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    Maelstrom New Horizons


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Abandoned Some Thoughts on New Functions

Jason Maffettone

Lord of Entropy
Quest Writer
Provisional
Storm Modder
Afetr playing again I was thinking of some things I think the game culd use:

1) "Loot All" command that can be used if there is not combat going on so you don't have to fuss about with each body.

EDIT: What I mean by this is the extra looting that you do manually all done at once. A sort of "Okay, boys. Check the bodies."

2) "Launch Boats" at sea which brings the ship to a stop and gathers-up floating cargo and survivors within a certain range--usable when there is no combat alert.

3) Adda new equipment subgroup for guns, ammo, and gun equipment. Weapon list can get crowded.

4) A seperate entry for "ready" ammo you can use while allowing you to gather "stored" ammo for guns. It can be a pain equiping your officers with ammo for different gun types.

EDIT: My impression was that it only restocked what you manually gave them to start with. That happened to me early on though it may have been a glitch.

5)"Board Ship" command for your squad vessels so they will attempt to capture an enemy rather than sink it.

6)Buy a house in each port option. Maybe two, a simple house and a mansion in certain areas. Have wife relocate there if you get married, and have a few storage boxes.

ADDED:

7)Island Maps: Should have lines showing directional connections between locations. Its easy to get lost in the jungle and having the info there to consult would make it more worth having.

8)Armory Officer: No ship combat function but will auto-repair all weapons to "Good" quality the way the gunner reloads shot and powder. If you go see him in person he can upgrade to "Fine."

9)Re-training officers: Have the naval academies offer the service the ELRapido cheat allows at the tailor for resetting the character and/or officers as a regular game feature that has a cost in gold (should be fairly high) attached to it.

10)New Perk for carpenters: "Shipwright" with the other two as prerequisites. Increases the amount of repairs normally done with planks and sailcloth by 10%.

11)New Perk for Quartermasters: "Supply Efficiency." Makes food and rum last 5% longer.

12)New Ship Upgrade: "Secure Powder Magizine." An iron-reinforced magizine that takes 5% of the ship's cargo capasity away but allows the use of the old "bombs" ammo.

13)Stat Check Confessional: Know what would be great? If you could check your stats (persons killed, ships sunk, etc) in game. Know what would be hysterical? If you did it by going to the confessional in the church.

14)Non-Party Crew: A few specialists that don't go on landing parties or affect ship combat but rather give a morale boost depending on a set quality level like Poor, Average, Good, and Excellent. Some examples:

*Cook
*Musician
*Chaplin
*Tatto Artist
 
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1. "Auto Loot" has nearly that effect. I think I left that on by default in all recent modpack versions?

4. If you have a Gunner, he should take care of resupplying your officers for you every time you go onto your ship.

6. The BuildingSet is not exactly what you're after, but it is the closest we've got at the moment.
 
1: "Auto Loot" gets the main sword, main gun and gold from the deceased. Any additional weapons and all ammo need to be looted manually.
3: Could be useful, though I suspect it would be tricky to code. If you want to declutter your weapon list, dump the extras into your ship's chest. Then you only carry what you need, but all the rest is still available if you decide you want to use something else.
4: Don't give your officers more than one gun each. They'll only use one anyway, so decide which one it will be. Beyond that, I'm not sure what this is supposed to achieve. "Ready" ammo is what you carry with you, exact amount depending on whether you have powder flask/ammo pouch or powder barrel/big ammo bag. "Stored" ammo is in the weapons locker.
 
1: "Auto Loot" gets the main sword, main gun and gold from the deceased. Any additional weapons and all ammo need to be looted manually.
3: Could be useful, though I suspect it would be tricky to code. If you want to declutter your weapon list, dump the extras into your ship's chest. Then you only carry what you need, but all the rest is still available if you decide you want to use something else.
4: Don't give your officers more than one gun each. They'll only use one anyway, so decide which one it will be. Beyond that, I'm not sure what this is supposed to achieve. "Ready" ammo is what you carry with you, exact amount depending on whether you have powder flask/ammo pouch or powder barrel/big ammo bag. "Stored" ammo is in the weapons locker.
I like does ideas looting gold and weapons on auto sounds like a idea
 
8: The armoury officer effectively becomes the ship's blacksmith, almost putting other blacksmiths out of business as he does all weapons for free without you spending a day in port. He'd also need a forge to do it, something which I don't think was present on ships of that era. ;)

10: Does the shipwright repair the ship 10% faster? (That's what "Repair" skill does.) Or does he somehow manage to plug a 4.5' hole with a 4' plank? :D

12: You can use bomb ammo anyway, you just need to find it - it's not for sale at regular stores. Forts use it, so sneak into one by the back door and find someone to persuade to give you some bombs...

13: Look at your logbook screen. Look carefully, particularly at the bottom right corner...
 
8: The armoury officer effectively becomes the ship's blacksmith, almost putting other blacksmiths out of business as he does all weapons for free without you spending a day in port. He'd also need a forge to do it, something which I don't think was present on ships of that era. ;)

10: Does the shipwright repair the ship 10% faster? (That's what "Repair" skill does.) Or does he somehow manage to plug a 4.5' hole with a 4' plank? :D

12: You can use bomb ammo anyway, you just need to find it - it's not for sale at regular stores. Forts use it, so sneak into one by the back door and find someone to persuade to give you some bombs...

13: Look at your logbook screen. Look carefully, particularly at the bottom right corner...

8: You would still have to go to the smiths to get high quality work done. Even just bringing items back to Average would be helpful and not limit the function of the city-based smiths.

10: The latter, use less materials.

12: Nifty!

13: My way is funnier.
 
6: "Age of Pirates: Caribbean Tales" allows you to buy a house in Guadeloupe, I believe. (It might only be in the Supermod.) Perhaps that code could be adapted and imported into PoTC?

8: If the officer is going to act as a second-rate blacksmith then he still needs a forge, which is not a good thing to have on a wooden sailing ship. ;) What could work is a perk "Weapon maintanenance", representing you looking after your weapon (cleaning and sharpening it), the result being that it never drops below "Average". You couldn't bring a "Worn" or "Broken" weapon up to "Average", though. It would just prevent your equipped weapon from deteriorating to uselessness.

10: The reason I added a big smiley is that it doesn't make sense to plug a 4.5' hole with a 4' plank - there's still a hole, albeit a smaller one. Likewise if you're trying to patch a sail then you need a big enough patch to cover the hole.

13: If you want to confess your sins, visit the priest on Martinique... (He doesn't discuss stats with you but you may get some amusement out of him anyway. :rpirate)
 
Some interesting ideas, will comment on this more later
 
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