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CoAS Combined Mod Version

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Thats better thanks Captain Maggee. :onya

I'm happy to announce RTBL is looking very much improved or should i say fixed anyway, from my testing the battle is going well, from 17:30 till 22:00 no guns have fallen out on my ship and the battle is against quit a few enemy ship. Here's the test resaults so far. Testing will commence tomorrow where i will continue testing from this battle before moving on to fort a battle. ;)

Battle started at 17:30 against a Spanish fleet, in there fleet are the following ships.

Pinnace11
Crew: 339
Gun Type: 20LBS Cannons
Amount of guns: 26

Batavia2
Crew: 162
Gun Type: 32LBS Culverines
Amount of guns: 32

Lineship5
Crew: 887
Gun Type: 24LBS Cannons
Amount of guns: 56

Galleon
Crew: 308
Gun Type: 20LBS Culverines
Amount of guns: 20

Fearless
Crew: 458
Gun Type: 36LBS Cannons
Amount of guns: 44

Pinnace11
Crew: 339
Gun Type: 20LBS Cannons
Amount of guns: 26

Batavia2
Crew: 218
Gun Type: 24LBS Culverines
Amount of guns: 32

West Indianman
Crew: 479
Gun Type: 32LBS Culverines
Amount of guns: 50

My ship is.
Shark
Crew: 944
Gun type: 36LBs Cannons
Amount of guns: 70
Hull hp: 7526
Sail hp: 8000


In this test the area of focus is battle length, hpw long the cannons hold out for. How easy it is to demast a ship and to sink a ship and how easily your crew are killed.


18:00
With the battle in full swing now i'm hopping to see RTBL back to its former self, in previous COAS CM the ships would loose there guns too fast and the cannon meater around the compass (top right) wouldn't relfect any guns missing which was wrong and was an error made by myself with an edit i did. to the AI Cannon file. So lets see how my ship is doing.

Shark
Crew: 940/944
Gun type: 36LBs Cannons
Amount of guns: 70/70
Hull hp: 7368/7526
Sail hp: 8000/8000

A few crew less but its just over half hour of game time so you wouldn't expect to see anything big yet also the enemy ships are still getting into position so i expect the next hour to be a little more damage done etc but by 20:00 is when all enemy ships should be within range and firing on my ship, we will then see how well we do. Here's a picture of the enemies positions at this point.



19:00
A few more ships are starting to fire on me now but its the next hour i want to see how it all goes when i hope all the ships will be firing at me. So for this hour how has the ship damage been going.

Shark
Crew: 936/944
Gun type: 36LBs Cannons
Amount of guns: 70/70
Hull hp: 7249/7526
Sail hp: 8000/8000

Not bad 4 crew killed and not much damage done to the hull. Here is a picture of the battle so far.



20:00
Well the only ship to still not be firing is the West Indianman which is moving at 0.2 knots, luckily for the captain she has 32LBS culverines mounted otherwise the battle could be over by the time she gets into firing range lol. So hows my ship holding out after another hour of bombardments.

Shark
Crew: 928/944
Gun type: 36LBs Cannons
Amount of guns: 70/70
Hull hp: 7075/7526
Sail hp: 8000/8000

2 hours and 30 minutes later and no guns have been destroyed, its looking better but lets not get too excitted just yet. (no pictures this time, i figured i will add pictures when they are giving something important) Oh and since my crew is been killed i will try to get my ship into range of the only ship that can threaten to board me and thats the Lineship5 which has around 880 or so crew and will no doubt try to get within boarding range once enough of my crew is killed so if i can demast her first that would be very helpfull in seeing this battle last much longer.

21:00
After moving closer to the Lineship5 so i could start pounding the sails before she had the advantage with troops and tries to board. My sails took some damage but i rigged the sails when i thourght one of the ships ahead was ready to fire there guns, once they had i would continue moving in on the Lineship5. I now right by the Lineship5 which you will see from the picture bellow, the Lineship5 is the one passing the bow of my ship.


Here are the ship stats after another hour.
Shark
Crew: 922/944
Gun type: 36LBs Cannons
Amount of guns: 70/70
Hull hp: 6930/7526
Sail hp: 6848/8000

22:00
The Lineship5 has lost 2 masts and i have started to move away from her so that i can focus on other ships because the Lineship has changed shot type to grapeshot, i guess what i said about the Lineship waiting for the chance to board was correct the Ai isn't that dumb in this battle so it seems. While i'm thinking about it no guns have been destroyed either, this makes me very happy and makes means RTBL looks to be ready for its final release although forts still need to be tested and i won't give up in this battle till either i'm sunk or start loosing guns which is what i want to see. Destroying masts looks to be a little harder than in previous RTBL mods but thats good news since it was far too easy to take out a mast once you gained the pro cannon perk. Here's a picture of thee moment the second mast fell on the Lineship5 (pitty the crew don't do what your doing and thats celerbrating lol)


So the ships stats are.
Shark
Crew: 907/944
Gun type: 36LBs Cannons
Amount of guns: 70/70
Hull hp: 6577/7526
Sail hp: 6118/8000

With the light fading it will be harder to see where the Lineship5 (which can still move all be it much slower) is because i don't need her trying to take up a tactical spot and boarding me during the night. As i move closer to other ships they move away perhaps thats a good thing since i need to get myself into a more tactical spot and further away from the Lineship5, but the problem is i'm moving closer to the West Indianman and i don't need that ship to become a problem later on when my sails are useless.

Looking good so far, i'm hopping after the testing is finished with ship to ship combat the fort cambat will go just aswell and the RTBL can be announced as finished and work can begin on the vanilla version. :will
 
Hello community,

first: Sorry for my bad english.

Second: Thx for this wounderfull site. The modders do a great job, to improve the feeling in this game.

Until now i read this thread, and im still confused. I see no summary for this mod.

I found the ftp server with the 2nd version of this mod: http://pyratesahoy.com/coas/COAS%20Combined%20Mod/

But someone wrote there are 2-3 GB of content.I know this are the new ships. But this file ist only 300 MB. Now some questions

Whats the difference between: JsCombinedCodeMod http://forum.piratesahoy.net//index.php?/topic/14575-jscombinedcodemod/ or http://www.moddb.com/mods/city-of-abandoned-ships-combined-mods and this mod?

And whats the difference between the ship package in JsCombinedCodeMod-Thread: 1. COAS_Ships, etc... ??

I read this post:

What's the difference between the COAS_ships mod and the Combined Ships Mod?

You mean this mod All Ported Ships Combined Mod well that has all the ships in COAS_ships mod and the first load of ships i ported over. Its over 800MB's compressed, when uncompressed its 2GB's. Then there is All Ships Combined Addon Part 1 which is the final load of ships i've ported over. (only includes about 12 ships which i ported over after the previous mod) When installed the ALL Ships Combined mod and All Ships Combined mod part 1 you will have over 100 ships in game including the base game ships.

but then

I just made a fresh install of COAS so i can start to work on the COAS combined mod version 1, i have downloaded the JS combined mod 1.8 which i will install and work from there. :onya


All ships comined
All ships combined part 2

part 2 ? There ist only 1.0 and 1.1 ??

And what is: "AOP, POTC Char's.7z" ? Its like COAS_Characters_mod? They are compatible?


U see, i am really confused

In a nutshell:

It would be nice if you could create a little summary thread/post like here to see, what i have to do and where i get all the files. And which files are compatible to this mod and what content is in the mod.

I have DSL 900 = DL 96KB/S only, so i cant first dl everything fast and then asking my questions.

i know the Generic Mod Enabler, thats no problem, but i dont know which files i need for the whole Mod. Ships+Fixes+Chars, etc..


Sorry for my bad english an my (maybe) silly question. And thank you for an answer.
 
The mod is only just over 300Mb's thats true but thats before its been extracted and thats because its heavily compressed, uncompressed the mod is over 2BG's, its a single extraction the mod itself includes every mod for COAs that is good and fixes too, all the ships and characters ported over are all in this mod. You only need to download COAS Combined Mod Version 2.7z from here COAS CM Directory

We use 7Zip which has a higher compression ration than Winzip, Winrar etc etc so the mods look smaller but really they are not that small, it just makes it quicker to upload and faster for people to download.

the second version has everything the first version has too offer, the second version fixes some problems with version 1 and adds fixes to some quests etc and adds some new features. You will not be disappionted if you install version 2, its worth the download so much is improved in the mod its like an early xmas present. :will
 
just a quick congrats on the hard work guys,look forward to more,can't wait to get my laptop out of pawn to play :woot :dance
 
@ Luke159

Have you been able to find what determines what the game does in arcade mode vs tactical mode? I was thinking, if there are two values in the init files, perhaps you could make arcade vanilla, and tactical use the RTBL #'s?
 
Hey Guys, I forgot how to take a screenshot? And I was wondering if there is a way to put lights on the ships that don't have them?
 
@ Luke159

Have you been able to find what determines what the game does in arcade mode vs tactical mode? I was thinking, if there are two values in the init files, perhaps you could make arcade vanilla, and tactical use the RTBL #'s?

RTBL should work in both arcade and simulation, the only difference is in arcade you don't have to worry about wind direction and speed for your ship to sail at its top speed. That in its self i think ruines the game since the age of sails was all about tactics and how skilled the captain and his crew was. I have never played in arcade style so i don't know how RTBL is in that game style but it should be just as difficult to damage the sails, kill the crew etc. I will look into it though and see if some alterations can be made to make it more tactical.


Hey Guys, I forgot how to take a screenshot? And I was wondering if there is a way to put lights on the ships that don't have them?

I use print screen key and then use pain to change the image type to JPEG and upload to a forum i use for testing RTBL out and then then i move all that across to here. As for adding lights i don't personally know how you would do it but i would expect its some locators that need adding or fixing, perhaps asking in the storm engine forum might get you a quicker answer or maybe Captain Maggee will drop in and give you some usefull tips. But i can't help point you in the right direction sorry but.


You guys rock by the way!
:bow We're working hard to make COAS a much better game with fixes been made to many area's which are vital. This mod is a must have for anyone playing COAS it does so much and hopefully a few more changes will see things like RTBL with a switch to switch it on or stick with the vanilla game with all the added ships.

Pieter while i think about it (time to pick your mind a little more xD:) rather than having 2 Ship_Init files could i copy and paste all the ships bellow the current ships then make one lot of ships vanilla and the other RTBL with the switch to switch between them, if so then that means i can do the same for other files too like the cannon_Init file which has had all cannons recaliberated to do less damage etc etc.
 
I use print screen key and then use pain to change the image type to JPEG and upload to a forum i use for testing RTBL out and then then i move all that across to here. As for adding lights i don't personally know how you would do it but i would expect its some locators that need adding or fixing, perhaps asking in the storm engine forum might get you a quicker answer or maybe Captain Maggee will drop in and give you some usefull tips. But i can't help point you in the right direction sorry but.
I use print screen as well :rofl

Just make sure its JPEG and not another type so it pops up on the forum
 
So those 2 or 3 GB values for the modpack size were indeed the uncompressed values. I KNEW it.
You couldn't possibly have gotten over the PotC Build Mod size just yet. ;)
7-Zip is working wonders, isn't it? :cheeky

One tip: Use 7-Zip self-extracting EXE files instead of .7z files.
The filesize is only ever so slightly smaller (less than half an MB, I think).
However, people who download will no longer need to have 7-Zip installed. :onya
 
Pieter while i think about it (time to pick your mind a little more xD:) rather than having 2 Ship_Init files could i copy and paste all the ships bellow the current ships then make one lot of ships vanilla and the other RTBL with the switch to switch between them, if so then that means i can do the same for other files too like the cannon_Init file which has had all cannons recaliberated to do less damage etc etc.
That would work also. Personally I would prefer having many if-statements and only one init entry for each ship.
The reason being, otherwise with future editions, you need to make sure that modifications you make to one set,
you also have to add to the other set. But I admit that is a LOT more work to get set up,
so I can very much understand if you don't want to do that at the moment.
 
Can somebody please put the latest download link + installation instructions in the first post or in a thread elsewhere?
Or post it on the ModDB or something. It's really hard-to-find at the moment.
 
The mod is only just over 300Mb's thats true but thats before its been extracted and thats because its heavily compressed, uncompressed the mod is over 2BG's, its a single extraction the mod itself includes every mod for COAs that is good and fixes too, all the ships and characters ported over are all in this mod. You only need to download COAS Combined Mod Version 2.7z from here COAS CM Directory

We use 7Zip which has a higher compression ration than Winzip, Winrar etc etc so the mods look smaller but really they are not that small, it just makes it quicker to upload and faster for people to download.

the second version has everything the first version has too offer, the second version fixes some problems with version 1 and adds fixes to some quests etc and adds some new features. You will not be disappionted if you install version 2, its worth the download so much is improved in the mod its like an early xmas present. :will

I see. Ok its simple. :)


Thank u very much for this information!
 
Pieter while i think about it (time to pick your mind a little more xD:) rather than having 2 Ship_Init files could i copy and paste all the ships bellow the current ships then make one lot of ships vanilla and the other RTBL with the switch to switch between them, if so then that means i can do the same for other files too like the cannon_Init file which has had all cannons recaliberated to do less damage etc etc.
That would work also. Personally I would prefer having many if-statements and only one init entry for each ship.
The reason being, otherwise with future editions, you need to make sure that modifications you make to one set,
you also have to add to the other set. But I admit that is a LOT more work to get set up,
so I can very much understand if you don't want to do that at the moment.

The work load doesn't bother me too much as long as there is no deadline that is, and i can understand why you would rather see 2 ship_init files and thats cool with me. I was just looking into possible other way's. Hopefully sometime in the new year we will see the 2 versions Vanilla and RTBL with the options to turn which ever one you want to play with on. :will

Can somebody please put the latest download link + installation instructions in the first post or in a thread elsewhere?
Or post it on the ModDB or something. It's really hard-to-find at the moment.
I can't edit the first post but what i can say is anyone wanting to install this mod should follow the bellow installation instructions.

Install Guide.
1. Download COAS CM V2 or what ever is the latest version
2. Unrar mod (will take a while)
3. Once unrared open your main directory for COAS
4. Start in programes moving only the files from the folders to the same locations in the game directory, do not by any means move a folder since only the files from the original folder which have been edited will be included in this or any other mod.
5. Once all the files from programes have been moved to there rightfull locations do the same to resources
6. Start your game, if all files was added to there right locations then you should have no problems, remember you will need to start a new game before most of the new/fixes will show up in the game that includes any new ships, cannons, goods etc etc.

Hows that Pieter? now if someone can move that or a better installation instructions to the main post with a link to the COAS CM folder on the FTP that would be great. MK or someone else who has an accound on ModdB could do the same there too. :onya

The mod is only just over 300Mb's thats true but thats before its been extracted and thats because its heavily compressed, uncompressed the mod is over 2BG's, its a single extraction the mod itself includes every mod for COAs that is good and fixes too, all the ships and characters ported over are all in this mod. You only need to download COAS Combined Mod Version 2.7z from here COAS CM Directory

We use 7Zip which has a higher compression ration than Winzip, Winrar etc etc so the mods look smaller but really they are not that small, it just makes it quicker to upload and faster for people to download.

the second version has everything the first version has too offer, the second version fixes some problems with version 1 and adds fixes to some quests etc and adds some new features. You will not be disappionted if you install version 2, its worth the download so much is improved in the mod its like an early xmas present. :will

I see. Ok its simple. :)


Thank u very much for this information!
No problem bud, happy to help out. ;)

For the next update/patch i have increased the starting ship generator so that you will not start in the Lugger, Pink etc etc you will now see a few other ships been generated as starting ships, in testing i have seen the Sloop, Heavy Lugger, Lugger, Pink, Yatch, Ketch and Bermuda Sloop. There can be more but they will all be class 6 and 7 ships only. The reason for the starting ships been updated is because of so many new ships been added to the game now it was obvious the starting ships would need updating too allow for a more random choice than the possible 3 or 4 ships we had in COAS CM V2. :keith
 
Make a new thread then, Officerpuppy. A CoAS Mods Downloads thread or something.
Something you can keep updated yourself whenever a new version is released.

Actually, there is AGAIN no AoP/CoAS forum moderator.
I think there always should be at least one active moderator for PotC and one for AoP&CoAS.

Eventually, I reckon there should be a sort-of "team leader" for the CoAS modding effort,
similar to my job for PotC. This person can then also be made a moderator and keep things orderly and easy to understand.
As a "team leader", all that is really needed is to always be accessible and more-or-less aware of what happens.
And provide input for other members when they need it. Everything else is extra. ;)

Also, why don't you make an account on the ModDB yourself? It's free and I can add you to the PiratesAhoy! usergroup
and give you all powers you need to edit anything you want on the CoAS modpack profile.
Same goes for the other modders involved here. :yes

The work load doesn't bother me too much as long as there is no deadline that is, and i can understand why you would rather see 2 ship_init files and thats cool with me. I was just looking into possible other way's. Hopefully sometime in the new year we will see the 2 versions Vanilla and RTBL with the options to turn which ever one you want to play with on. :will
I think you misunderstood me. I would opt for one ships_init.c file with one entry for each ship.
Add an if-statement around each line in each entry that needs to have a toggle.
This is going to make for LOTS of if-statements for each ship seperately though.
Eg. the big work load. AND the chance for mistakes while setting it up.
That's a pretty big price to pay, but the reward is less confusion when it's finally done.
 
I would like to nominate Officerpuppy for the role of COAS head mod. :will

Ah i see now, the original concept of one ship_init file but where ever changes are made that are part of RTBL then an IF should be added. Like you said thats alot of IF's. Some things like the waterline and cargo holds i think can be left as thay are since they are based more on real stats then trying to improve RTBL. The main area for RTBL is the cannons and a few other files that effect how much crew, sail, mast and hull damage the cannons can do. Really the ship hp value's was only slightly increased for some ships and are still much lower than that of POTC hull hp value's and the sail hp's was increased depending on ship and class so that is one, to two IF's per ship.
 
The COAS CM V2 Patch has been released its file name on the FTP server is "COAS Combined Mod Version 2 Patch.7z" and you can download that from here, http://www.pyratesahoy.com/coas/COAS%20Combined%20Mod/.

Installation instructions.
You must have installed COAS Combined Mod Version 2 before installing this patch. So the following instructions is only to be followed after that has been done.

1. Download and extract COAS Combined Mod Version 2 Patch.7z file isn't very big.
2. copy only the files from the patch to the same locations within the main directory for COAS (do not copy any folders as it will damage your game)
3. If you are trasfering the files to the right locations you will be asked if you wish to overwrite say "Yes".
4 Once all files are ported into the game you will need to start a new game for the new fixes/features to work, meryy christmas we hope you have many hours of fun and please any problems report it to COAS combined mod Bugs And we will fix the problem asap or help you solve the problem(s) your gaving.

Happy holiday's. :onya
 
I have updated the first post of this thread to include the download links for the COAS CM and subsequent patches.

I've been thinking about tweaking the different hero types, my ideas include finding a way to give the player some cargo to sell similar to POTC. Between fixing your ship and hiring some crew, your left with virtually no money left even though I made sure I gave everyone 2000 gold. In vanilla only the merchant started with 2000, everyone else had less or in some cases no money at all.

I also have to adjust the P.I.R.A.T.E.S settings for the Carpenter class, it's still merchant orientated when it should be more repair orientated.

I'm also thinking about renaming the Secret Agent class to something else. To me at least it just doesn't seem to fit in, but thats my opinion, what does everyone else think? If this were to be changed in the next patch, what could it be replaced with? A navigator class perhaps with a Good spyglass and a navigation perk?

Something else that came to mind a few days ago, perhaps Luke159 can take a look at this since it's ship related, is this; I have noticed that when you have another nations flag and you are made out by a fort, your flag immediately changes to your original nations flag. So I was thinking if it were possible to find out how this is done then assign it to surrendered ships so they have a white flag instead of their nations flag. This is easier said then done I'm sure since I've yet to see a ship surrender, either you sink them or have to board them in order for them to surrender.
 
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