No, but Denmark truly is. Three Islands and a period from 1671 to 1917Sweden in the Caribbean is not very realistic, which is why it's disabled by default. It's not that hard to change for anyone who wants Sweden in the game.
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No, but Denmark truly is. Three Islands and a period from 1671 to 1917Sweden in the Caribbean is not very realistic, which is why it's disabled by default. It's not that hard to change for anyone who wants Sweden in the game.
Boom!Should be BuildSettings.h, one of the interface options files and something in resource\ini
Sure, I wasn't thinking of dynamic changes, just more starting scenarios like the ones already set. I guess it would be the same to change ruler's names?Adding relation changes based on more wars and treaties: go for it! Take a look at "PROGRAM\Storyline\FreePlay\StartStoryline.c", in which I've already added quite a few. Adding more should not be too hard. Note, however, that this only sets the relations at the beginning of the game. I've no idea how to change them dynamically as years go by, and anyway random relation changes are going to play merry havoc with history.
If you keep the same date from the film, I think the beginning is set in 1807, and the first uprising against the French in Spain started in may 1808, so it's just a few months difference, which in the great scheme of things, I think is close enough to reality. If you start in late 1807 and add a few time skips between mission stages so the relation change happens in say june 1808 (allowing a month for the news to travel to the colonies), it could be quite accurate, really.For Hornblower, Spain is going to switch sides, declare war on France and ally with Britain, though the date on which that happens almost certainly won't be realistic. If you've ever watched the Gregory Peck film "Captain Horation Hornblower RN", you'll know how Hornblower finds out about it. If you play Hornblower, whether through the storyline or from FreePlay, you're going to find out about it the same way, first hand...
Yes. In fact, that's how I changed the king of Spain in early "Napoleonic", and if you've got the latest version (after I re-uploaded it again earlier today), the War of 1812 changes him again as well as making Spain allied to Britain and hostile to France.Sure, I wasn't thinking of dynamic changes, just more starting scenarios like the ones already set. I guess it would be the same to change ruler's names?
The storyline ends with Hornblower at rank Commander. The film starts with him at rank Captain. So you need to do some free-playing before you are eligible. Or you can play Hornblower from the start as a FreePlay character. Either way, the mission will become available when you reach the rank of Captain, whenever that happens to be. Both the storyline and the FreePlay characters start you off in 1798, and I'm not going to force players to wait years of game time before they get to do the mission!If you keep the same date from the film, I think the beginning is set in 1807, and the first uprising against the French in Spain started in may 1808, so it's just a few months difference, which in the great scheme of things, I think is close enough to reality. If you start in late 1807 and add a few time skips between mission stages so the relation change happens in say june 1808 (allowing a month for the news to travel to the colonies), it could be quite accurate, really.
// DeathDaisy: Always enable Sweden when picking Hilda Sparre -->
string WasSwedenAllowed = sti(GlobalSettings.BuildSettings.SWEDEN_ALLOWED); // Store profile settings before changed by the if (doesn't seem to work very well :/ how to make static.. maybe just straight up use GlobalSettings)
switch(SWEDEN_ALLOWED){
case "0":
bool HildaChecked = false;
trace("Running HildaChecked test for !Sweden_allowed");
if(!HildaChecked){
trace("HildaChecked = " + HildaChecked);
trace("Character name = " + rName.(id));
if(CheckAttribute(rName,id) == true && rName.(id) == "Hilda Sparre"){
trace("Detected Hilda Sparre");
trace("Activating Sweden");
SWEDEN_ALLOWED = 1;
ProfileSettings.BuildSettings.SWEDEN_ALLOWED = SWEDEN_ALLOWED;
InitPeriods();
trace("Gauging: periods again");
NationsInit();
trace("Gauging: nations again");
HildaChecked = true; // To not get caught in a loop when changing away from Hilda
trace("HildaChecked = " + HildaChecked);
trace("SWEDEN_ALLOWED = " + SWEDEN_ALLOWED);
trace("GlobalSettings = " + sti(GlobalSettings.BuildSettings.SWEDEN_ALLOWED));
trace("ProfileSettings = " + sti(ProfileSettings.BuildSettings.SWEDEN_ALLOWED));
trace("WasSwedenAllowed = " + WasSwedenAllowed);
}
else{
trace("HildaChecked = " + HildaChecked);
trace("No Hilda");
}
}
break;
case "1":
trace("Running HildaChecked test for Sweden_allowed");
trace("HildaChecked = " + HildaChecked);
trace("WasSwedenAllowed = " + WasSwedenAllowed);
// Return to profile build settings when picking other characters, but check only once
if(WasSwedenAllowed == "0"){
trace("Sweden is not activated for all");
trace("Character name = " + rName.(id));
if(CheckAttribute(rName,id) == true && rName.(id) != "Hilda Sparre"){
trace("Not Hilda Sparre");
if(HildaChecked == true){
trace("Deactivating Sweden")
SWEDEN_ALLOWED = WasSwedenAllowed;
ProfileSettings.BuildSettings.SWEDEN_ALLOWED = WasSwedenAllowed;
InitPeriods();
trace("Gauging: periods again");
NationsInit();
trace("Gauging: nations again");
HildaChecked = false;
trace("HildaChecked = " + HildaChecked);
trace("SWEDEN_ALLOWED = " + SWEDEN_ALLOWED);
trace("GlobalSettings = " + sti(GlobalSettings.BuildSettings.SWEDEN_ALLOWED));
trace("ProfileSettings = " + sti(ProfileSettings.BuildSettings.SWEDEN_ALLOWED));
trace("WasSwedenAllowed = " + WasSwedenAllowed);
}
}
}
else{
trace("Sweden allowed for all!");
}
break;
} // DeathDaisy: Always enable Sweden when picking Hilda Sparre <--
SWEDEN_ALLOWED = ProfileSettings.BuildSettings.SWEDEN_ALLOWED;
trace("Going to main menu, checking SWEDEN_ALLOWED");
trace("SWEDEN_ALLOWED = " + SWEDEN_ALLOWED);
if(SWEDEN_ALLOWED){
trace("Sweden allowed. What about GlobalSettings? = ");
trace("GlobalSettings = " + GlobalSettings.BuildSettings.SWEDEN_ALLOWED);
if(GlobalSettings.BuildSettings.SWEDEN_ALLOWED == "0"){
trace("Turned off globally, reinit to get rid of sweden");
GetBuildSettings();
InitPeriods();
NationsInit();
}
}
if(GetMySimpleName(PChar) == "Hilda Sparre" || PChar.model == "Hilda Sparre"){
SWEDEN_ALLOWED = 1;
}
Is that toggle used only in Periods.c and nations_init.c? If so, indeed it shouldn't matter if it is switched off again after a new game was started.It seems the swedes turn up anyway in that save, I could call for names with the console and I encountered some ships with lousy aim, so maybe it doesn't matter if it goes back to 0 as long as it was enabled when starting the game?
Have Sweden only enabled if you select her WITH Sweden as nationality?I don't like the idea of a setting which should be optional being forced on a player just because the player chooses a certain character model. What happens if someone likes the "HildaPiratess" model but doesn't want Sweden in the Caribbean?
True. But the same applies to many, many of the other options already in there.But it occurs to me that "SWEDEN_ALLOWED" might not work properly if it's changed within the game. It is indeed used in "Periods.c"; that's where Guest Nation 1 is assigned to Sweden. If it's controlled from "InternalSettings.h" then players are more likely to change it before starting a game. But if it's in the "Options" menu then you have to start PoTC before you get to it, and the only reliable way to enable it is if you start PoTC, then go to "Options" and change it, and then start a new game.
Yes, that works. Sweden is enabled if you select Hilda, or for that matter anyone else, with Sweden as nationality, the reason being you can't choose Sweden as a nationality unless you've enabled it first.Have Sweden only enabled if you select her WITH Sweden as nationality?
Fair enough, it can stay in the "Options" menu. It can always be taken back out and put back into "InternalSettings.h" if anyone reports it causing problems.True. But the same applies to many, many of the other options already in there.
I meant: selecting Sweden as starting nationality could serve as the toggle to make Sweden exist.Yes, that works. Sweden is enabled if you select Hilda, or for that matter anyone else, with Sweden as nationality, the reason being you can't choose Sweden as a nationality unless you've enabled it first.
I think that should be pretty straightforward to do if using the code I did by adding another check for nation. Then people see that the option exists, and if they choose to play sweden they obviously want it, otherwise they pick another nation and sweden is disabled, and they can look for it if they want it enabled for other scenarios.I meant: selecting Sweden as starting nationality could serve as the toggle to make Sweden exist.
Otherwise most players will not know that it is possible at all, because I think there are many who don't bother going through the options.
Another storyline? That sounds like a good incentive to go for the simple solution to the general Swedish problem. Stick with simply putting the toggle into the "Options" interface, disabled by default, and leave the Hilda character model as a rebel against France. Then have a storyline based on Hilda which can ignore the toggle and set up Sweden in its own "StartStoryline.c".Otherwise I guess a simple solution until we come up with something better, and still want to make it enabled by default when choosing that story, is a non-specific version of the model with another ID that doesn't change any such settings? I'm kinda in love with her by now guess I'll have to consider working on a proper storyline if we don't come up with a solution
Not that I know of, but then I don't know the code which sets up encounters.A maybe-but-not-necessarily-connected question, it possible to change the size and frequency of encounters with a nation?
Me and my stupid fat mouth Alright, tell you what, I'll write the nation check cuz it should be pretty simple I think, and then you can use it or discard it, I understand the reasons and I swear I won't be mad but it exists at least, and I'll see if I can get this quest writing on trackAnother storyline? That sounds like a good incentive to go for the simple solution to the general Swedish problem. Stick with simply putting the toggle into the "Options" interface, disabled by default, and leave the Hilda character model as a rebel against France. Then have a storyline based on Hilda which can ignore the toggle and set up Sweden in its own "StartStoryline.c".
maybe I'll dive in and see if I can decipher it enough to hack something together with luck and tenaciousness, as is my way I'd like it if I could make encounters with Sweden rarer than the nations with actual coloniesNot that I know of, but then I don't know the code which sets up encounters.
I'd be exaltedAnother thought: how would you like "HildaPiratess" to be able to appear as a random pirate captain, the way "33_Piratess10" can at the moment?
There should be a way.A maybe-but-not-necessarily-connected question, it possible to change the size and frequency of encounters with a nation?