1. GOG.com logo

    Thanks to YOUR votes, GOG.com now sells:
    - Sea Dogs - Sea Dogs: Caribbean Tales
    - Sea Dogs: City of Abandoned Ships

    Vote now to add Pirates of the Caribbean to the list!

    Dismiss Notice
  2. Under the Crossbones Podcast

    A Pirate Podcast with Interviews
    Music, Comedy and all things Pirate!

    - Episode Guide - About - Subscribe -
    - Twitter - Facebook - iTunes - Android -
    - Youtube - Fill the Coffers -

    Dismiss Notice
  3. New Horizons logo

    Quick links for PotC: New Horizons
    - Download latest version
    - Wiki - FAQ - Report bugs here
    - ModDB profile

  4. GOF logo

    Quick links for AoP2: Gentlemen of Fortune 2
    - Downloads and info
    - Historical Immersion Supermod
    - ModDB Profile

Dismiss Notice
New to the forum?
Please take a moment to read our Welcome Message and Forum Rules.

Mod Release Age of Pirates: Caribbean Tales - Historical Immersion Supermod

Discussion in 'Age of Pirates Modding' started by Modder01, Feb 1, 2014.

  1. Levis

    Levis Find(Rum) = false; Staff Member Programmer Creative Support Storm Modder

    Joined:
    Oct 6, 2013
    Messages:
    6,591
    Gender:
    Male
    Occupation:
    ICT
    Location:
    University Twente (Netherlands)
    I dont have the game. For the next week I'm still working on making sure the POTC release is working well. So if you send it to me monday 26th I can proably take a look at it after that
     
  2. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    65,046
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Hey @Modder01! Did you ever see the modpack installer I made for you?
    Does it work? And will you post it to ModDB?
     
  3. Modder01

    Modder01 Sailor Storm Modder

    Joined:
    Feb 1, 2014
    Messages:
    147
    Gender:
    Male
    Location:
    Oxford, Michigan, USA
    @Pieter Boelen I will test it all in good time. (probably this weekend)
    @Levis I will PM you with the dropbox link soon.
     
  4. Drakon1590

    Drakon1590 Landlubber

    Joined:
    Apr 1, 2015
    Messages:
    2
    Gender:
    Male
    Hello.

    I do not know where to start. Well, as not a single user of this forum, I'm a fan of RPGs, and one of those games that I play is of course the game "Age of Pirates". Some time ago I came across a network on your mod titled "Historical Immersion Supermod" which intrigued me. In my opinion the most noteworthy is the fact that your modification improves the bugs in the game, and adds new ships. However, not everything I liked. The most irritates me change the appearance of the main characters Blaze and Beatrice. Besides, I think that new ships were not well balanced with respect to the standard ships, but it is not a significant problem for me. Another issue is the ability to move around the island, of course it diversifies the game, but it can also sometimes be annoying. I am not a supporter of modifying games, but sometimes it is necessary that the game was actually playable. Therefore I would like to ask a few questions.

    The first and most important question:

    What bugs in the game has not yet been fixed?


    For a long time I have not played the game "Age of Pirates", but I remember that sooner or later saved game broke down, and further play was not possible. I'm not sure, but one of the reasons could be receiving at the same time a number of tasks related to the escort when it was a low level of skill tactics. Actually, I do not know if the low skill level tactics, is important when taking on the task of escorting, but it does not matter.

    Here is the second question:
    Are you still there are errors in the save game, regardless of what is the cause of these errors?


    I want to get rid of, in my opinion, some unnecessary stuff from this modification, and I want to do it in a safe way, so I would like to ask you a few questions.

    Here are the questions:
    How to restore the original appearance of Blaze and Beatrice, and their original portraits?
    If no task in the game is not associated with it, I would like to know how to remove the ability to move around the island and everything associated with it?
    How to restore the original amount of money that you get when you start new game?


    Moreover, it is still a matter of sound in the game. It is true that for me it is not a matter of the highest importance, but still would like to know how to improve the comfort of listening to the sounds of the game, and that sounds can be removed.

    Here are the questions:
    What to do to the sounds of cannon shots not disappeared, when I turn the view?
    Which sounds added by you provide greatest realism?
    And finally, how to remove the sounds and music, which I will not apply in the game?



    As I wrote above, ships added by you are probably not well balanced, so I want to ask one more question:
    How to better balance the ships?


    Waiting for your reply and thank you in advance


    PS. I'm not sure which of the changes outlined in this post I want to introduce, but I preferred to ask about anything that came to my mind.
     
    Last edited: Apr 1, 2015
  5. Hylie Pistof

    Hylie Pistof Curmudgeon Staff Member QA Tester Storm Modder

    Joined:
    Jan 15, 2010
    Messages:
    13,641
    Gender:
    Male
    Modder01 has not been around for a while and no one else knows enough about this mod to answer your questions.
     
  6. Drakon1590

    Drakon1590 Landlubber

    Joined:
    Apr 1, 2015
    Messages:
    2
    Gender:
    Male
    So I understand that I can forget about receiving answers to my questions?

    If so, then bad, because I have another question about unnecessary files. I found some probably unnecessary folders and would like to know if these folders can be safely removed. The same applies to folders that contain files for other language versions of the game Age of Pirates.
     
  7. Modder01

    Modder01 Sailor Storm Modder

    Joined:
    Feb 1, 2014
    Messages:
    147
    Gender:
    Male
    Location:
    Oxford, Michigan, USA
    I know my account has been mothballing for the last couple of years.... Sorry about that. I am reviving this old thread and I am starting work on the mod again.... As for Drakon's questions, here are some of the answers.

    One of the main and unavoidable problems associated with this game is its sound system. When doing complex events such as destroying two ships in a row or simultaneously, the system will either be overloaded or will play two different music files at one time. When you exit the battle the second music sound that should have terminated when you exited to the global map will continue to play on loop or repeat until you refresh the game (save, close, reopen). If you continue with this error ongoing or cause more of these errors (cascade effect is possible) it could corrupt your save file or CTD so please save often when encountering this error. Also when the sound system gets overloaded by too many simultanious sound events (especially loud cannon fire from more than 30 cannons) the further sound events for that object will not be created (therefore the sounds for a 50 gun ship if all 50 guns were to go off at once, only 30 or so would be declared as sound events).

    The next problem arises with the surrender system. It is possible that if your ship is medium sized (like a 3rd Rate Warship) you can force the enemy crew to surrender by mashing the greyed out surrender button in the "talk to ship" interface. If you perform this action too many times the game will CTD. I have no idea how to fix this issue.

    The save game can be corrupted for any number of reasons. I do not have a definitive answer for what causes this, however sometimes the sound error that I discuss above can corrupt the save file if you leave the error alone for a long period of time.

    1.The original appearances of Blaze and Beatrice (both in model+texture and png portraits) are found in the game files before the mod is installed. Since the mod overwrites the original files, you will have to create a backup of the old files before the mod is installed. (Note: Models are using the extension "*.gm" and Textures, which are based on Targa Images, have the extension "*.tga.tx") Models are located in the following path "Age of Pirates - Caribbean Tales\RESOURCE\Models\Characters" with the files "Devlin" and either "Beatrice" or "BeatriceA" being the file names. (This depends on which is the stock model before the mod is installed). Textures are Located in the Following Path "Age of Pirates - Caribbean Tales\RESOURCE\Textures\Characters" with the files "BlazeN" and either "Beatrice" or "BeatriceA" being the file names. (Again depends on stock game's original). The portraits are located in the following path "Age of Pirates - Caribbean Tales\RESOURCE\Textures\INTERFACES\PORTRAITS". Unfortunately you will have to view the targa texture files individually by eliminating the "*.tx" file extension (just remember to replace it when your done) to find the right file that has blaze and beatrice's portraits in it. Another way is that there might be a portrait defined in the "characters_init.c" file, however I cannot be sure this is true. When you install the mod, overwrite the files in those paths and you should be good to go.

    2. The move (I assume you mean the travel/sail to option) ground and sea ability is either innate in the stock game or is part of the original mod by CyberOps that I built this current mod upon. I have no knowledge of where it is in the game's files, nor how to remove it.

    3. The amount of starting money is controlled from the "characters_init.c" file from the following path "Age of Pirates - Caribbean Tales\Program\characters". It is best to use a free program called "Notepad ++" (its a programming tool). Although notepad is good, there is no native formatting that will transfer over making it a pain to edit in notepad. Go to the line on each character (use CTRL+F to find "blaze" and "beatrice") that is called "ch.money". In the quotes set the value to the stock value that you remember or have backed up from the original game.


    1. That is a sound error that I do not know how to fix. It could be related to the CTD/Game Save corruption cascade error detailed in the first question.

    2. Most of the sounds I added were the cannon sounds, music and fixed the character voices to the modded ones:
    The music you hear is controlled by a file called "music_alias.ini" which is changed via the sound scheme changer program called "Music Options.exe" This changer will have a couple of options that are found in the "Music Options Key.txt" file because the options that show up on the program are longer the options you will hear when clicked. Here is a printout of the "Music Options Key.txt" file:
    "Original: Original AOP Music
    MC: Epic Music
    POTC: Mod Content
    K3: Classical Music
    CptBlackfleet: No Music"
    Each name before the colon corresponds to a file folder in the main AOP directory in which a custom "music_alias.ini" is contained in each file folder. By an extension, each "music_alias.ini" file shows all of the added Music files including the original files that the stock game has.
    The cannon sounds were made possible by a custom sound assignment "rCannon.Sound" in "cannons_init.c" that forces the game to search the "Sea Battles" folder for the corresponding sound files in the specified naming convention (3 variations of each sound are required for each definition in cannons_init.c) Right now the 16-42pdr cannons are using heavily modified stock sounds from various versions of sea dogs (POTC, AOP:COAS and AOP:CT), however I have just tested new more historical sounds that will replace them (16-42) and the underwhelming, but realistic 92pdr mortar sound. The voice files are too heavily modified to change, however a varied degree of stock sounds for the voice acting is still heard in the game itself.

    3. This question has been answered by the tutorial included in my answer to number 2.

    Ship balancing can be performed in the "ships_init.c" and "cannons_init.c" files. You can edit in "ships_init.c": the max calibre the ship can carry, the starting calibre of the cannons when purchased, the slow down value in speed of any wind against the sails, the speed and turn rate, hit points and sail hit points (Note: Sail hit points cannot be modified without lasting problems), price of the ship, number of crew (min and max), subdivision of crew into the different crew types (must add up to the max crew) and the capacity of the hold. In "cannons_init.c" you can change each cannon's: range min and max (based on firing angle), the reload time (Speculation Note: in seconds - for full reload or milliseconds - per cannon), cost per cannon, damage multipliers, cannonball size multipliers (for damage calculation) and the hit points of a cannon (explodes when 0).

    If there are any more questions please let me know,

    -Modder01
     
  8. Pieter Boelen

    Pieter Boelen (Not So) Old Seadog Staff Member Administrator Storm Modder Hearts of Oak Donator

    Joined:
    Nov 11, 2004
    Messages:
    65,046
    Gender:
    Male
    Occupation:
    Maritime Research: Project Engineer (Analysis)
    Location:
    Wageningen, The Netherlands
    Hey @Modder01, welcome back to the forum! :cheers

    @LarryHookins: Looks like there is another AoP/SD modder back in these waters. ;)
     
  9. Modder01

    Modder01 Sailor Storm Modder

    Joined:
    Feb 1, 2014
    Messages:
    147
    Gender:
    Male
    Location:
    Oxford, Michigan, USA
    I have tasked myself with the goals of the new version of the Mod (v5.0):
    - Improved sounds (Cannons and Ship sounds)
    - Re-balance the Ships

    As far as re-balancing is concerned, I believe the first goal is to set down my intentions of focus on this iteration of balance:
    Note: I believe that in each class and type there should be at least one so-called elite ship that is more powerful than the others of the same class to act as intermediaries to the next class of ship.

    All ships of this period were divided into two types, Traders and Warships.

    So far in the game's evolution, the following ships are available including the supermod (Categorized by type):
    Traders (Classified by, in order of importance, protection, cargo hold space and number of cannons):
    Tartane/War Tartane (class 7)
    Cutter (class 6)
    Sloop (class 6) (Lead Trader of Class)
    Barquentine (class 5)
    Barque (class 5) (Lead Trader of Class)
    Fluyt (class 4)
    Fast Galleon (class 4) (Hybrid)
    Flag Galleon (class 4) (Hybrid) (Lead Trader of Class)
    West Indianman (class 3)
    Light Frigate (class 3) (Hybrid) (Lead Trader of Class)

    Warships (Classified by, in order of importance, number of cannons and has either enhanced protection or speed/maneuverability):
    Lugger (class 6)
    Sloop of War (class 6)
    Xebec (class 6) (Lead Warship of Class)
    Schooner (class 5) (Note: Trade/War Hybrid)
    Carrack (class 5) (Note: Trade/War Hybrid)
    Caravel (class 5) (Lead Warship of Class) (Note: Trade/War Hybrid)
    Brig (class 4)
    Royal Navy Brig (class 4)
    6th Rate Warship (class 4) (Lead Warship of Class)
    Frigate (class 3)
    Great Frigate (class 3) (Lead Warship of Class)
    3rd Rate Warship (Class 2)
    3rd Rate Man-o-War (Class 2)
    2nd Rate Warship (Class 2) (Lead Warship of Class)
    Ship of the Line (Class 1) (Lead Warship of the Class - Normal Gameplay)
    Flying Dutchman (Class 1) (Lead Warship of the Class - via Dutchman Quest)

    Cannons should be limited to class and size of the ship:
    Proposal A (from 12pdr - Class 1 can mount Mortars - 92pdr):
    Class 6 = up to 12pdr Max Calibre
    Class 5 = up to 16pdr Max Calibre
    Class 4 = up to 24pdr Max Calibre
    Class 3 = up to 32pdr Max Calibre
    Class 2 = up to 36pdr Max Calibre
    Class 1 = up to 92pdr Max Calibre

    Proposal B (from 16pdr - Class 1 can mount Mortars - 92pdr):
    Class 6 = up to 16pdr Max Calibre
    Class 5 = up to 24pdr Max Calibre
    Class 4 = up to 32pdr Max Calibre
    Class 3 = up to 36pdr Max Calibre
    Class 2 = up to 42pdr Max Calibre
    Class 1 = up to 92pdr Max Calibre

    Proposal C (from 12pdr - limited to 48pdr Max at Class 1):
    Class 6 = up to 12pdr Max Calibre
    Class 5 = up to 16pdr Max Calibre
    Class 4 = up to 24pdr Max Calibre
    Class 3 = up to 32pdr Max Calibre
    Class 2 = up to 42pdr Max Calibre
    Class 1 = up to 48pdr Max Calibre

    Proposal D (from 16pdr - limited to 48pdr Max at Class 1):
    Class 6 = up to 16pdr Max Calibre
    Class 5 = up to 24pdr Max Calibre
    Class 4 = up to 32pdr Max Calibre
    Class 3 = up to 36pdr Max Calibre
    Class 2 = up to 42pdr Max Calibre
    Class 1 = up to 48pdr Max Calibre

    Notes:
    - Class lead ships should have the median starting HP (without upgrades) between the previous ship in its class and the successor ship.
    - Hybrid ships on the Warships label should have cargo space comparable to their trade rivals.
    - The exception is lead warships (which have the median between the trader lead ship and the trader predecessor in cargo capacity).
    - Lead ship hybrids in the Trader label will have the median cargo space between their predecessors and the next class of trader (if one exists).
    - Lead warships that are not hybrids will have cargo space 15% less than the lead ship of the trader class.
    - Every warship except for class 2 and 1 will have a 15% reduction in their cargo space comparable to the corresponding trader ship.
    - Class lead ships will ALWAYS have the max caliber available
    - Mid-tier of class ships will have one caliber below max caliber of of the class
    - Low Tier class ships will have the minimum calibre available to them on purchase, but other classes will have a minimum on purchase of the last maximum per class if only two ships per type or one calibre below the minimum if three ships in the class.
    -Forts will have the ability to mount mortars regardless of any proposals accepted.
    -The max HP in the game besides the Fort will be tied between the Ship of the Line and the Flying Dutchman at 15,000 (fully upgraded).
     
  10. Modder01

    Modder01 Sailor Storm Modder

    Joined:
    Feb 1, 2014
    Messages:
    147
    Gender:
    Male
    Location:
    Oxford, Michigan, USA
    Just a Little Update:
    I have started to work on the HP and calibers allowed for each ship and want to get your feedback on the values.
    Attached is the new ship_init.c with better values.
    In my original update to the Cyberops mod, the cannon damage values were changed slightly. This HP increase across the board will allow for longer combat against ships that load bombs. I know that the mid tier ships between the minimum and maximum values aren't perfect so I would welcome the input.

    -Modder01
     

    Attached Files:

    Pieter Boelen likes this.

Share This Page