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New Islands Mod

I think you should have a look at the PROGRAM\SEA_AI\BOAL_Cabin.c file. I think you should add a case to the appropriate switches for your Merchantman. I don't know exacty how it works, but I suppose you'll be able to figure it out. It doesn't look too complicated. Good luck. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=135832:date=Dec 4 2005, 02:57 AM:name=Petros)--><div class='quotetop'>QUOTE(Petros @ Dec 4 2005, 02:57 AM) [snapback]135832[/snapback]</div><div class='quotemain'><!--quotec-->About the Cabin Mod which I believe comes with the Islands Mod:

I think that the Merchantman which is a Class 3 ship (Pinnace3_50) should have the medium cabin that the Fleut class 4 has instead of the small one like the Lugger.

What would be the code change required to do this?<!--QuoteEnd--></div><!--QuoteEEnd-->

That's not a problem <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=135840:date=Dec 4 2005, 06:19 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 4 2005, 06:19 AM) [snapback]135840[/snapback]</div><div class='quotemain'><!--quotec-->I think you should have a look at the PROGRAM\SEA_AI\BOAL_Cabin.c file. I think you should add a case to the appropriate switches for your Merchantman. I don't know exacty how it works, but I suppose you'll be able to figure it out. It doesn't look too complicated. Good luck. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Found the file and made the addition:
case "Pinnace3_50" : shipcab=2;break;
in 3 places.

Also did the same thing in BOAL_Deck.c.

Tried it and it worked fine.
 
Could you please send me the files you changed? I'll put it into the modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=135906:date=Dec 6 2005, 08:46 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 6 2005, 08:46 AM) [snapback]135906[/snapback]</div><div class='quotemain'><!--quotec-->Could you please send me the files you changed? I'll put it into the modpack. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

OK!
[attachment=259:attachment]
 
Thank you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
The locations for Antigua island (a naval base, outskirts, some jungle and a beach) are finished. I put them on the FTP as Antigua06feb.zip .

According to Long John Silver's idea has Antigua no ordinary port but a naval base. You won't have the usual store/tavern/shipyards, but certain naval departments will support you IF you bribe them or if you have a Letter of Marquee (based on the relation you see in the relationsscreen. The rank of the military mod plays no role for the time being)

The nation of Antigua can be changed if you raid the forts from the landside (Try the backdoors of the Naval offices, capture an envoy and convince him to surrender the island to you)

I used as codebase the last December modpack plus Buildingset, as this is supposed to work with Build13 withOUT the translationmod. I tested Antigua with the latest modpack cum Buildingset and it works fine, but I can't guarantee that it doesn't overwrite some of the newest changes. So I recommend that you copy the codesections marked with "ccc Feb06" and/or "Antigua" manually into your files.

The pack includes four Buildingsetmodels that I used in Antigua. B_townwalls.gm is a new "building", B_keep.gm, B_house.gm and B_mansion.gm are improved replacements for existing ones.

I slightly changed the "Antigua.gm" islandmodel (added a few houses and a jetty to mark the position of the port).

As provisional loadingscreens I used mostly textures from the resource\textures rootfolder, in order to avoid confusion about the localized loadingscreenfolders. So don't be surprised if some screens look a bit like modern art <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> We can add proper screens later.

So St. Martin is the last island that needs locations? Are there already files or plans for that, or shall I tackle that one as well? Any ideas for the character or history of St.Martin? Shall we include that fact that it is split between a French and a Dutch part?
 
Thanks a lot, CCC! I will add this into the modpack as soon as possible! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
Nice work CCC ! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> I've tested it and it works for me. The antigua port is a really nice place.
How did you do to include shore locations in your pack without their associate foam files ? It seems they are generated by the game when you go ashore for the first time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />

Another thing : is there a way to use your b_leaf model but without a character ? I would like to add this model in some jungle locations to make more dense jungles. It would be great to make a difference between stock game jungle locations and those "created" by location cloning for new islands.
 
Maybe you could make an invisible character model to attach the b_leaf model to? I have once made an invisible weapon model for your fists.
 
Good idea <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Actually there IS already an (almost) invisible Buildingset character, the one that "carries" the box. So it was easy to make "Forest_empty" item which is in the a Init_items.c That I just put on the FTP (ccc_Antigua folder). To place the trees somewhere simply put a command like
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        Build_at("Oxbay_port", "Forest_empty", "", -30.0, 13.0, 26.0, 1.7, "");<!--c2--></div><!--ec2-->into some file which runs at the gamestart (e.g. locations\init stuff )

<!--quoteo(post=139017:date=Feb 7 2006, 11:52 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 7 2006, 11:52 PM) [snapback]139017[/snapback]</div><div class='quotemain'><!--quotec-->How did you do to include shore locations in your pack without their associate foam files ? It seems they are generated by the game when you go ashore for the first time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I have to admit I know nothing about foam files <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> I simply cloned the FdF shore and changed the ID and the reload map. Aren't the fomfiles the same as for FdF <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

What about St. Martin? I am not keen on making it, and I don't want to spoil anyone elses plans, but if nobody else wants to do it I could make it in order to close one Build13 gap
 
I would like a French and a Dutch part on Saint Martin. I say yes to anything that means more Dutch settlements. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Especially if it's on the same island as the French. Then I can try to conquer the entire island for the Dutch. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
I have been testing Antigua and have found a few weird things: The foam files were indeed midding. I could only load the Anigua port location after I added the foam myself. But that is no problem now anymore.

Something I noticed: I thought you mentioned that there should be lots of trees in the Antigua jungles, but I have encountered none. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

The character init files for Antigua seem to be missing.
 
<!--quoteo(post=139045:date=Feb 8 2006, 11:20 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Feb 8 2006, 11:20 AM) [snapback]139045[/snapback]</div><div class='quotemain'><!--quotec-->Good idea <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Actually there IS already an (almost) invisible Buildingset character, the one that "carries" the box. So it was easy to make "Forest_empty" item which is in the a Init_items.c That I just put on the FTP (ccc_Antigua folder). To place the trees somewhere simply put a command like
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        Build_at("Oxbay_port", "Forest_empty", "", -30.0, 13.0, 26.0, 1.7, "");<!--c2--></div><!--ec2-->into some file which runs at the gamestart (e.g. locations\init stuff )

<!--quoteo(post=139017:date=Feb 7 2006, 11:52 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 7 2006, 11:52 PM) [snapback]139017[/snapback]</div><div class='quotemain'><!--quotec-->
How did you do to include shore locations in your pack without their associate foam files ? It seems they are generated by the game when you go ashore for the first time. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I have to admit I know nothing about foam files <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> I simply cloned the FdF shore and changed the ID and the reload map. Aren't the fomfiles the same as for FdF <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

What about St. Martin? I am not keen on making it, and I don't want to spoil anyone elses plans, but if nobody else wants to do it I could make it in order to close one Build13 gap
<!--QuoteEnd--></div><!--QuoteEEnd-->

I've used this method to create a "forest_empty" (i've called it "jungle") with an invisible character (i have used the lezard model) but there is a small problem with that. it is logined in game as a character so if you put some groups of jungle in jungles locations, it will decrease the possibility for encounters to appear in theses locations. In POTC, The number of encounters who can logined in a location is decreased by the number of characters who are already logined in these location.

About foam files, i used the same method as you. i just didn't understand why the foam files were not in your pack and seems to have been generated by the game. When i made new islands mod, i had to include my foam files in the pack because unless them, the game froze so congratulations for that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

I think a dutch and a french part on st martin is a great idea. Of course the marigot part should be the french and the dutch settlement should be to the south of the island (north whith the actual windrose ?)
If you look in the island_init.c, you will see this outcommented line in st martin section :
//Islands[n].towns.2 = "Philipsburg";
because the dutch part was in project when i began to work on new islands mod but i don't know if the name of the dutch town was the same in the 17th century....
Of course pieter, i will have to fight against you to re-conquer the entire island but for France.. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Ah! belay that thar chatter, French, Dutch,..they alls be fodder for English guns tew exploit!. Methinks if yew makes the Island of St. Martin for the Dutch, yew maybes could add the island of Martinique tew thar mix and create the main naval Port or Base for the French. I thought I read somewhere, in these forums were you could add more Islands tew the Game and expand it substantialy. At this here time period, it be Antigua for the English. In the original game POTC, Redmond is the biggest Port/Town for England, but it should have been Antigua in real life, so I wanted CCC tew incorporate this into the game. Now tew be fair tew all, Martinique and St. Martin should be expanded tew include French and Dutch main Ports for game balance. This means major changes into these Islands, sew tew tak'in then over, be a real task of monumental perportions and a test of strengths, not some "bum boat" expedition tew bring down a goverment abnd raise a new flag over head. Of course, Cuba or Havana be the main Spanish presents in the game for historical and balance for POTC.
 
I think that's falaise de fleur who should be Fort de France and Redmond should be Port Royal <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
To Screwface: My game did freeze without the foam files. I added them and after that, they did work fine. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=139129:date=Feb 9 2006, 10:49 AM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 9 2006, 10:49 AM) [snapback]139129[/snapback]</div><div class='quotemain'><!--quotec-->I think that's falaise de fleur who should be Fort de France and Redmond should be Port Royal <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Oxbay should be Bridgetown, Redmond - Speigtstown, island Oxbay shold be renamed to Barbados and reversed (because main port, Bridgetown is on the southest shore).

Isla Muelle -> Porto Rico

The problem would be with Dutch Douwesen, which should be Curacao, but in real world this island was too far to the south.

And which island give to Portugal - they were absent in the Caribbean...

It would be nice to change strange names for those real, but it requires quite a lot of work.

pirate_kk
 
OOPS! I forgot to add the program\characters\init\NK Characters.c file containing the Antigua characters to Antigua_06feb.zip <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" />

That file is now on the FTP as well as in Antigua_09feb.zip

Thanks a lot to Pieter for reminding me <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

<!--quoteo(post=139082:date=Feb 8 2006, 06:40 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Feb 8 2006, 06:40 PM) [snapback]139082[/snapback]</div><div class='quotemain'><!--quotec-->I've used this method to create a "forest_empty" (i've called it "jungle") with an invisible character (i have used the lezard model) but there is a small problem with that. it is logined in game as a character so if you put some groups of jungle in jungles locations, it will decrease the possibility for encounters to appear in theses locations. In POTC, The number of encounters who can logined in a location is decreased by the number of characters who are already logined in these location.<!--QuoteEnd--></div><!--QuoteEEnd-->
You are right there, and that could become a problem in crowded towns. But FAIK the max number of random characters is 32, so even after adding half a dozen forests to a junglelocation there should still be enough characterslots for the usual bandits or travellers. Apart from that I placed the code that loads "buildings" at the very end of the LoginCharactersInLocation function in characters_login.c . So all other characters should be loaded first, and only if there are still characterslots free will the buildings appear.

Wold it help you to have a LARGER forestmodel? Once made one by taking all the trees from one of the jungles, but found it unsuitable for settlement building, TOO large for THAT purpose, and some trees hang in the air. But for changing the looks of your jungles it could be fitting.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->About foam files, i used the same method as you. i just didn't understand why the foam files were not in your pack and seems to have been generated by the game. When i made new islands mod, i had to include my foam files in the pack because unless them, the game froze so congratulations for that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
Dumb man's luck. But where are those foamfiles supposed to be?
 
the foam files for shores location should be in RESOURECE\FOAM\LOCATIONS
for example for the falaise de fleur you cloned, you should have Antigua_shore.ini and Antigua_shore.tga files (who are renamed copies of those of falaise de fleur) in RESOURCE\FOAM\LOCATIONS\OUTSIDE\Shore_6\

It would be great tu use your largeforest model for some jungle locations. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
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