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CoAS Combined Mod Version

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Never mind, I found the Wicked Wench under a different name, I'll make some modifications and install those new textures and model.

@ Roffe

In the Resource/textures/ships

Do you have a file called: sail_BlackPearl.tga.tx?

If not, then that would explain why you only have white sails. From what I can recall, the Pearl in it's original form did not have black sails in JSCM and if it's not in the COAS CM V2, then the addition of the black sails is in COAS CM V3 which is still in Alpha testing which would explain why you can't get black sails.

If you're a bit handy with modding, I could post on here an easy fix to that. You just need to edit a sail texture to make it black then modify the shipsinit file to assign the Pearl new sails.

Sorry for the misunderstanding if any.
 
The code for multiple characters is
Code:
switch (pchar.model)
{
case "Dep0":
pchar.Ship.Type = GenerateShip(SHIP_BlackPearl, true);
break;
case "Davy_Jones":
pchar.Ship.Type = GenerateShip(SHIP_FlyingDutchman, true);
break;
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);
}
The switch gets the model name and for the cases you specify will do that part, if it doesnt equal any of the cases it does the bottom line ;)
 
Excellent! Works fine :onya

@Craiggo

Eventhough I PM you the PW, there is nothing to d/l, I took down what I uploaded.

I found some things from the build mod which are totally awesome! I've already added a few things and have a lot left, you'll really enjoy these final additions.

I'll post the link on here once it's uploaded, the PW will remain the same. :sail

boff.jpg
 
New Weapons Mod

I got myself a new weapons mod put together and tested in the COAS Combined Mod version 2.7. No problems and bugs found. Here are some current pictures. Place him available to all. Text of the weapons are for executing in German has yet changed in English.
 
Since Coas has a clothing feature, perhaps for Beta I'll try to work something in where you can buy a uniform (different model, same face) for Horatio and Aubrey.


Well, keep on playing and let me know of any problems ;)
Sounds like we are ready for Beta.
 
There are quite a bit of files that have to be changed in order to change the ship names right? Dos anyone know all of them? I could look but it will take me some time. :rolleyes:

Craiggo the following files will effect ship names.

PROGRAM
battle_interface
BattleInterface.C

scripts
ShipsUtilites.C

Ships
Ships_init.C
ships.H


RESOURCE
INI\interfaces
pictures. Configuration Settings

INI\texts\russian
ShipsDescribe
common Configuration Settings

Thats all of them that i can remember of. Some of the files do not actually effect ship names but if you change the names of ships then those files will need updating too since they do use the ship names to generate ships and name them, the common configuration settings file is one file that you can name for example the 52 gunner Friget Arabella and the Xebec Bluebird etc. Hope this helps.

Nice work OP and everyone else who was involed in getting COAS CM V3 out, i have limited time now, many sleepless nights and its all catching up with me now. I feel like a zombie most day's dispite how early i go to sleep it doesn't seem to help, i've had day's where i've been so tired i've got up to do something and almost passed out. The good news is little Zac is going 5 yp 6 hours during the night now but as a resault he's more demanding through the day having feeds every 3 to 4 hours. He's now 3 weeks old, i can't wait for the day's when he'll sleep through the intire night and is less demanding, i very much doubt child no 3 will be any time in the next 10 years lol.

I haven't played any games since Zac was born, that includes editing or even looking at the files, so i have nothing to give. RTBL is on hold although i have made changes before Zac was born, they are yet to be tested. I'm hopping this weekend i will have a few hours to test the changes out, i want to make it a little easier to attack ships and do damage to them but at the same time not too easy like the vanilla game lets you. The main problem with the vanilla game was the crew been easy too kill no matter what shot type you used you could garantee you would kill a handfull of people or you could simply circle around the enemy ship(s) furing grapeshots at them and bored them without damaging the hull or the masts, very unrealistic and far too easy. Maybe just changing the way that part works would make the game better rather than how it is right now. I will look into it as soon as i get the time.


I'm in total agreement with getting the ship class names squared away. Natives talking in their native language might be a little too realistic, unless we are adding the ship's translator as an officer class. I also wanted to go back to an earlier comment regarding tactical -vs- dynamic settings. I use tactical mode, but Officerpuppy recommends against using RTBL with this mode. I wonder if that has anything to do with my discouraging experiences with ship combat using RTBL. But out of curiosity, if RTBL is intended to give a more "realistic" ship battle experience, why wouldn't you want to use it with the setting that gives you the most realistic ship handling experience? :shrug I am currently playing both COAS CMv2 and POTC NH14Beta1 (alphabet soup anyone?)and having frustrations with each. In COAS I end up having to board everybody because the cannons do less damage than slingshots, and in POTC I have to use a sink or surrender policy because the sword fights have become so difficult that boarding is nearly impossible unless you have overwhelming odds on your side. I guess I can go back to the vanilla patch to solve my cannon issues, but I really want to like RTBL after all the hard work that has gone into it. I haven't tried battles with the big boats yet, so the experience may be entirely different on that level. I'm not really a big boat fan myself, but that is more a personal preference. My current ride is a Brigantine, with a XebecAS as a support/supply ship.

Well work on that is going to start again, i know its very hard at the moment, the idea was to make it hard for small ships such as Sloops, Xebec's etc from taking big ships so easily, in the vanilla game i took out several ships using a Sloop by firing grapeshots at them, the ships i took out was Fluet's, Galleon's 1 MOW, Friget's far too easy and very unrealistic, the new cannons is what effected the ballnace that was once in RTBL, but changes to other files have since happened, i hope to have RTBL fixed soon so that it is able to be used. As far as i know dynamic battles will make it easier but only by the fact that the wind speed and direction has no effect on that game mode while tactical battle mode will does make it tougher due to the elliments playing a role in the game as they did in real life RTBL settings makes it tougher. But its only the wind that effects the game play.

Don't worry i have no intentions of making it harder after boarding a ship, choosing the level of difficulty is what will effect that, not something i will ever do. On easier difficulty settings its very easy to capture ships after boarding them, unrealistic yes, but luck can play a role in how successfull you are, the harder the game difficulty the harder it is to capture ships when boarding them. So the harder the difficulty the harder the more realistic the boardings become. The new RTBL will be slightly modified from the vanilla settings for now, that way its not hard to deliver damaging blows to the enemy ships hull or masts, the main changes will effect how much damage the crew will take, till i get the free time i need i can't say for sure how well the new settings will efect the game play and if a few things will need editing to make it more realistic but not as challanging as it currently is. I'm hopping the new settings (yet to be changed) will work out well.

P.S.
Whats the password for COAS CM V3 so i can extract it?
 
Welcome back Luke159, good to hear you and the little sailor are doing great, albeit one of you is lacking sleep :drunk

If you haven't seen the change log yet, when you get around to trying Alpha 3 you'll find a ton of changes, me, Craiggo and with some help from CaptainMaggee with coding, have done a lot so far. Bunch of new ships, weapons, sounds, textures, models and more.

We would like to move out of Alpha now and into Beta. For Beta, I would like to find a way to add the reinit button, bug test some more and then release.
 
Ah thank you bud, its good to be able to spend a little time back on the forum and getting a look at the files again which i have done and reverted as i said i would back to the vanilla game for RTBL settings, i have just ported the cannons and new ships from V2 into vanilla for testing reasons. I haven't changed anything at all. I want to see how the game plays with the cannon damage multiplayer value's first. The one area i have changed which is obvious is the fort, i have enabled it to fire round shots at you, as the bombs are no good for long range, oh and the forts can mount 92 IBS apart fropm them little changes notting else has been changed as of yet.

I have downloaded V3 alpha after reading the change log, i have to say its very impressive what you guy's have been able to put in, in what was really a short period of time. I look forward to seeing those changes ingame when i have finished RTBL, whilest on the subject for V3 alpha, whats the rar password?

UPDATE:

Ok it looks like either its the wrong password or the files are curupt, i have downloaded it twice now and both are saying curupt files after the error log shows.

UPDATE 2:
It was 7 zip playing up, if you have problems extracting with 7 zip use win rar and it should be fine.
 
I have just finished installing COAS CM V3, and while i was doing it i couldn't help but think the amount of files needed to be tranfered has become much more than can be handeled manually, so i think it would be a good idea at this point to make COAS Cm V3 the base mod and only upload files that have been edited, rather than having patch after patch i mean as new updates/features are added the previous files that was edited are uploaded too, this should reduce the total amount of files needed to be tranfered over and makes it quicker to zip and upload the mods.

I have been reading all posts catching up on when i was last active and i have noticed some interesting things with regards to RTBl, seems by trying to improve its original value's over COAS CM V1 i made the battles far too hard, that will be different this time, one thing that i noticed was OP saying when he last played with RTBL installed he stayed near a friendly port which was firing at a Sloop, the Sloop had no crew left and the ships health was not even half depleted. The problem with the forts at the time was the shot types did alot of damage to crew but not to the ships hull. That has been changed and in testing i hope to see a better ballance with a Sloop or similar ship been destroyed with less of a problem.

Craiggo, you comented on the new shark textures, i don't have time to play the game for a few day's now so my testing will not start till the weekend or just after, whats changed about the shark?
 
OP just changed the shark texture, that's all.

Why don't we just make a light version (update to the latest changes) and a full version that if you haven't already applied the mod? :shrug
 
Sounds good to me.

I have been having allot of CTDs lately. Have you? :facepalm Do you know good settings for Nvida control panel for CoAS?
 
Sounds good to me.

I have been having allot of CTDs lately. Have you? :facepalm Do you know good settings for Nvida control panel for CoAS?

Perhaps some code is not correct, i know when i ported the first ship over i had problems with CTD's. I later found the problem lay in the ships files, if the ship rates have been changed they also need changing in all files not just the ship_init file, also the ships utilities file will need updating since that generates ships based on rank and since some ships that would have been class 4 are now class 3 ships they will need to be changed to reflect the change. Also if you have changed ships names all files that refer to the ships will need looking at and updating where needed. All of these can course CTD's.

I have had to reinstall COAS again, i didn't think when adding the ships and other things that would effect RTBL and i tranfered the files over rather than tranfering the changes made within the files which coursed the game to keep crashing on the splash screen. I hope today i can get work started on fixing once and for all RTBL and get it out of the way, its been bugging me that this is still not fixed, to help i have downloaded RTBL versions 3 and 4 so i can look at the changes i made to RTBL version 4, then i can recalculate the changes and see how it works out, hopefully that will put an end to RTBL been a problem and i can get on with other things.

But first things first i i will look into the vanilla value's and see how it plays out as first intended, perhaps very little is needed to be done. Like i said before the main problems was masts been destroyed far too quick ( i know how to fix that easily now) crew been killed easily (can fix that too) ships been far too easy to sink (this is where i kept making mistakes) Trying to get the ballance between small calibure and large calibure cannons is not as easy as i thourght, i know version 4 of RTBL was better ballanced hence the reason that was the final release, but the new calibures have changed things and now its trying to find that ballance again.

I have downloaded the files Pieter pointed out in a previous post which will help to create exe's, i will look into how to do this and pass on all information to you guy's as and when i figure it all out, then we all kjow how to make exe's. :onya

I got my first look at COAS V3 and i'm more than inpressed, i got to see all the ships at the shipyard and i can only see the war galleon with no picture. While i was looking for which ship i wanted to use i noticed some ships have had some cannons removed i guess this is so they better fit into there class, the Victory has been reduced from 106 to 104 guns, the Soleil Royal (not quest version) has been reduced from 112 to 104, the Suprise aswell but i can't remember how many that ship had before i think it was about 36 guns. Anyway have any of you had problems with ships been generated when loading into a battle? I can tell you why that has happened, when the ships names was changed some files was left out, the shipsutility was one of those files which effects ships been generated, every file that has reference to the ships names needs to be redone to allow the ships to be regenerated. I will start to look into some files to see, the best way i found to do this is to keep the ships in the same order as the ships_init file that way if you need to find a ship its easier because if it was the third ship down in the ships_init file then it would be the same in every file that lists the ships. This ship generating problem can course CTD's which is one reason its increased.

I have been resetting the ships so they show in there class, so you can scroll down by class and not have to look at the class of each ship to know what your looking at, anyway there are no class 2 ships at all, war galleon 2 i think looks like it could be a ship that courses some CTD's because of its name change, i guess the Cutter could be another.
 
I've compared the ship_init file from V3 to V2 and the changes are to guns, max and min crew, ships class, ship sound ie, Corvette, Frigate, MOW etc, no ships have a different name, The Ballonia (spelling) is the only new ship, i have checked the ship.h file and rearranged the ships by class and i have checked the common config file where there was ships with new names but that shouldn't effect the game since the Arabella is renamed from Frigate to Arabella via this file. The only thing i can think is it was the ship.h file thats been coursing the ships generating problems. I will do testing to see, if not then i will have to look at some other files.

I'm thinking the ship rates need to be midified a little to allow class 2 ships to be available since there are none yet, perhaps the following could be done or something similar.

class 7 cannons 0 to 10

class 6
cannons 11 to 20

class 5
cannons 21 to 38

class 4
cannons 39 to 48

class 3
cannons 49 to 68

class 2
cannons 69 to 98

class 1
cannons 99+

I have no idea which ships will fit into which class, since this is only an example but there are a few ships with 69 to 98 cannons which would add 2 or 3 ships to class 2, however more class 2 ships will need to be ported over or created for COAS at some point, i don't even think there are any more ships to be ported over yet or at least any that would fill class 2. I will do more testing on the current ship rates to see what is coursing the bugs, i personally think its either both ships.h and shipultilities or one just ships.h.
 
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