• New Horizons on Maelstrom
    Maelstrom New Horizons


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Suggestions for next Build.

i have an idea, in the case of special swords, why not someone make that super high class sword like commodore norrington's, then make a britain orientated version of the Lucas Dasaldanha quest <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> , the one that starts in spain, then on top of getting an extra officer [english governor's son], you would also get a high rank [baron, admiral, viscount] and a lovely sword with serious stats! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
we could recolour the Silver leaf pic and model [solingen rapier] and switch the name.
what do you think of that idea?
 
I was thinking of adding some SLiB blades into the game after my bladedamage mod is working. Then I could, for example, add a blade that doesn't break as easily as most others or a blade that also gives you a leadership bonus and more such unique blades. Of course, you would need to be given these in some kind of quest. I also think the Nicholas Sharp blade shouldn't be found all over the archipelago anymore. There's nothing special about it anymore!
 
Or you could add a sort of min. required lvl for a sword. Like for saber lvl 1 to wield and a corsairs pride lvl 20 and higher to wield. so you can`t start with a fine high lvled sword.
 
Yes, that´s a good idea. There is already an attribute itm.minlevel but I don´t see those values stopping the best blades to early in game. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
 
If anybody is wanting to give me a hand with my bladedamage mod, that will add some more interest into the swordfighting. And it will add in a use for the itm.minlevel values. My idea is that I won't limit the finding of good blades at the beginning of the game, but I WILL limit the use of them, so that if you use a blade that is too good for you, it will break quickly. That'll balance the game a bit. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
However, I really do need help for this, because the program refuses to do what I want it to. Please see my thread about it.
 
<!--quoteo(post=140361:date=Feb 22 2006, 10:27 AM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Feb 22 2006, 10:27 AM) [snapback]140361[/snapback]</div><div class='quotemain'><!--quotec-->
Or you could add a sort of min. required lvl for a sword. Like for saber lvl 1 to wield and a corsairs pride lvl 20 and higher to wield. so you can`t start with a fine high lvled sword.
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I would not like that at all.
Just how do you propose boarding/deck fighting early in the game with a saber and 40 HP against the enemy who have Dragon Tongue's, Highlander's and 150+HP.

It would through off the entire "Difficulty Settings" system in the Options Menu.
I play on second hardest.

<!--quoteo(post=140365:date=Feb 22 2006, 11:52 AM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Feb 22 2006, 11:52 AM) [snapback]140365[/snapback]</div><div class='quotemain'><!--quotec-->
Yes, that´s a good idea. There is already an attribute itm.minlevel but I don´t see those values stopping the best blades to early in game. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
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It doesn't stop you from finding them, often in very poor condition, but it does prevent you from buying them, and thus being able to give them to all your officers and boarding crew.
 
Hi all,

I think that weapons quality should be linked to the player lvl. Actually it`s already done in russian Corsairs 3.
However you should be able to buy anything you want and issue it according to officers lvl without any penalties. Fencing in POTC is so simplified that it`s very hard to lose even at lvl 1 if you have a decent sword...
And I suggest building up player lvl by taking missions until you reach the lvl where you can equip weapons giving you a fair chance of success. If you don`t want to wait you`ll come a long way by generously equipping ships weapon locker...
Actually I find all difficulty settings in POTC too easy except the highest where sea battles are very hard indeed.
I would like to link difficulty setting to "find" chances. The harder setting the smaller chances to find:

- anything at all and

- it being of good quality.

Regards
Oldtimer
 
<!--quoteo(post=140415:date=Feb 22 2006, 11:03 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 22 2006, 11:03 PM) [snapback]140415[/snapback]</div><div class='quotemain'><!--quotec-->
if you use a blade that is too good for you, it will break quickly.<!--QuoteEnd--></div><!--QuoteEEnd-->

Could you not just limit the effectiveness of the blade? Say place a limitation on the damage that can be inflicted with even a very high level blade until a certain level or proficiency is gained? (or is this the case by default?) As I understand it damage is calculated in part based on the blade's attributes and in part on the skills/attributes of the person wielding it. Shouldn't mean the blade would get damaged as such by an inept or inexperienced swordsman, just that the blade's full damage HPs are not accessible. Perhaps say if a Lv1 person uses a high ranking sword then the accessible hitpoints of the blade are reduced, but as the player gains a level so the HP or the blade increases in increments matching the level increase? Of course you'd need to decide how much better a swordsman of lvl10 or lvl20 etc is over a lvl1, and whether increases in ability would be just as individual hit points for the blade or modifiers/multipliers of the sword's (altered? lowered?) base HP.
For realism's sake I am not convinced a blade used by an idiot would exactly 'break' unless (as already mentioned I think) the blade was not looked after at all by visits to the 'smithy to get it resharpened and have imperfections taken out.

Well, my tuppance worth...
 
<!--quoteo(post=140448:date=Feb 23 2006, 12:28 PM:name=Cpt Fabris)--><div class='quotetop'>QUOTE(Cpt Fabris @ Feb 23 2006, 12:28 PM) [snapback]140448[/snapback]</div><div class='quotemain'><!--quotec-->
For realism's sake I am not convinced a blade used by an idiot would exactly 'break' unless (as already mentioned I think) the blade was not looked after at all by visits to the 'smithy to get it resharpened and have imperfections taken out.
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That is exactly what would happen. The blade doesn't break instantly; the quality will decrease over time. If you don't repair it in time though, it WILL break.

BTW: The idea is that this mod will happen for all characters, not just the player character. So if enemies use weapons that are too good for them, they will easily break as well. Once the mod itself is done, we'll try to figure out what would work well with game balance, so that this mod will be a fun one for everyone and won't make the game much too difficult. It's not supposed to increase the difficuly; it should make fights more interesting, balance the game better and make blacksmiths more important. However, for all who don't like it, there will be a BuildSettings.h toggle on it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=140465:date=Feb 23 2006, 04:59 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 23 2006, 04:59 PM) [snapback]140465[/snapback]</div><div class='quotemain'><!--quotec-->
That is exactly what would happen. The blade doesn't break instantly; the quality will decrease over time. If you don't repair it in time though, it WILL break.
BTW: The idea is that this mod will happen for all characters, not just the player character. So if enemies use weapons that are too good for them, they will easily break as well. Once the mod itself is done, we'll try to figure out what would work well with game balance, so that this mod will be a fun one for everyone and won't make the game much too difficult. It's not supposed to increase the difficuly; it should make fights more interesting, balance the game better and make blacksmiths more important. However, for all who don't like it, there will be a BuildSettings.h toggle on it. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
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Ok, sounds good. I believe blood causes problems with sword blades if they are not kept clean, as the iron in the haemoglobin can result in oxidation products forming on the surface of the blade which over time can severly compromise the integrity of the blade. I guess also, everytime a blade is used the cutting edge takes some damage, especially if rather than cutting through nice soft people (or nasty soft people...otherwise you wouldn't be cutting them), it gets stopped by armor and other blades blocking its path.

Should something similar to your sword damage be considered for pistols? (or is that already being considered?) I think I read that attempts are underway to make the pistols serviceable with (I presume) the smithy, so should this also be written as a necessary task, lest one's flintlocks end up un-usable? I suppose if the ammo mod were tinkered with to include gun-flints in the necessary parts, then having them sharpened or buying new ones would perhaps cover this idea.
 
In the Post Build 12 mods, you can repair your guns at the Conceicao blacksmith. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
So far there aren't any plans to add gundamage to the game (for all I know). I think it would be enough to have the ammo mod to limit the usability of guns and the bladedamage mod to limit the usability of the blades. Once my mod is done though, it might easily be added to guns as well.
 
<!--quoteo(post=140614:date=Feb 25 2006, 11:59 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 25 2006, 11:59 AM) [snapback]140614[/snapback]</div><div class='quotemain'><!--quotec-->
In the Post Build 12 mods, you can repair your guns at the Conceicao blacksmith. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
So far there aren't any plans to add gundamage to the game (for all I know). I think it would be enough to have the ammo mod to limit the usability of guns and the bladedamage mod to limit the usability of the blades. Once my mod is done though, it might easily be added to guns as well.
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Ahh, ok, then I'm definately heading to Conceicao to get my arsenal fixed up. <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
I guess finding enough ammo to support one's firearms makes gun use hard enough as it is.

Another general build suggestion: Hiring officers
...at the moment this seems to be a tavern only thing, but I wonder whether the mod that allows you to hire sailors on the islands might be used to ocassionally throw in an officer in a deserted part of an island or one of the new ones, to simulate a marooned pirate. You'd have to weigh up whether to take the marooned fellow and get a good officer (since marooned pirates are likely to be ex-captains or first mates) but suffer perhaps a fall in crew morale due to having a mutinous officer or leave him there, or kill him, as per the usual clause in pirate articles.
 
If you talk to random characters in towns, they might be hireable officers that are better than the tavern-hired ones. You should also be able to hire enemy captains as officers after you captured them. You can do this on the deck of your ship.
 
<!--quoteo(post=140641:date=Feb 25 2006, 02:51 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Feb 25 2006, 02:51 PM) [snapback]140641[/snapback]</div><div class='quotemain'><!--quotec-->
If you talk to random characters in towns, they might be hireable officers that are better than the tavern-hired ones. You should also be able to hire enemy captains as officers after you captured them. You can do this on the deck of your ship.
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Oh blimey, I didn't realise that. I tend to ignore the towns folk mostly..well unless they pull a knife on me. Interesting to hear that.
I did wonder about hiring captive captains...I was sure I'd heard it was possible but didn't know how. Thank you for that information Pieter. Shan't have to kill so many people now (well unless the mood takes me).
 
Pieter and others, I´m working on a pistol misfunction mod. It´s not exactly what you´re discussing but close enough. It will besides wet gunpowder include several damages to your gun and how to fix them. If everything is working there is meant to be 6 misfunctions caused by 6 different situations and 6 different "fixes". For the moment not so many things are working... <img src="style_emoticons/<#EMO_DIR#>/blink.gif" style="vertical-align:middle" emoid=":blink:" border="0" alt="blink.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
Ahoy, lads! So, Pieter, how do you feel about the slow water/rain damage to the blade, and how to prevent it with order an officer to rub all swords with rug idea?

besides, i have something in my mind.... How about... a ship construction facility as a building you can raise?
not shipyard. You cant BUY a ship here... So: its PRODUCES the ship veeery slooowly, and you regurarly need to get more, and more planks, ( because its need VERY lot ) REALLY mutch planks, and other goods, and the lead engineer only says what goods he need next in some weeks later, so u must sail around to get them, and regurarly check the lad, what he need, and just the workers salary cost money, and when the ship finished, its need to go to the first island, because it dont have any guns for start.

Im not a simpleton <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> The whole ideas point is this: YOU need to work too! The building of the ship is need YOUR assistance to
1.: check the carpenter regurarily, for what he need next (because its more exciting this way )
2.: get the goods for him
3.: defend the building site
4.: pay the workers ( and this is not a little sum... )
5.: be patient: the build time of this ship is well... can be ALMOST realistic. ( not years to build, but months, or one month )

and, the point to BUILD a ship instead of BUY: with the first questions of the carpenter:
YOU can select the

0. officer, who stays here overseeing the work (so he does nothing, only pre-disappear, to be captain after the work)
1. class of ship
2. exact type avaliable on that class
3. the skin (from avaliable skins for that type, or maybe export new ones, see below)
4. the 'basic' design (based on national ship types)
5. and, after that, you can make some little difference, (just between some borders) with questions like this:
-------------------------------------------------------------
-so, sir, and what unique changes you need for her?
-------------------------------------------------------------
-make her a bit faster (sub menu: and you can select what stats u want to decrease for this, example: for a losss of some max avaliable guns, or max caliber)
-make her able to bear bigger cannons (sub menu: and the stats to decrease)
-make her some more guns (sub menu, stats)
-make her faster to turn (sub, stats)
-make her able to hold more cargo (s,t)
-make her simplier, to need less crew. (s,t)
-make her bigger, to carry more troops <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

ANd you can reenter to this menu after any change, And the carpenter let u know when u reached the borders of an option.

please, think a bit about this:
- the building site may needs at least 2-3 houses for the workers <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> (regular house u can build)
- if a pirate designs a new ship, the carpenter dont have exact plans, he need to construct, experiment, etc.: so, its realistic, that he dont post all his needs in the first place, but orders regurarily some random items. rand number of planks, (BIG sum of planks, because not only the ship needs it, but all the work tools, like wooden building towers, when the hull gets bigger ) mahagony for inner design, sailcloth, linen, plenty of RUM and BEER! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> and food, because the workers cant leave the site, until ships finished.
and maybe some sub missions, to find (or kidnap) a guy named this, in that location, because need to consult about buildplans maybe.

- AND: if someone want to add a newly textured ship... with this mod, he only needs to make the textures .tx, and put to some directory, so all the work is done by the carpenter.
I think its more realistic to add a ship of my dream this way, because if i need a ship with drunken angels carved to it, i have LITTLE chance, that some guy sell it on a shipyard...

- and: everyone gets the oportunity, to design his/her own pirate wessel, and he need to help to build himself!

i dont very familiar with this system, but the idea is the next:
-----------------------------------------------------------------------
this mod only copy the stats of existing ships, from shipstats, and make some change only in the stats, and add another ship to the file, not 'usable' by ai, only for the player.

and, after the work, the player instantly get the ship for his fleet. (with the pre-selected officer) and, if the daaaamn swap ships starts to work, the player can swap to it instantly.....

the 'add texture new' is a bit bigger work, maybe not need to done in the first version of the mod, but im sure, it can be done this way: the guy copy the textures of an existing corvette for example. he make it to tga, he make the changes, he turn it into tx again, and put the files in this mods CORVETTE directory, and this mode do the needed copy, and changes, to link it to some new corvette desing. I think, it can be done, but it needs a more experienced guy with this system.

SO: i try to familiarize myself with this system, but i think, one of u, who likes this, can make it good.
the guy, who made the buildable structures, he can easily make a simple site, and the menu for the carpenter, and someone, whos experienced with adding new ships, can do the rest, and, if u like the guy finder sub missions, some story line modder needed also.
It is just an idea, but i think, its not too hard, (the first version, without adding new textures at least) and im SURE it makes the gamne more reailistic, and more fun.

thx for the patience, please, think of it!

so, wadda think about the weather/swords ? <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />

Dan the Lunatic Wolf, FINALLY! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> --> Captain of the 'Black Wolf' pirate corvette. (yea, too mutch wolves...)

"Dránnkk or sóber, i ki'n outsail any stinkin' englishman!!! (-hic...-)" <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
love the ideas <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />, too bad i cant mod though.
But, i wouldn't bet on outsailing me if i were you <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />.
 
I very like the idea of "tuning"your ship, so you don`t have a ship that every one else has, so you can increase hitpoints ship to ad copper on it. or faster, or or what a dream!!
 
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