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Mod Release 8 Companion/Ship Max Mod

Saint-Ashley

Landlubber
Storm Modder
I finally got around to finding all the code to fix this puppy up. Old thread is located here : http://www.piratesahoy.net/threads/8-maximum-companion-ships.14803/ (could not edit to add prefix in).

This only required minor edits to several files scattered around, files are for use with GOF 1.2

To install just unzip and replace files in root directory. If requested I can make a vanilla version as well.
 

Attachments

  • 8CompMax_Mod.zip
    57.2 KB · Views: 365
I will update this for use with GOF 1.2 within the next two days. Kudos to the mod team with the release. :) I can also make a vanilla edition if needed.
 
This is now updated for use with GOF 1.2.

Thanks OP, I have been "around" for the past month, just not logged in ;) This is one of those games that always draws me back .
 
Nice work Saint Ashley. I remember looking for this a while back and couldn't find it. I am incorporating this into my Period/Eras mod - GOF: Privateers and Profit. Of course I will give you full credit.

I've had a friend who is a whiz with code experimenting with some more tactical formation toggles, so it will be even more fun to try this with more ships.

I've also successfully squashed the mast crashing bug and am playing with hybrid water effects from POTC imported into COAS.

The mod team is busy and spread thin right now, but we are still collaborating. I am waiting for the German modders/moddelers to release the Zeven Provincien before the team digs into my ERAs mod.

Good to see you back. If you want to beta-test the Eras mod and help with the dev effort, I will put you on the list with the Admiralty members. Getting ready to release some more vids with all new ships included.

One question....does this mod change any code in Islands, AIFantoms, Encounters, ShipsUtilities, etc, to allow the AI to also have more ships in their convoys when they face your larger formation? If not, I think I will experiment with making the AI produce more ships.

MK
 
Well I integrated the mod with my latest test version of the Historical Eras mod. It does have to be manually manipulated to work. So there is more work to be done on it. The port controllers have a bug with it and it sometimes causes a hangup when you try to give or take a ship. You have to crash the game to get out and restart. Also if you have more than five ships, pirate captains will not join you nor will they try to give a mission. You also cannot take on escort missions. I'm hunting around finding the other places where these things are affected and changing 5 to 8. Any mission that requires you to escort or capture other ships will not work right unless you have less than five ships still. I will get it worked out after a while.

Let me say that this mod changes the entire gameplay dynamics. It is REALLY way more fun. Fleet engagements are much more exciting. I can take multiple prizes on a single mission or leg of a journey while still maintaining a squadron of several of my favorite ships. This mod makes it into almost a whole new game as far as the naval component is concerned.

Holy crap you can really haul a bunch of cargo. I can make a bundle on a single mission. Great Job Saint Ashley - Thanks again! I will re-release once I've fixed the other areas I was talking about.

Here are a couple you tube videos to show the mod in action in my Historical eras mod. MK

 
Holly crap mk I've been missing this all the time I'm playing how do you heavy hit an enemy when fencing? May sound as a noob but really I've been playing COAS since it came out but never knew I could do that pls tell me
 
Glad you enjoyed the videos. For the overhand slash you use your center button on the mouse. For the wide side to side slash you push shift at the same time that you left click. Great way to deal with numerous opponents simultaneously!

MK
 
Tnx MK :D I think I'll have to edit the control buttons in the menu bcs mine doesn't do anthing

Cheers
 
is this mod still being worked on? Is it 100% functional? Is it 100% compatible with the latest release of GOF 1.2?

Thank you for your time and patience
 
is this mod still being worked on? Is it 100% functional? Is it 100% compatible with the latest release of GOF 1.2?

Thank you for your time and patience

No i don't believe anyone is working on that mod, and its certainly not compatable with GOF 1.2.
 
Well I integrated the mod with my latest test version of the Historical Eras mod. It does have to be manually manipulated to work. So there is more work to be done on it. The port controllers have a bug with it and it sometimes causes a hangup when you try to give or take a ship. You have to crash the game to get out and restart. Also if you have more than five ships, pirate captains will not join you nor will they try to give a mission. You also cannot take on escort missions. I'm hunting around finding the other places where these things are affected and changing 5 to 8. Any mission that requires you to escort or capture other ships will not work right unless you have less than five ships still. I will get it worked out after a while.

Let me say that this mod changes the entire gameplay dynamics. It is REALLY way more fun. Fleet engagements are much more exciting. I can take multiple prizes on a single mission or leg of a journey while still maintaining a squadron of several of my favorite ships. This mod makes it into almost a whole new game as far as the naval component is concerned.

Holy crap you can really haul a bunch of cargo. I can make a bundle on a single mission. Great Job Saint Ashley - Thanks again! I will re-release once I've fixed the other areas I was talking about.

Here are a couple you tube videos to show the mod in action in my Historical eras mod. MK


I hope you dont mind me asking you this but how did you make the 8comp mod compatible with GOF v1.2 full.
 
Download the mod, open then use winzip to compare the modded files to the vanilla files. Then transfer them changes over into the files for GOF 1.2. Not hard, but you need to know what has been changed first.
 
Download the mod, open then use winzip to compare the modded files to the vanilla files. Then transfer them changes over into the files for GOF 1.2. Not hard, but you need to know what has been changed first.
So you mean i need to transfer the lines of code from file to file so i dont overwrite any previously modded files?
 
yep, the reason been the files in GOF 1.2 most likely have other changes made in them, so replacing the file will break other things.
 
I hope you dont mind me asking you this but how did you make the 8comp mod compatible with GOF v1.2 full.
I didn't. I am using St Ashley's mod with my Eras mod which is completely different from GOF 1.2

I did have to modify a bunch of other files to allow continuing missions with NPC characters, storage at Port controller and questline continuation when you have to take governor ships into your squadron. There is still a bug with the Port Controller which causes occasional crashes which is why I haven't released my work.

MK
 
I didn't. I am using St Ashley's mod with my Eras mod which is completely different from GOF 1.2

I did have to modify a bunch of other files to allow continuing missions with NPC characters, storage at Port controller and questline continuation when you have to take governor ships into your squadron. There is still a bug with the Port Controller which causes occasional crashes which is why I haven't released my work.

MK
thank you for your response ;-)
 
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