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

First of all, I downloaded the installer and used it with the 7z folder in the same file folder. I get the following windows error (critical stop):
"Installer integrity check has failed! Common causes include incomplete download and damaged media! Contact the author to obtain a new copy!"

On another note, TheBlackKnight is now working on the flags. By his estimate it should be ready in a few days.

To add on another note, I modified the original stuff I had for the ship type names and the descriptions in common.ini. I tested it and it works. Hint! Hint! :D Adds more Historical accuracy by using English standard rating/class naming system in the 16th century.
 
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Uh? So the installer EXE doesn't even start properly? You get that message straight away??? :shock
 
I just checked the EXE on my own HD and it still works. Try this reupload. :modding
 

Attachments

  • aopct_hi_supermod_installer.zip
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I just checked the EXE on my own HD and it still works. Try this reupload. :modding

"it's alive! it's alive!":monkeydance
-Victor Frankenstein

Results of the Test Installer (within downloads folder):
Said requires Engine.exe to install so I selected my test game folder to install into (had engine.exe)
Installation worked!

Problems:
unpacked in the Downloads folder and didn't overwrite/ paste the files in the directory selected
specified an error that readme file wasn't in installer 7z directory when actually it was

On another note the historical flags are done and they look beautiful!
 
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1.68 GB is the uncompressed size right now.......

Game directory is the following path:
For 64 Bit: C:/ Program Files (x86)/ Playlogic/ Age of Pirates - Caribbean Tales
For 32 Bit: C:/ Program Files/ Playlogic/ Age of Pirates - Caribbean Tales

I'll wait for you to look at the archive. I've already spent an hour on indexing every file and folder in it. I got as far as the second subfolder within the first subfolder in the main folder "Modules" from the top when sorted alphabetically.......
 
If you can wait another two weeks, I'll be able to download the file and set things up correctly myself.
Be sure to remind me though. I should remember by myself, but you never do know. :facepalm
 
I sure can wait another two weeks. By the way, I was remastering the cannon sounds for every caliber and I ran into a problem. I am trying to find appropriate sounds for the 48 pounder cannon, but nothing is working. I checked sound_alias.ini and fixed a typo error in the third filename..... there was one zip folder that has three cannon sounds that I lost on the computer, but I couldn't find again on the forums. I'm now downloading GOF: ERAS to see if there is anything worth utilizing that I haven't already.

Wait until Mod v3.5 is up before we work on the installer.

Speaking of the mod version here is my pre-release Mod v3.5 changelog:
- Fixed storyline error with Bloody Michelle and escort ship. Escort now renamed "Le Mona".

- Added Historical Flags
-English: Red naval ensign with St. George's cross
-French: Blue and white fleur-de-lis royal ensign
-Spanish: Burgundy cross
-Dutch: Horizontal tricolor with West India Company markings
-Smugglers: Stock AoP flag
-Pirates: Worn skull and cross swords flag

- Changed ship descriptions and ship type names. Now closest to British rating/type naming system used in 16-17th centuries.

- Added more church music, desert island music and town themes.

- Made unique Swords (Astralaid) and Guns (Duelist's Dream) do better damage.

- Increased damage for musket/musketoon

- Increased charges for Duelist's Dream (Now 4)

- Now made minimum ranks for spyglasses.

- Made Blunderbuss more common to receive and is no longer unique. Increased damaged also.

- Made/Re-mastered unique sounds for every cannon type.

- Made more historical references to unique swords and guns in the game.

- Re-mastered historical accuracy on ships.
-42 and 48 pounder cannons have better smoke.

I also added TheBlackKnight as a contributor because he helped me with the flags utilized in this mod.

UPDATE: The cannons are good now. all are working smoothly.

EDIT:
I want to do one more thing about the cannons. For the 42 and 48 pounder guns I want to use the mortar cannon smoke color and duration but with the regular cannon smoke shape. Where do I edit the cannon smoke parameters?
 
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I have isolated where the "cancloud/cancloud_big" particles are connected to the cannons.
AIBalls.c
How does this sound for code:
Code:
string sParticleName = "cancloud_fire";     
if (iCannonType <= CANNON_TYPE_CANNON_LBS_12) 
if (iCannonType <= CANNON_TYPE_CULVERINE_LBS_12)

    bool bSkipParticles = false;

    if (iCannonType == CANNON_TYPE_MORTAR, CANNON_TYPE_SPECIAL_CANNON)
        { sParticleName = "Bombard"; }
    else
    {
        if (iCannonType >= CANNON_TYPE_CANNON_LBS_16)  
        if (iCannonType >= CANNON_TYPE_CULVERINE_LBS_16)
        {
            sParticleName = "cancloud_fire_big";
            bSkipParticles = true;
        }
    }
 
    if(aCharacter.id != pchar.id && bSkipParticles == true)
    {
        if(!CheckAttribute(aCharacter, "ship.cannons_skip_particles"))
        {
            CreateParticleSystem(sParticleName, fX, fY, fZ, -fHeightAng - (fCannonHeightMultiply - 1.0) * 0.1, fDirAng, 0.0, 5);
            Play3DSound(rCannon.Sound, fX, fY, fZ);
            aCharacter.ship.cannons_skip_particles = 1;
        }
        else
        {
            DeleteAttribute(aCharacter, "ship.cannons_skip_particles"))
        }
    }
    else
    {
        CreateParticleSystem(sParticleName, fX, fY, fZ, -fHeightAng - (fCannonHeightMultiply - 1.0) * 0.1, fDirAng, 0.0, 5);
        Play3DSound(rCannon.Sound, fX, fY, fZ);
    }
}

I tested versions of this code and it created a run-time error. I want cancloud and the mortar effect to be left alone, but cancloud_fire_big I want to have the same color as mortar effect and same duration, but the shape to not be the same.
 
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Unfortunately I have zero clue about the CoAS particle system. All I know is that it is VERY different from the one I have used in PotC. :(
 
Unfortunately I have zero clue about the CoAS particle system. All I know is that it is VERY different from the one I have used in PotC. :(
Since I can't find much help on the forums from older posts I guess I could do without it.

I'm doing a final test of version 3.5 before I update Dropbox and ModDB.
 
Everything looks good but i had an epiphany about the historical realism of the cannon reload sounds. I have the code for all but one of the cannon sounds. I want the sound to play in a loop from the time the cannons start reloading to the point they are reloaded when the reload sound plays.

Basically here is the order:
-Load Cannon Balls (round shot) GOOD
-Load Grapes (grape shot) GOOD
-Load Knipples (chain shot) GOOD
-Load Bombs (double shot) GOOD
-Cannon reload R (Starboard guns ready) GOOD
-Cannon reload L (Larboard guns ready) GOOD
-Cannon reload All (Guns Ready) GOOD
-Cannons reloading LOOP (gun reload process sound) NEEDS CODE

So if you load cannon balls you would get the sound then immediately will fade in the reloading sound loop. when the cannons are almost reloaded, that sound will fade and be replaced with the appropriate cannon reload sound (L, R, All).

I only need the code for creating a sound loop that checks if the cannons are loaded. If it is false the sound will continuously loop, but if it is true it will automatically fade and stop the sound loop.
 
Ouch, that sounds complicated. Not impossible though. But I'm not sure how the AoP sound system works.
A little bit different from the PotC one, I think, because the PotC one has been heavily modded....
 
I actually did something better. I found a new scheme for the cannon reload sounds. The original ones I made are still accessible though, through a folder in the main game directory. It's almost ready I just have to finalize the greetings_alias and compress it and then I can upload it.

Final Changelog for 3.5:
- Fixed storyline error with Bloody Michelle and escort ship. Escort now renamed "Le Mona".

- Added Historical Flags
-English: Red naval ensign with St. George's cross
-French: Blue and white fleur-de-lis royal ensign
-Spanish: Burgundy cross
-Dutch: Horizontal tricolor with West India Company markings
-Smugglers: Stock AoP flag
-Pirates: Worn skull and cross swords flag

- Changed ship descriptions and ship type names. Now closest to British rating/type naming system used in 16-17th centuries.

- Added more church music, desert island music and town themes.

- Made unique Swords (Astralaid) and Guns (Duelist's Dream) do better damage.

- Increased damage for musket/musketoon

- Increased charges for Duelist's Dream (Now 4)

- Now made minimum ranks for spyglasses.

- Made Blunderbuss more common to receive and is no longer unique. Increased damaged also.

- Made/Re-mastered unique sounds for every cannon type.

- Made more historical references to swords and guns in the game.

- Re-mastered historical accuracy on ships.

- Remastered cannon sounds and reload (unique for every cannon and two schemes for reload)

- Drunkard quest in Bridgetown tavern remastered (20,000 gold or experience = win or time to take a walk = lose)

I already have plans for 4.0:
- Add COAS Dutchman

- Edit stats for COAS Dutchman - Same HP as a manowar with 92pdr mortars.

- Add random encounter for the Dutchman owned by the pirates. Able to be boarded and captured, but if captured the encounter will not happen. If sunk, the encounter will still happen.

- Edit starting ship for Beatrice and Blaze Sharp - Both get a Sloop.

- Edit starting money - they both get 1,000 gold.

- Make 7z file a self extracting archive.
 
Compressing the archive. Version 3.5 is getting ready to set sail!
:ship

EDIT: Version 3.5 is pending authorization! I updated the mod page. I'm going to do a let's play series of the mod when its on planned update 4.0.
 
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The Download is now authorized! :D

:pflag
Now to start work on the next update - 4.0:
I'm adding 3 new ships:
-Brig of War
-Replacing stock schooner (too weak)
-Flying dutchman (COAS Version) (needs code for unique sails)

I now have all the sailorspoints files I need or have been missing!

Edit COAS Dutchman - (HP of a manowar with 92pdr cannons)

Encounter of the Dutchman without escorts patrolling around the island - Grenda. The ship cannot surrender by talking. Sinking it will result in experience gain and it will reappear when you reload the island, but capturing it will make the ship no longer appear.

Edit starting ship for Beatrice and Blaze Sharp - Both get a Sloop

Edit starting money - they both get 1,000 gold

Make 7z file a self extracting archive
 
Progress Report:
Schooner Replacement - GOOD
Flying Dutchman - GOOD (except for sails)
Brig of War - CAUSES CTD (REMOVED)
Characters revamp - GOOD
Make 7z Archive self extracting - NOT DONE YET (found tutorial)
Flying Dutchman Encounter - NOT DONE YET
 
I need some help on getting the sails on the Dutchman. Preferably without using BattleInterface.c. I have already tried putting a code (refship.geraldsails.normaltex = parus_torn.tga) into ships_init.c without any effect. I remember the editing done through merging SOFS with AOP made it work, (probably BattleInterface.c) but I would like it much better if I could link the sails in ships_init.c (the COAS way in GOF and ERAS)
 
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