">[snapback]121562[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Sometimes he used existing ones, yes. Other times, there is no loading screen at all. So I'd like to be able to make the loading screens for the locations that don't have any or don't have the right ones, but I don't know how to. I can make screenshots, but they'll have the main character in the middle, and I can convert them into .tga.tx, but I don't really know how to make a loading screen like the ones already in the game. And I don't know how to get them used by the game either.
 
I can't really address the Photoshop-magic angle, but in terms of getting them used:
In each location define, the second line will be like this:
Locations[n].image = "loading\oxbay_port.tga"; // or whatever

Drop the new new_loading_screen_name.tga.tx into resource\textures\loading

and change the line to
Locations[n].image = "loading\new_loading_screen_name.tga";
 
<!--QuoteBegin-Pieter Boelen+Jul 6 2005, 12:20 PM--><div class='quotetop'>QUOTE(Pieter Boelen @ Jul 6 2005, 12:20 PM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-High Sea Lass+Jul 5 2005, 10:29 PM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 5 2005, 10:29 PM)</div><div class='quotemain'><!--QuoteEBegin-->Peeking at this thread, I wonder if while we overhaul so much else, why not give more life to a spouse as well?  They got to be able to do more than give information about gossip, no?
<div align="right">[snapback]121547[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
That is something that just HAS to be changed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
As it is now, you must just frequently use the "court" option and when you've done so enough, you can marry her.<div align="right">[snapback]121676[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
Ahem, that's <i>him</i> for me... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> Since I edit it to make it the nephew or son instead, heh. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

And it will be son/nephew for the ladies and daughter/niece for the gents. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

But, yes, ideas are good, even if I am not the one who has to code it... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> Anyway, it has to start somewhere. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> Oh boy, some nice new "rich lad" skins to add to the mix! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Heh, yes, we only need to make them... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I simply switched the towngirl for whatever model I though was suitable, from the "low and common" to the more refined-looking fellows. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Quoting Cat: Actually that last line probably answers most of your questions - I think your observations are based upon a mod that CCC made, but did not quite finish.<!--QuoteEnd--></div><!--QuoteEEnd-->
Absolutely right. While the fortencounters are basically finished the "Maltese Abbey" has no dialogs or quests yet. What I have in mind is that you join the Order undercover in order to steal their fabled treasures. They strip you of all worldly possessions and put you into novice garb <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> If you misbehave you'll be put into the dungeon where fellow inmates (heretics, witches) may or may not help you escape to the crypt, where the graves contain the fabled treasures... or rather unpleasent surprises <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> But I won't touch that mod again before autumn, or I'll loose my job for lack of sleep and attention.

The only thing you can do in the abbey at the moment is fight or escape those Maltese in order to find the secret entry to the crypt. Which contains a maze(templemodel ) with lots of treasurepoints and several passages to the other Oxbay dungeons.

BTW, how much work would it be to exchange the walltextures of a location? i would like to give the temple/crypt the dungeonlook.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Quoting Peter: So I'd like to be able to make the loading screens for the locations that don't have any or don't have the right ones, but I don't know how to<!--QuoteEnd--></div><!--QuoteEEnd-->

That is exactly my problem too. So i used the original loadingscreens where they looked neutral to me, or none at all. If that leads to confusion delete them like this:

Locations[n].image = "";

It would of course be most appreciated if someone is able and willing to make new screens. Converting a screenshot (maybe from First person view?) into a .tga might work. But maybe we should wait with that till the mod is properly finished, so that you can get some inspiration from the gameplay.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Quote: Why is the door into the Oxbay Dungeons (Sewers) shut? Is that on purpose? And if not, how can it be opened again?<!--QuoteEnd--></div><!--QuoteEEnd-->

I think that is still a problem caused by the tutorial. I have a fix for that somewhere, I'll have a look.

A watersurface can FAIK put into every location by adding

Locations[n].environment.sea = "true";

to the locationdefinition. But the waterlevel is FAIK always the Y=0 plane (Inez? Alan? ) so that the effect depends on the floorheight of model.

For the "Sewer" label i simply changed this line:

locations[n].id.label = "Sewer";

Found the doorlabel "DUNGEON" a bit blatant. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />


All your observations are of course welcome, and maybe I can post fixes for some of them after the weekend.
 
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