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  1. Modder01

    Solved Ship Names Limited by Class and Type

    That has been now appended for English ships only (for testing purposes) and now I have some syntax errors and missed parenthesis that I corrected. The logic now reads from lines 25-110: void SetRandomNameToShip(ref rCharacter) { ref rMassiveOfNames; if(!CheckAttribute(rCharacter...
  2. Modder01

    Solved Ship Names Limited by Class and Type

    These are Lines 25-110 in ships.c: void SetRandomNameToShip(ref rCharacter) { ref rMassiveOfNames; if(!CheckAttribute(rCharacter, "nation")) { rCharacter.nation = PIRATE; } if(sti(rCharacter.nation) == -1) { rCharacter.nation = PIRATE; } switch...
  3. Modder01

    Solved Ship Names Limited by Class and Type

    Now I have switched to a different approach... Ships_name.c will retain it's original purpose....However Ships.c has been retrofitted with the following code for the SetRandomNameToShip and generateRandomNameToShip functions. I also added a second argument to the generate function and fixed the...
  4. Modder01

    Solved Ship Names Limited by Class and Type

    In theory the logic for the int "i" value should determine any randomly generated ship basetype for randomly generated NPCs and put it into int i for the above logic. Then the logic above will allow me to group the ship names by trade, war and trade/war hybrid by the int number assigned to it...
  5. Modder01

    Solved Ship Names Limited by Class and Type

    OK I have run into a problem. :modding I tested it just for England and the ships don't have names at all. Here is my code and the error log: Code: #include "SHIPS/ships.h" ... int i = GetShipByType(); //from ships.h ... if((i >= 0 && i < 2) || (i >= 8 && i <= 11) || i == 12 || i == 17){...
  6. Modder01

    Solved Ship Names Limited by Class and Type

    AOP already has it based on nationality as well... When I get back home from school this weekend I will play around with it by first looking at the ship names in POTC and AOP2. Then I will try a version of the naming logic that you see up there and see if it works. I may have to call a...
  7. Modder01

    Solved Ship Names Limited by Class and Type

    Hi all, I have been throwing around the idea about not only getting more historical ship names into the game from POTC and COAS into the Historical immersion Mod, but also to limit them by class and by trade vs war designation. Say for example the names for English ships were: Sure Prize...
  8. Modder01

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

    Update: 1.Sound_alias files have been combed through. Testing will commence soon for some fine tuning. 2.Made the other flags including the flags on the world map, the sea go to command, and the nation selector/relations screens look like the ship flags now in game. Also removed the WIC markings...
  9. Modder01

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

    Done... Now my OCD alarms aren't going off...
  10. Modder01

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

    Even Another Update::pflag 1. I have fixed some of the sounds I introduced in the latest pre-beta build of the game. Now they are more high quality. 2. The Main Menu scaling project required too much code to implement safely so this enhancement was not implemented. 3. The random bugs will be...
  11. Modder01

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

    Another Update: 1. The Trinity is now finally in the game with an (admittedly hurried) sailorspoint file for it. I also redid the walk files using the tool that is on these forums after removing some redundant and old walk files that no longer have a working path. Still working on expanding the...
  12. Modder01

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

    :type1New Update: -The Schooner and the Battleship's models, textures, ship pictures, sailorspoints and ship_init data have been imported successfully into the game. The improved ship descriptions were also being a problem child because of the 512 character buffer size limit per line, all...
  13. Modder01

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

    Another Quick note: The Battleship model (in AOP) and the ships_init.c values that are unrelated to the rebalancing project will be replaced by the Bellona from COAS. The 90-98 gun ship called Trinity/Christian Sixtus from PotBS that is in the POTC Build mod (and there is a COAS version, but...
  14. Modder01

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

    Just a quick note: I am currently fixing the class naming system that I introduced in the initial version of the supermod. I now have access to new information which will allow me to reclassify all of the ships I currently have in game. I also plan to replace the schooner that is currently in...
  15. Modder01

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

    Progress on the 2.8 merge: The battle_interface ship picture scaling issue has been fixed. Progress on sounds and music: Music alias files were completed yesterday after the post on progress. Other changes: I have updated all the English videos to 1080p and 720p (for the pirates ahoy logo...
  16. Modder01

    WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

    Still not the best thread to ask it here, but I shall tell it to you straight. Nay matey, thar is no way that other quests may be removed due to GOF. Thar might be edits to existing quests, but thar shouldn't be any removal of previous quests...
  17. Modder01

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

    Updates and status of progress on Mod v5.0 (HUGE Progress): Ship Re-balancing: Since this has been tested for a couple of hours, this part of the additions has been sidelined until later when testing can resume on a larger scale (more testers) in order to increase efficiency of bug fixing for...
  18. Modder01

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

    Updates and status of progress on Mod v5.0: Ship Rebalancing: I have tested a little bit. An extreme example of this is if you use 48 pounder cannons on the Dutchman (round shot) it will take 3 broadsides (give or take) to sink a non-upgraded caravel.. How's that for durability! I also have...
  19. Modder01

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

    Just a Little Update on the Progress of Mod v5.0: On Ship Rebalancing: The ship_init.c changes I have outlined above are ready to test. I have employed ChezJefrey to help test the ships out for balance. On the Storm Engine 2.8 Merge: I have been conversing with ChezJefrey on fixing some of the...
  20. Modder01

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

    I have been contacted by ChezJfrey, a fellow storm modder, who has revamped AOP:CT to Storm Engine 2.8 standards. His project is going to be merged with this project in an effort to stabilize AOP:CT. Mod v5.0 has been updated to accommodate this change. The Following is a comprehensive list of...
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