I know my account has been mothballing for the last couple of years.... Sorry about that. I am reviving this old thread and I am starting work on the mod again.... As for Drakon's questions, here are some of the answers.
What bugs in the game has not yet been fixed?
One of the main and unavoidable problems associated with this game is its sound system. When doing complex events such as destroying two ships in a row or simultaneously, the system will either be overloaded or will play two different music files at one time. When you exit the battle the second music sound that should have terminated when you exited to the global map will continue to play on loop or repeat until you refresh the game (save, close, reopen). If you continue with this error ongoing or cause more of these errors (cascade effect is possible) it could corrupt your save file or CTD so please save often when encountering this error. Also when the sound system gets overloaded by too many simultanious sound events (especially loud cannon fire from more than 30 cannons) the further sound events for that object will not be created (therefore the sounds for a 50 gun ship if all 50 guns were to go off at once, only 30 or so would be declared as sound events).
The next problem arises with the surrender system. It is possible that if your ship is medium sized (like a 3rd Rate Warship) you can force the enemy crew to surrender by mashing the greyed out surrender button in the "talk to ship" interface. If you perform this action too many times the game will CTD. I have no idea how to fix this issue.
Are you still there are errors in the save game, regardless of what is the cause of these errors?
The save game can be corrupted for any number of reasons. I do not have a definitive answer for what causes this, however sometimes the sound error that I discuss above can corrupt the save file if you leave the error alone for a long period of time.
1. How to restore the original appearance of Blaze and Beatrice, and their original portraits?
2. If no task in the game is not associated with it, I would like to know how to remove the ability to move around the island and everything associated with it?
3. How to restore the original amount of money that you get when you start new game?
(numbered questions here to ease answering the questions in sequence -Modder01)
1.The original appearances of Blaze and Beatrice (both in model+texture and png portraits) are found in the game files before the mod is installed. Since the mod overwrites the original files, you will have to create a backup of the old files before the mod is installed. (Note: Models are using the extension "*.gm" and Textures, which are based on Targa Images, have the extension "*.tga.tx") Models are located in the following path "Age of Pirates - Caribbean Tales\RESOURCE\Models\Characters" with the files "Devlin" and either "Beatrice" or "BeatriceA" being the file names. (This depends on which is the stock model before the mod is installed). Textures are Located in the Following Path "Age of Pirates - Caribbean Tales\RESOURCE\Textures\Characters" with the files "BlazeN" and either "Beatrice" or "BeatriceA" being the file names. (Again depends on stock game's original). The portraits are located in the following path "Age of Pirates - Caribbean Tales\RESOURCE\Textures\INTERFACES\PORTRAITS". Unfortunately you will have to view the targa texture files individually by eliminating the "*.tx" file extension (just remember to replace it when your done) to find the right file that has blaze and beatrice's portraits in it. Another way is that there might be a portrait defined in the "characters_init.c" file, however I cannot be sure this is true. When you install the mod, overwrite the files in those paths and you should be good to go.
2. The move (I assume you mean the travel/sail to option) ground and sea ability is either innate in the stock game or is part of the original mod by CyberOps that I built this current mod upon. I have no knowledge of where it is in the game's files, nor how to remove it.
3. The amount of starting money is controlled from the "characters_init.c" file from the following path "Age of Pirates - Caribbean Tales\Program\characters". It is best to use a free program called "Notepad ++" (its a programming tool). Although notepad is good, there is no native formatting that will transfer over making it a pain to edit in notepad. Go to the line on each character (use CTRL+F to find "blaze" and "beatrice") that is called "ch.money". In the quotes set the value to the stock value that you remember or have backed up from the original game.
1. What to do to the sounds of cannon shots not disappeared, when I turn the view?
2. Which sounds added by you provide greatest realism?
3. And finally, how to remove the sounds and music, which I will not apply in the game?
(numbered questions here to ease answering the questions in sequence -Modder01)
1. That is a sound error that I do not know how to fix. It could be related to the CTD/Game Save corruption cascade error detailed in the first question.
2. Most of the sounds I added were the cannon sounds, music and fixed the character voices to the modded ones:
The music you hear is controlled by a file called "music_alias.ini" which is changed via the sound scheme changer program called "Music Options.exe" This changer will have a couple of options that are found in the "Music Options Key.txt" file because the options that show up on the program are longer the options you will hear when clicked. Here is a printout of the "Music Options Key.txt" file:
"Original: Original AOP Music
MC: Epic Music
POTC: Mod Content
K3: Classical Music
CptBlackfleet: No Music"
Each name before the colon corresponds to a file folder in the main AOP directory in which a custom "music_alias.ini" is contained in each file folder. By an extension, each "music_alias.ini" file shows all of the added Music files including the original files that the stock game has.
The cannon sounds were made possible by a custom sound assignment "rCannon.Sound" in "cannons_init.c" that forces the game to search the "Sea Battles" folder for the corresponding sound files in the specified naming convention (3 variations of each sound are required for each definition in cannons_init.c) Right now the 16-42pdr cannons are using heavily modified stock sounds from various versions of sea dogs (POTC, AOP:COAS and AOP:CT), however I have just tested new more historical sounds that will replace them (16-42) and the underwhelming, but realistic 92pdr mortar sound. The voice files are too heavily modified to change, however a varied degree of stock sounds for the voice acting is still heard in the game itself.
3. This question has been answered by the tutorial included in my answer to number 2.
How to better balance the ships?
Ship balancing can be performed in the "ships_init.c" and "cannons_init.c" files. You can edit in "ships_init.c": the max calibre the ship can carry, the starting calibre of the cannons when purchased, the slow down value in speed of any wind against the sails, the speed and turn rate, hit points and sail hit points (Note: Sail hit points cannot be modified without lasting problems), price of the ship, number of crew (min and max), subdivision of crew into the different crew types (must add up to the max crew) and the capacity of the hold. In "cannons_init.c" you can change each cannon's: range min and max (based on firing angle), the reload time (Speculation Note: in seconds - for full reload or milliseconds - per cannon), cost per cannon, damage multipliers, cannonball size multipliers (for damage calculation) and the hit points of a cannon (explodes when 0).
If there are any more questions please let me know,
-Modder01