Was the Nevis Pirate Settlement also Spanish? Didn't remember that.
Anyway, feel free to make those changes.
Your Corsair suggestion sounds good.
Anyway, feel free to make those changes.
Your Corsair suggestion sounds good.
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period.Islands.QuebradasCostillas.Name = "Nuestra Senora de las Nieves";
period.Islands.QuebradasCostillas.smuggling_nation = SPAIN;
period.Towns.Charlestown.Name = "Pueblo Carlos";
period.Towns.Charlestown.nation = SPAIN;
You can do that in StartStoryline.c . Check globals.c for the correct year variables; I think it is iStartYear or something like that.Another thought. What I'd like to have in the free play "StartStoryline.c" is some lines like "if (year > 1651) SetNationRelationBoth(HOLLAND, ENGLAND, RELATION_ENEMY);" so that if the chosen year is 1652 then it's the first Anglo-Dutch war so England and Holland are hostile. Other lines to put them at peace at a suitable time, and to handle some other beginnings and ends of wars. Specific stories such as "Bartolomeu" and "Hornblower" can look after international relations to suit themselves, either in "StartStoryline.c" or in "quests_reaction.c"; it's only the free play which could to with this. Then the default relations within a period could be set for the start of that period and lines like the above would set relations correct for whichever date the player chooses for the game.
Helps to offset your idea of Antigua no longer being accessible at all.If I remember correctly, Sid Meier's "Pirates" had Eleuthera as an English colony in the earliest period, and we could perhaps do likewise. Contrary to what is shown in "Periods.c", the Spanish did not own colonies there in the 16th century, and neither did anyone else - the Spanish had visited it and decimated the native population but didn't colonise it themselves, and the first colony was founded by a group of Puritans from Bermuda, the Eleutheran Adventurers, in 1648. Because an English (or Dutch) privateer in "Early Explorers" doesn't just need an emissary to give promotions, he'll also want a shipyard if he has any intention of getting some of the nicer ships. In particular, I don't see any way at the moment of getting hold of one of the English four-masted galleons other than by creating a specific character who starts out with one, or by stealing one from the English!
I suspect the only reason America takes over Eleuthera during the later periods is that in reality it didn't have any colonies in our part of the Caribbean, putting it in the same position as England in "Early Explorers". So really I'm just suggesting the same solution for both problems.Next, the English took tighter control of the islands, especially after the American War of Independence. After their defeat, many Englishmen did not want to remain in the United States. Therefore, many emigrated with their slaves to the Bahamas, causing the white population of the Bahamas to double, and the black population to triple. The British subjects were given land, to aid their start in their new country.
That is exactly the reason. And sounds fine to me.From what I read here, the United States didn't take it at all during our time periods:I suspect the only reason America takes over Eleuthera during the later periods is that in reality it didn't have any colonies in our part of the Caribbean, putting it in the same position as England in "Early Explorers".
Just use variable "CharYear" and you should be good to go.Back to my earlier question: how do I find the year, as in "if (year > 1651) SetNationRelationBoth(HOLLAND, ENGLAND, RELATION_ENEMY);"?
switch(sti(PChar.nation))
{
case ENGLAND:
loadPort = "Oxbay_port";
rldLocator_Port = "reload2";
break;
Perhaps @pedrwyth would have an idea. It used to be like that for an American start, but his work on the tutorial did fix it.
Your nation is overridden and set to PIRATE and pirates start at Nevis.I'm not sure how being a REBEL allows you to emerge at QC (which it does) because I can't see a relevant check at this point in both_reaction.c.
That is probably it. I never really used the PlaceFleetNearShore function, but I suspect then that it contains a call to SetCharacterShipLocation .I suspect it may be case "Tut_ReloadToOxbayPort": in the turorial section of both_reaction.c which controls where you emerge (and it certainly controls where the ships are put via PlaceFleetNearShore(loadPort);
case "start":
switch(CharPlayerType)
{
case PLAYER_TYPE_NAVAL_OFFICER:
dialog.text = "Congratulations on your promotion, Mr. " + GetMyLastName(pchar) + ". You are hereby required and directed to sink, burn or take as a prize all enemy ships that you can.";
link.l1 = "Aye aye, sir! I will set sail as soon as I arrive in port.";
link.l1.go = "stormystart";
break;
case PLAYER_TYPE_ROGUE:
dialog.text = "Captain, are you sure you want to do this? You know that what you did wasn't entirely honourable.";
link.l1 = "The lady knew what she was doing. If her brother cannot deal with that, then he can deal with ME!";
link.l1.go = "stormystart";
break;
case PLAYER_TYPE_GAMBLER:
dialog.text = "Captain, while we are happy serve under you, we have no ill will towards our previous commander. He is just an unlucky man.";
link.l1 = "He accused me of cheating! How dare he do such a thing? I'll make him pay for that.";
link.l1.go = "stormystart";
break;
case PLAYER_TYPE_AGENT:
dialog.text = "You are hereby ordered to go undercover in a hostile town and make as many problems for our enemies as you can. It will be dangerous and I do not expect we will see each other again.";
link.l1 = "Understood, Sir. From here on, I will be on my own.";
link.l1.go = "stormystart";
break;
case PLAYER_TYPE_CURSED:
dialog.text = "Captain, all the coins we found have been stashed in the weaponslocker just like you ordered. But it seems some are missing, sir! One of the crew must have taken them.";
link.l1 = "Is that so? Before we know it, they will be scattered all over the Caribbean and we'll have a hard time getting them back! I will go ashore straight away to start the search.";
link.l1.go = "stormystart";
break;
dialog.text = DLG_TEXT[0];
link.l1 = DLG_TEXT[1];
link.l1.go = "intro2";
link.l2 = DLG_TEXT[2];
link.l2.go = "start1";
link.l3 = DLG_TEXT[3];
link.l3.go = "stormystart";
}
SetFleetInTown("Oxbay", "pchar");
PChar.vcskip = true;
break;
switch(CharPlayerType)
{
case PLAYER_TYPE_NAVAL_OFFICER:
LAi_QuestDelay("Custom_Start",1.0);
break;
case PLAYER_TYPE_ROGUE:
LAi_QuestDelay("Custom_Start",1.0);
break;
case PLAYER_TYPE_GAMBLER:
LAi_QuestDelay("Custom_Start",1.0);
break;
case PLAYER_TYPE_AGENT:
LAi_QuestDelay("Custom_Start",1.0);
break;
case PLAYER_TYPE_CURSED:
LAi_QuestDelay("Custom_Start",1.0);
break;
// The Diamond: Evil Stormy Start -->
if (GetDifficulty() == DIFFICULTY_SWASHBUCKLER) {
PChar.skill.Leadership = 1;
PChar.skill.Fencing = 1;
PChar.skill.Sailing = 1;
PChar.skill.Accuracy = 1;
PChar.skill.Cannons = 1;
PChar.skill.Grappling = 1;
PChar.skill.Repair = 1;
PChar.skill.Defence = 1;
PChar.skill.Commerce = 1;
PChar.skill.Sneak = 1;
PChar.skill.freeskill = 0;
GiveShip2Character(PChar,"Tartane2","Leaky Bucket",-1,sti(PChar.nation),true,true);
PChar.Ship.SP = MakeInt(GetCharacterShipSP(PChar) * 3 / 5); // Evil Stormy Start further damages sails
PChar.money = 0;
PChar.wealth = 0;
}
// The Diamond: Evil Stormy Start <--
LAi_QuestDelay("TavernSitWaiting", 1.0); // lets Malcolm disappear
LAi_QuestDelay("stormystart2", 2.0); // starts the next case
}
ReceiveLetterOfMarque(ENGLAND);
It seems to be a common problem/bug. I have seen it a lot of times in the GoldBug.Some of the questbook start entries have things weird stuff like w165{ or weapo{ at the end of them too.
As I figure it, we cannot have a fully custom start AND the tutorial.OK so some character types skip the tutorial completely and the rest can dismiss Malcolm if they choose. A bit of pot luck for the novice (but perhaps the concept is only experienced players will jump into free play options - probably true).
Is that with the latest ZIP as well? I did notice before Midshipmen didn't get a ship (because they didn't get promoted in the StartStoryline loop), but I fixed that a while back as well.Having a look at how it plays out if you choose navy and the standard character (ie not a different pre-defined character) you don't get a ship although you are set down in the right place for nation choice. I went to the town hall to see if that gave you something but it just seemed standard dialogue (I am Captain of the ."). Each of the other types I tried you do get a ship. EDIT There may be a clue in the fact you are a Midshipman?
Which ones are those? I don't remember seeing that before.Some of the questbook start entries have things weird stuff like w165{ or weapo{ at the end of them too.
Ah, that does look like a bit of a typo in my part. Please fix!On a minor note
case PLAYER_TYPE_GAMBLER:
dialog.text = "Captain, while we are happy serve under you, we have no ill will towards our previous commander. He is just an unlucky man.";
should be "while we are happy to serve under you" or "while we will happily serve under you"
As I figure it, we cannot have a fully custom start AND the tutorial.
If players really want/need the tutorial, that is technically what the Standard Storyline is for.
Some custom start options do keep the tutorial, but that is more because they need some sort of default start.
Is that with the latest ZIP as well? I did notice before Midshipmen didn't get a ship (because they didn't get promoted in the StartStoryline loop), but I fixed that a while back as well.
Which ones are those? I don't remember seeing that before.