• New Horizons on Maelstrom
    Maelstrom New Horizons


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

Progress update::pflag
Music - Schemes almost done (town themes replaced again!:8q)
Cannon Sounds - linking sounds in sound_alias.ini and cannons_init.c not started:facepalm
Historical Accuracy of ships - Not Started:boom:
Fixing of encounter break-off distance - not started:read

Questions:
1. Pieter, is the Soleil Royal also available in New Horizons?:treasure:
2. Hylie, can you post the link to where that work is in the relevant forum topic? I'm very busy as it is (less so than the school year, but still fairly so) with college apps to submit.:walkplank
 
I went looking for the encounter break off distance but it appears it was done before GOF2. @Luke159 knows where it is but is not around now. The best guess I have is to look in battleinterface.c. I tried looking in there but my eyes got tired and it all went blurry.
I found something in internalsettings.h that might be what you are looking for.

The Soliel Royal is in NH as "FR_SoleilRoyal" .
 
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Progress Report::pflag
Music - DONE! (Ready for testing):doff

Cannon Sounds - in Progress (new sounds: 32 pounders replaced with one sound from original GOF, 4 pdr gun using near equivalent 3 pdr naval peice, 20-pdr using modern equivalent 25-pdr field howitzer, 28 pdr is using a 155mm field howitzer, 68 pdr gun is a Q.C.A B.G.B 64 pounder from a fort, and the non-mortar 92pdr is the Armstrong 100 ton gun)xD

Historical Accuracy of Ships - not started:checklist

Replacement of old Soleil Royal - not done :shock

Encounter break-off distance fix - not started :napoleon

Question(s):

1. There are two references to 92pdr guns - one a mortar and the other a cannon. The mortar has been "*/" at the beginning of code and at the end. Would just taking away the "*/" at both ends make it available?
 
1. There are two references to 92pdr guns - one a mortar and the other a cannon. The mortar has been "*/" at the beginning of code and at the end. Would just taking away the "*/" at both ends make it available?
You can try. Check if they have unique IDs though. I don't know what the code looks like there, so they might interfere.
You'd find out soon enough, though! :wp
 
You can try. Check if they have unique IDs though. I don't know what the code looks like there, so they might interfere.
You'd find out soon enough, though! :wp

I'll test them when everything is done and ready to implement into a test game, but for now another progress report!

Music: Done (Ready for testing)

Cannon Sounds: Done (linked and ready for testing)

Historical Accuracy: Waiting until testing phase to introduce......

Replacement of Soleil Royal: Waiting until testing phase to introduce......

Encounter breakoff: Waiting until testing phase to introduce......

Test Phase Readiness: Unknown
 
Tested Quickly and the scheme changer isn't working:shock.

Thank the seven seas that the cannons work.

I don't know where to continue with the schemes and the changer. I could always use the all music scheme as a stop-gap, but it wouldn't be as good as having multiple schemes being able to be switched on and off.:fiddle
 
Did that scheme changer work at some point in the past?
It did in AOP1, I thought that since COAS uses similar mechanics it would work, but I guess I was wrong. Is there a way to change the exe that changes the scheme manually or will we have to make another one from scratch?
 
I hardly ever touched either of the AoP's, so I'm not familiar with how it works there.
It must be possible somehow, because Pirate_KK added such a feature into the PotC Build Mod.
 
I hardly ever touched either of the AoP's, so I'm not familiar with how it works there.
It must be possible somehow, because Pirate_KK added such a feature into the PotC Build Mod.
3 questions:
1. Can you give me the framework in code how he did it?
2. Is he still with the community?
3. Who else will be able to help?

I probably will have to ask for outside work on the changer executable if it cannot be incorporated in the options menu.
 
1. If you have the PotC Build Mod, the relevant files are:
PROGRAM\INTERFACE\option_screen.c
PROGRAM\sound\alias.c
PROGRAM\sound\sound.c
PROGRAM\sound\ALIAS\music_standard.c

It doesn't work entirely perfect and I think it is 100% different from the AoP/CoAS code, because he wrote it from scratch. Twice.

2. You can try to send him a PM: @konradk, but he generally isn't around much.

3. I added you to the AoP Modding PM discussion; you can ask there and see if you can convince anyone.
 
1. If you have the PotC Build Mod, the relevant files are:
PROGRAM\INTERFACE\option_screen.c
PROGRAM\sound\alias.c
PROGRAM\sound\sound.c
PROGRAM\sound\ALIAS\music_standard.c

It doesn't work entirely perfect and I think it is 100% different from the AoP/CoAS code, because he wrote it from scratch. Twice.

2. You can try to send him a PM: @konradk, but he generally isn't around much.

3. I added you to the AoP Modding PM discussion; you can ask there and see if you can convince anyone.
I already replied to that discussion, but have yet to hear anything.
 
Indeed it is really very quiet there, unfortunately.
I wished some of the old AoP/CoAS modders would show up to make things happen again....
 
Indeed it is really very quiet there, unfortunately.
I wished some of the old AoP/CoAS modders would show up to make things happen again....
Well this is interesting..... the scheme changer now suddenly works! I have to increase the volume of the pirate town theme, but other than that it works. I also found a bug in the char creation. When you create a multiple chars during one session of the game the second time you create one there is no cut-scene allowing free reign on the tutorial boarding deck.

I also looked over the ship names, they are decent so instead of modifying the actual name, I will try more historical text describing them.

EDIT: Thats done! :aar

EDIT2: I'm hesitant of replacing the SoleyRu because the game says that its a royal man-of-war and not the Soleil Royal.
 
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We try to avoid having specific named ships in the PotC Build Mod. So the ship that looks like the Soleil Royal can very well have a different name.
 
The SoleyRu is the largest ship in the game but is not the Soliel Royal. It is actually the largest ship from POTC ported over and renamed. You might want to add the Soliel Royal instead of replacing the SoleyRu.
 
Comment: The Soleil Royal has many Error. I do not use them.
It can be difficult to convert into a wrl file.
 
Ah. Then maybe the Soliel Royal could crash COAS. Not good.
Ok, now only one thing remains - the encounter distance fix. It shouldn't take 2 hours+ if your ship is faster than a lugger to be allowed to go to the world map right? If so then I can experiment with changing the break-off distances to AOP1 values to see if it is better.
 
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