• New Horizons on Maelstrom
    Maelstrom New Horizons


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  1. Modder01

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

    Sailing1.ogg is the same one as Setting sail, honestly I haven't thought about those that I missed out of the classical music mod I thought I had linked them all appropriately... I have no idea as to the skill upgrade system and how it works, but I suspect that it is a typo issue... Before you...
  2. Modder01

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

    Mini Update: -French flags are now accurate to the period -Changed the incorrect "No cannons" showing on the 32-48 pound cannons. Now they correctly display "Demi-cannons" as a cannon type as in the cannons fitted to the lower decks of the high tier warships. Current work: -Fixing the Manowar's...
  3. Modder01

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

    The exe in the directory says start... thats probably what is causing the problem... However, the gm file in question did manage to parse from the original and does have sail0 values, however I do not know enough about what to change to decrease the billowing effect size for the sails..
  4. Modder01

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

    That would be fine and dandy, but tool doesn't work with AOP and COAS... I just tried it and it crashed with an unhandled exception.
  5. Modder01

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

    Update: - Fixed an Issue with animations not playing correctly for main characters (ChezJefrey credited) - Has tested the ships (well balanced in overall characteristics) Still thinking about: Updating all sounds. Up Next: -Replacing the French Flag - Updating Soldier and Officer Models to...
  6. Modder01

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

    Update: -Ship naming system is now finally implemented into the game and it works very well Still thinking about: - Updating all sounds (besides sea battles and the like) - Updating soldier and officer models to more historically accurate ones from POTC. Still working on: - Testing ships (one...
  7. Modder01

    Need Help AOP:CT 17th Century Soldiers?

    I have been thinking of using the POTC models (with suffix "_16") for the HI Supermod and am kind of trying to get the most historically accurate models possible using the following examples as a template: (late 1600s)Eng Officers: The British Empire Armed Forces The British Empire, Imperialism...
  8. Modder01

    Solved Ship Names Limited by Class and Type

    I think we got it! YAY! :monkeydance Now comes the tedious task of editing the ship strings to where they need to be.
  9. Modder01

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

    Major update: Fixes and Improvements: - Main menu scales with resolution now (it was a bit of code that fixed that - thanks to ChezJefrey). - Major errors related to the new ship naming system have been fixed (some logical errors are still being worked out) - Fixed an issue with STORM ENGINE 2.8...
  10. Modder01

    Solved Ship Names Limited by Class and Type

    Ok there is something wrong here. I ran it two times and the logic still isn't working correctly... the Lugger is a Trader and is being assigned small warship instead while the Fluyt is also getting this treatment... No runtime errors except for battle_interface false positives for fastreload...
  11. Modder01

    Solved Three sounds are not playing after the 2.8 Merge

    The ship turning, the ship float and the ship sail furling and setting sails sounds. I checked where they are defined in relation to the original AOP files along with the original sound files and nothing has changed... So why is it that in the 2.8 merge I cannot hear these three events? Defs in...
  12. Modder01

    Need Help Stuck after quelling mutiny in Sea Dogs Caribbean Tales

    Thank you for your kind words about all the work I have put into the supermod thus far. The Supermod (minus the changes to the engine) may appear so that GOG and DVD-ROM players will be able to decide between standalone (and portable) and integrated, but this is not confirmed as I will have to...
  13. Modder01

    Need Help Stuck after quelling mutiny in Sea Dogs Caribbean Tales

    Welcome to the forum mate:cheers and I am sorry others haven't responded to your posting here for so long, the development of AOP:CT other than my supermod has been stopped in favor of COAS because of the more friendly coding situation... Which version are you using? Vanilla, HI Supermod v4.0...
  14. Modder01

    Solved Ship Names Limited by Class and Type

    I ran again, the compile and error logs from my last post hold true...
  15. Modder01

    Solved Ship Names Limited by Class and Type

    This works better now... What worries me is that the ship names on some examples such as the Xebec, are incorrectly showing a blank string... Also the ships bought at the shipyard have empty strings for names too... EDIT: The Latest Run is shown in the error log and compile log. Keep in mind...
  16. Modder01

    Solved Ship Names Limited by Class and Type

    Ok now it works... I see the strings working, however the troubling thing is that all of the ships show "Large Warship" When some are definitely small warships and others still are traders/hybrids.... There seems to be a problem with the input... Class is unchanged from class 7 which is default...
  17. Modder01

    Solved Ship Names Limited by Class and Type

    That is done... New errors (with old ones unresolved): RUNTIME ERROR - file: ships\ships.c; line: 107 Invalid index -1 [size:1] RUNTIME ERROR - file: ships\ships.c; line: 107 invalid ref RUNTIME ERROR - file: utils.c; line: 19 Invalid string argument RUNTIME ERROR - file: utils.c; line: 35...
  18. Modder01

    Solved Ship Names Limited by Class and Type

    The string is assigned in ships_name.c but the function call for it's parent ("InitRandomShipsNames()") is using the extern prefix on the top of the ships.c file in the method "extern void". This is the testing values for England: n = 0; n = AddStr2Array(&sRndShpEnTraName, n, "Trader...
  19. Modder01

    Solved Ship Names Limited by Class and Type

    New Traces: void SetRandomNameToShip(ref rCharacter) { ref rMassiveOfNames; int st = -1; bool isMerchant = false; bool isWar = false; int nClass = 7; if(CheckAttribute(rCharacter,"ship.type")){ trace("attribute '.ship.type' CHECKED!"); st =...
  20. Modder01

    Solved Ship Names Limited by Class and Type

    The following traces have been added: case ENGLAND: trace(isMerchant); trace(isWar); if(isMerchant==true && isWar==true){ makeref(rMassiveOfNames, sRndShpEnHybName); }else { if(isMerchant==true){...
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