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Fort capture and island mod ideas/questions

tbohner

Landlubber
could it be possible to make it where once you capture a fort you can either
a) return it to the previous owning faction (maybe even have the old governor fired
B) let the control fall onto the shoulders of locals or pirates
c) allow you to give it to your nation
d) give you control of it


also this would be much nicer if we doubled the amount of islands.

i want to get you pinion before i get to work which at the rate i work would be forever but maybe this could go into build 13. i stick at coding but i am good at reverse engineering

also does anyone know when that russian mod that has like 10 more islands will be ready for us or ready for integration into the next build
 
What you're asking about is indeed a big job, Tbohner! It would be better if there were more islands, certainly. It would also be good that if you were to do this, the AI would eventually capture it back unless you constantly support it...

The A&M (Russian) Addon package integration is stalled at the moment. Not sure when that's going to be picked up again. We seen to have started and stopped it several times already. I'd love to see it implemented, and to that end have been working on the Loading screens - translating them to English... I don't know how the rest of the project is going.

What can you `reverse-engineer`? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I think there are a couple of places we could use someone for that - hacking into the animation so we can generate new moves would be very cool... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
That 's a good idea for the build 13!
I am a little programer but if you need help, I maby can help you.
 
<!--`QuoteBegin-tbohner`+--><div class='quotetop'>QUOTE(tbohner)</div><div class='quotemain'><!--QuoteEBegin-->could it be possible to make it where once you capture a fort you can either
a) return it to the previous owning faction (maybe even have the old governor fired
B) let the control fall onto the shoulders of locals or pirates
c) allow you to give it to your nation
d) give you control of it
[/quote]

Great ideas <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> I am considering a (somewhat crude and limited) implementation of a,b & c for the upcoming "Carribbean Thief" mod. You will be able to raid forts by sneaking in from town, and if you capture some important official you can force him to surrender the fort to you. An expanded version of the fortraids explained in the WIKI "Location cloning tutorial"

Changing the nation of the Fort can easily be done by just changing the commander's nation. And I think there are also commands to change the nation of a town. What I don't know is how one could change the uniforms of the townguards (short of doing that for each individual townguard character). Ideas anyone?
 
Say, Cat, now that you gave me the Dolphin font and flag graphic, I can work on some of those loading screens myself. Which ones do you already have done?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> Cool... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> I've done:

Conceicao Town
Des Moines Town
Des Moines Town Exit
Douwesen Town
FF Town #'s 1, 2, 3, & 4.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/blush.gif" style="vertical-align:middle" emoid=":eek:ops" border="0" alt="blush.gif" /> Sorry I've been so busy. How is the translation coming along, otherwise?
 
Iowa? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Des Moines is a little town or fort at the inner isle of Martinique.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Iowa?   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />  <!--QuoteEnd--></div><!--QuoteEEnd-->I had known this long time ago, the amis doing location cloning! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
There's a Martinique in PotC?? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The <b>A&M (Russian) Addon</b> package integration is stalled at the moment. Not sure when that's going to be picked up again. We seen to have started and stopped it several times already. I'd love to see it implemented, and to that end have been working on the Loading screens - translating them to English... I don't know how the rest of the project is going.<!--QuoteEnd--></div><!--QuoteEEnd-->There it is always present. And much more.
Because it where a shame if this great Addon would be unplayable for so much pirates, i have decided to install PotC with A&M on my laptop and translate texts much as i have time to do so. At the moment i'm translating quest_text.txt. When this file is finished all interfacefiles will be translated, but some of the older files from korsary.zip needs some after work.
 
i am trying to reverse engineer the code for the towns. basically just splicing existing towns and combining to make new ones. i have very little tme to play with it but so far i havent done so well.
 
The korsary.zip files are, as far as I know, being worked upon or perhaps are finished... Just not sure who has what, and where they are... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin-->The korsary.zip files are, as far as I know, being worked upon or perhaps are finished...  Just not sure who has what, and where they are...   <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />[/quote]Yes, the files are from older versions. Their is some additional stuff that is missed.
 
I wish i could say the same <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

All I got done this week is a function for the original topic of this thread, the occupying of towns.

It changes the fortcommanders nation, which automatically changes the whole fort as well, the uniforms of all townguards and the "town.nation" attribute, which affects such things as the names of random citizens. The scripted citizens remain unchanged, which would have also been the case in the historical "sugar island grabbings", and minimizes interference with the scripted texts.

This is the function:
<span style='`font-size`:16pt;`line-height`:100%'>

void ChangeTownNation (string townsk, int nat) // functioncall must include townname, i.e. townsack attribute, and nationindex
{
ref commander // the fortcommander of this town
if (townsk == "Falaise de Fleur") commander = (characterFromID("FalaisedeFleur Commander")); // why didn't Akella...
else if (townsk == "Isla Muelle") commander = (characterFromID("IslaMuelle Commander")); // stick to one spelling system ? @@
else commander = (characterFromID(townsk + " Commander"));

commander.nation = nat; // gets the nation from the functioncall
commander.model = SelectSoldierModelByNation(commander, "Soldier"); // and the appropriate charmodel
SetTownNation(townsk, nat); // town gets the nation from the functioncall

ref ch;

for(int n = 0; n < TOTAL_CHARACTERS; n++) // loop to cycle through all characters
{
makeref(ch, Characters[n]); // defines ch as character who has loopindex as characterindex

if(CheckAttribute(ch, "sound_type") && ch.sound_type == "soldier") // if ch is a soldier
{
if(CheckAttribute(ch, "location") && FindLocation(Characters[ch].location) >= 0)
// and if ch has a location
{
if(CheckAttribute(Locations[FindLocation(ch.location)],"townsack") && Locations[FindLocation(ch.location)].townsack == townsk) // and if ch is in this town
{
ch.nation = nat // ch gets nation from functioncall
ch.model = SelectSoldierModelByNation(commander, "Soldier"); // and a new uniform
facemaker(ch); // and the appropriate facepicture
}
}
}
}
PlayStereoSound("interfacenotebook.wav"); // notification by sound and screenmessage
Log_SetStringToLog(townsk + " has been occupied by " + GetNationDescByType(nat) + " forces" );
}


</span>Put this function in some key file, e.g. seadogs.c . There you can call it out of any other gameprocedure. E.g. you could add this link to the Enc_fort_dialog.c from the Location Tutorial 2:

<span style='`font-size`:16pt;`line-height`:100%'>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->      Link.l5 = "Commander, I'll spare you and the town if you swear allegiance to Spain. Long live his Most Catholic Majesty Felipe, who will restore this town to the true belief... ";

     Link.l5.go = "spain";

 break;



 case "spain":

     ChangeTownNation (lcn.townsack, SPAIN);    // passes .townsack attribute of current location...

         //...and new nationindex to changenation function

     DialogExit();

     NextDiag.CurrentNode = NextDiag.TempNode;

 break;<!--c2--></div><!--ec2-->
</span>

Or you could make it a random event to simulate "Colonial wars", like in Pirates! "You hear the news that Redmond has been occupied by Spain"
For that find this line in worldmapworldmap_events.c, which runs every "morning"


DailyCrewUpdate();
// NK <--

And insert below that for each town a random call of the new ChangeTownNation function:
<span style='`font-size`:16pt;`line-height`:100%'>
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> switch(rand(100)) // 100 is intentionally bigger than the number of cases so that most days nothing happens

{

case 0:

ChangeTownNation ("Redmond", makeint(rand(5)+1) ); // would change nation for Redmond with a random nationindex

break;



case 6:

ChangeTownNation ("Conceicao", makeint(rand(5)+1) ); // would change nation for C'cao with a random nationindex

break;



...}<!--c2--></div><!--ec2-->
</span>
That way on some mornings you would get a message that a town has changed hands.

Be warned that the functioncall must instead of the townname pass the " .townsack" attribute which you can look up in the locationsinit files. That attribute may have a different spelling than the townname, thanks to Akella's unsystematic and sloppy workstyle (Falaise de Fleur, Falaise_de_Fleur, FalaiseDe Fleur, FaledeFleur... seems like every programmer just used some spelling he fancied )

What I don't know yet is what to do with the governors. Leaving an English governor in a townhall guarded by Spanish soldiers would look a little odd. OTH it could mess up the game and the quests terribly if e.g. Silehard would be replaced by some Don. Maybe I'll just leave them in place but replace the usual dialognodes with something like

"Sorry, I can't give you any missions cause i'm not in charge here anymore. Those occupants have put me under housearrest..."
 
Heh... House arrest... So that would give you an incentive to get the English back into power, if only to continue on with the main quest! Sounds cool... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
House arrest sounds like a reasonable solution.

BUT... When you fight the bogeys out of a colony, does it revert automatically to its original owner or to whichever nation you're fighting on behalf of (and how is this determined? - I often hold letters of marque for several nations at once, to increase my income)?

The random changing of powers is awesome, something I've been hoping for for a while.
 
<!--QuoteBegin-alan_smithee+--><div class='quotetop'>QUOTE(alan_smithee)</div><div class='quotemain'><!--QuoteEBegin-->BUT... When you fight the bogeys out of a colony, does it revert automatically to its original owner or to whichever nation you're fighting on behalf of (and how is this determined? .<!--QuoteEnd--></div><!--QuoteEEnd-->

For the time being simply by what dialogoption you choose. Once you have sneaked into the (new landside) fortlocations, got past the soldiers and captured some key hostage you can talk to him and demand the surrender of the town and the handover to whichever nation you choose.

But the ChangeTownNation function can be called with any nation and from any procedure you want. You could write other dialogs, or one could put a call into the original towncapturing procedure with the player's nation. That way any town you capture in the "usual" `attack-fort`-`from-sea` way would automatically be handed over to the players nation. I'll look that up and post the code, though I am not sure if it makes sense gamplaywise.
 
In the meantime, when an island's been captured, is there a temporary governor/`military-style` commander presiding somewhere? And if so, what are the possibilities there...

A good complement to your thief mod could be political assasination (using your stealth tools), maybe an `after-the`-`main-storyline` dealie, where governors will hire you to dispatch with their rivals, with huge risks for you and even bigger payoffs -- automatically receiving the highest rank, lotsa land and money, and a whole HAREM of governor's nieces...
 
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