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Information aboute The New Pirate Age - Update! [WIP]

I can't check every file you create. Please try to check them yourself, then run the game and see if they work. I will help if there is a problem. Questbooks shouldn't be too difficult anyway, they're just plain text.
 
Plain text means what you see in the file is what you see on the screen in the game. Not programming code.

"Character_names.txt" can go into "RESOURCE\INI\TEXTS\ENGLISH\Storyline\NewPirateAge". It simply lists each character name, then copies it in brackets, e.g.
Code:
Roronoa{Roronoa}
Zoro{Zoro}
 
That brings up another point. The purpose of the file is to help anyone who is trying to translate the game into another language. I know, for example, that someone is working on a Spanish translation. So he'll have created a whole new folder, "RESOURCE\INI\TEXTS\SPANISH", in which will be Spanish versions of everything in "RESOURCE\INI\TEXTS\ENGLISH".

Names aren't usually translated. "Trafalgar D. Law" is the same regardless of language. But descriptive names such as "Skullface" would be translated. And that's why, in the version for "Ardent", you'll find all the names of the Indians, so that "Two Dogs" can be translated; but you won't find "Charles" or "Ardent".
 
Put these lines in the ship's definition:
Code:
   refShip.EmblemedSails.normalTex = "sail_whole_red_plain.tga";
   refShip.EmblemedSails.nationFileName = "sail_whole_red_plain.tga";
 
@Pieter Boelen: am I right in thinking that to change your nation, it would be 'SetServedNation(PIRATE)'? You'd probably also want 'SetRMRelation(PChar, PIRATE, REL_NEUTRAL)' or 'SetRMRelation(PChar, PIRATE, REL_AMNESTY)' as well - if you've just joined the pirates then they shouldn't be hostile to you any more.
 
@Pieter Boelen: am I right in thinking that to change your nation, it would be 'SetServedNation(PIRATE)'? You'd probably also want 'SetRMRelation(PChar, PIRATE, REL_NEUTRAL)' or 'SetRMRelation(PChar, PIRATE, REL_AMNESTY)' as well - if you've just joined the pirates then they shouldn't be hostile to you any more.
I thought we were talking changing the nation of a passenger.
That is just ch.nation, but what's the point of changing the in mid-game?

What you say would apply to the player character. :onya
 
Changing the nation of the passenger would indeed be easy, but my guess is that the passenger is already a pirate and once you take him aboard, you become a pirate as well.

Poking around a bit, 'SetRelationsAsNation(PIRATE)' would probably be better. That includes calls to both 'SetServedNation' and 'HoistFlag' as well as sweeping through all nations with 'SetRMRelation', so basically it does everything.
 
Poking around a bit, 'SetRelationsAsNation(PIRATE)' would probably be better. That includes calls to both 'SetServedNation' and 'HoistFlag' as well as sweeping through all nations with 'SetRMRelation', so basically it does everything.
Bit of a warning with that one:
It is meant to be used at the start of a new game, because it does a hard reset on everything.
I used it for stuff during the game before, but that had some unintended side effects.
Specifically, if you already had positive relations with the pirates in this case, it would set those back down.
 
Very well. Then, @pirateking:

To make someone a passenger:
Code:
AddPassenger(PChar, characterfromID("Wilfred Roscoe"), 0);
Replace "Wilfred Roscoe" with the ID of your character. This is not necessarily the same as his name - for example, Skullface's ID is "Dealer", so that's what you'd use.

So, to make Skullface a passenger and turn the player character into a pirate:
Code:
AddPassenger(PChar, characterfromID("Dealer"), 0);
SetServedNation(PIRATE);
SetRMRelation(PChar, PIRATE, REL_AMNESTY);
And if you want one or more nations to become hostile to the player at the same time, you can add:
Code:
SetRMRelation(PChar, ENGLAND, REL_WAR);
Do that for FRANCE, SPAIN, HOLLAND or PORTUGAL, or possibly all of them - no civilised nation likes pirates!
 
Once again: this won't work:
Code:
ChangeCharacterAddressGroup(characterFromID("Golass"), "KhaelRoa", "Goto", "Goto#");
"KhaelRoa" is the waters around the island, not a location on the island. And "Goto#" is not a valid locator name. You have made the same mistake in several other places. For example:
Code:
ChangeCharacterAddressGroup(characterFromID("Woodworker"), "#", "Goto", "Goto#");
I've no idea where that's supposed to put him, and neither has the game. Location "#" does not exist. Neither does locator "Goto#".

Edit "PROGRAM\console.c", find the line 'switch(0)' and change the 0 to 2. Edit "PROGRAM\InternalSettings.h", find the line '#define VISIBLE_LOCATORS 0' and change the 0 to 1. Then sail to wherever you want to place the character. Look around for a locator where you want the character to go - changing "VISIBLE_LOCATORS" to 1 will mean you can see all the locator names. Press F12, quit the game and look at "compile.log", where there should be a line near the end that says "Location id: " along with the name of the location.

You do not need this line more than once:
Code:
SetQuestHeader("Main Quest - The Pirate Alliance");
Presumably the first time a questbook entry will be added is in case "Meet_Hornigold". You can remove it from other cases.
 
Ok. I change this.
For the Woodworker I have not look for a Postion, but he will get one.

Put did I make it right in the Pirate Alliances with Hornigold? Or have I to add a code .
 
Case "Start" sends a lot of characters, including Hornigold, to "None". Unless you put Hornigold somewhere later, you can't talk to him.

Check "Hornigold_dialog.c". Can you see why it won't work? Hint: what happens at the end of case "First time"?

Have you tried playing any of this to see what happens?
 
Hm i Must Check the file.

Ob skullface i have the problem, if I talk with him it starts alleways with the 2nd talk not with 1st talk dialog.

So i Copy and Edit the code from Skullface.

No I test it today if I have time.

@Grey Roger
Hm i found no error. What did I make wrong?
 
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