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CoAS Combined Mod Version

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Well blow down and slap me silly, i don't know why the name is not appearing. I looked into everything I can think of but to no avail. :mm

Where can I find the dev mode or the "_mod_on_off"? :nk

Code:
#define MOD_BETTATESTMODE			"On"  // On -DEV version; Test - TST ver; Off

Yes, turn this on too, makes life simpler when the game interrupts you're ship testing xD:

Code:
bool    bBettaTestMode = true;

The war galleon picture isn't show up either, that I know I've checked over and over again, I don't know why it doesn't show.

I've been getting some ctd involving the location.dll, I'm not sure how to explain that one considering I've never even touched that file, I even replaced it with a copy from my unmodded game. I wonder if it has something to do with the added boarding locations. I've removed them from the file but since I would have to start a new game, I don't know if that might be causing the ctd. Although the first alpha which I've been runing up untill yesterday never gave me such crash, I wonder.... :hmm The missing captain bug on unrated ships took a turn for the worse, it breaks quests like when you have to rescue someone's wife. I'm going to start a new game to test out the changes I've made and see what happens.

Have you run into any bugs or oddities?

I'm loving the Enterprise, seems like a great balance of speed, guns and crew. I can't wait to get a little more gold and upgrade the sails. I may never want to sail anything that isn't a sixth rate ever again xD: I've seen a few fifth rates in my current game, I'm trying to stay clear of those unless I have a second ship or a fort to back me up. Currently, most of the fifth rates have an avg of 300 men while most sixth rates avg 100 something I think, clearly a disadvantage if you get boarded.
 
Yes I to have noticed the absents of the caption on unrated ships. :shrug Other then that, things are going well. :gday
 
There has to be a file somewhere that assigns captains to ship classes. Worse comes to worse, we can set the unrated ships to 6th rates which should solve the problem and sacrifice a little realism for the sake of functionality.
 
This was done for the Build Mod as well, make sure that no code takes the class of ship into account (it did in the Build) and instead of class 7 being class 7 & unrated we made a new class (class 8 )
 
Well, for the moment the problem has my beaten. I couldn't find anything that references how captains are assigned to ships. :facepalm Fortunately they are the weakest ships but especially in the beginning, a lot of quests might use these low level ships and if it requires fighting the captain, after you win the deck during boarding, it goes straight to the ransack screen and you don't fight the capt'n.

Another thing is in the quest book when it notifies you that you failed the quest, it doesn't say the captains name or the name of the ship which is a bit odd since when you're given the quest, the person giving it to you tells you the name of the ship and captain. So it's kind of like the ship is there but really isn't.
 
Well, for the moment the problem has my beaten. I couldn't find anything that references how captains are assigned to ships. :facepalm Fortunately they are the weakest ships but especially in the beginning, a lot of quests might use these low level ships and if it requires fighting the captain, after you win the deck during boarding, it goes straight to the ransack screen and you don't fight the capt'n.

Another thing is in the quest book when it notifies you that you failed the quest, it doesn't say the captains name or the name of the ship which is a bit odd since when you're given the quest, the person giving it to you tells you the name of the ship and captain. So it's kind of like the ship is there but really isn't.

It makes sense because a Tratain has always been unrated even in the vanilla version and you don't fight a captain when you board a tartain. It goes straight to the loot screen. You have to have the ship rated. :facepalm
 
That's true! I forgot about that. :modding Well, I'll have to make some changes then.

@Craiggo

Check your PM, I sent you something awesome. I think once I'm done doing what I detailed in the PM I'm going to have to zip this thing up again and call it Alpha 3 and send it your way :razz
 
Nice! ;)

Hey! Has anyone heard from Luke? How are he and his new family doing?

Officerpuppy, Did you include the better ship textures and models i told you about in the latest mod files? :rolleyes:
 
No, but I found them on the FTP today and I added most of them, the ones I didn't add were because they affected other ships which had special qualities ;)

Also the Wicked Wench appeared to be missing a few files, I assume it's just a copy of the Pearl. Could you upload a fixed version?

I've moved up all the unrated ships to 6th rates and tested it out, the captains are back. I also finished adding the things we spoke about in PM. Anything you want to add in, just upload it to the FTP and I'll install it. Once that's done I'll zip it up and upload it to the FTP as Alpha 3. With that version, I'm not adding anything new, I just want to squash bugs and move on to Beta which would only include the reinitialize button if we can figure it out.

And I was enjoying my current campaign :facepalm I'll most likely have to start over again in order to have the captains working again.
 
I will upload the fixed version tomorrow since I have a shot one day bake from school. :rolleyes:

Have you any idea how we could make a surrender function in the game like in AOP CT? Its rather non pirate like but it was nice to at least negotiate if you knew you where in for it.

I wonder if anyone would lend us a lesion or two on how to make some of the modes that are in PoTC. There is so much cool stuf in the 14 beta version. :will

I found another problem. The Spanish guards have invisible muskets. :shrug
 
I found another problem. The Spanish guards have invisible muskets. :shrug


What were the circumstances behind the bug? I've been to a few Spanish towns and all the guards are carrying muskets. Were you attacking a fort or being boarded?

Also, the sailors walk partly underneath the deck on the Enterprise, I don't know if you know how to fix the sailorpoints. There might be a few more ships like that, I'd have to check. If you don't know how, we'll just have to leave it like that till someone else who knows how can fix it for us.
 
I was just strolling around Porto Rico. I know how to convert walk files to sailor point if the PoTC walk file is correct? :eek:k
 
I don't know if I should post at this topic or make a new thread but anyway..
I'm new to the game and this mod, and I have a question:
I saw some ship models like Black Pearl and Flying Dutchman, so I want to know if I can use them and how? Like is there any quest that helps me to take them. I really want to play Jack Sparrow but that wouldn't be fun without the Pearl right ? :sail
And goodluck on your progress, modder team :onya
 
@ stduc5491

Well, assuming you have COAS CM V2 installed, go to:

Program/Characters/RPGUtillite, then look up:

Code:
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);

Change that to:

Code:
pchar.Ship.Type = GenerateShip(SHIP_BlackPearl, true);

And start a new game, that should give you the Pearl upon starting the game, although it's a big ship so you'll get a lot of negative #'s when trying to command it, even with officers so expect a tough time with her until you level up sufficiently enough.

Welcome to PA! and the COAS forums. :doff
 
OK I'm an idiot. The Wicked Wench is already in the game as the Black Pearl. There are two ships: Blackpearl and TheBlackPearl and TheBlackPearl is the same as the WickedWench. Make sense? :keith
 
So you have Jack Sparrow as one of the heros you can choose officerpuppy? :?
If so I think many people would want the Black Pearl so maybe do it this way:
Code:
if (pchar.model == "Jack")   //if his model is indeed Jack
{
pchar.Ship.Type = GenerateShip(SHIP_BlackPearl);
}
else
{
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);
}
 
My instructions are wrong though it seemed stright forward enough. When you start the game you get a gunboat instead of the pearl. Same goes for any other ship I put on there.

The solution:

I had to look into the debuger file (aka: the cheat file) to see how you get a ship there, then copy the code onto the RPG file.

Code:
if (pchar.model == "dep0")   
{        
pchar.Ship.Type = GenerateShip(SHIP_BlackPearl, true);
}
else
{        
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);
}


What would the above code look like if I wanted to do it for two characters, in this case it would be davyjones and Flyingdutchman?

As for negative impacts, the Pearl isn't too bad, you get about a -2 rating on all stats and costs aproxmiately 13,000 to maintain. The Dutchman gives a bigger hit to stats but oddly enough is cheaper to maintain, aprox 9,000.
 
Great mod!! But how do you change the sails to black. (on my Ship) I have the black pearl as a starter ship. dosen´t look so good with white sails!
 
Great mod!! But how do you change the sails to black. (on my Ship) I have the black pearl as a starter ship. dosen´t look so good with white sails!

There are two different Black Pearl ships. The one with the black hull and sails is "BlackPearl" not "TheBlackPearl." "TheBlackPearl" has a white and wood hull with white sails. :yes

This is the one you want to put in "Program/characters/RPGUtilite. = "pchar.Ship.Type = GenerateShip((SHIP_BLACKPEARL), 0);" (Screenshot)
 
Speaking of two Pearls, what's the situation with the Wicked Wench? It seems to be in the files already (like you (craiggo) said) but it does not show up in the game, is it commented out some where? :sail

@Craiggo

Once I get the Wench in I'll zip up the files I have and send you the final Alpha version of the mod. I've corrected and added a few more things into it and no more! xD:

Time to figure out how to get the reinitialization button working for Beta and then finally release. Unfortunately Luke159 has not PM me any of the things he was working on so his stuff might not make release, though considering I have little clue has to how to implement the reint feature, he may still have time yet. Though I suspect with the changes we have made, some of his work might be outdated and in need of updating which I fear he will have little time for.
 
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