• New Horizons on Maelstrom
    Maelstrom New Horizons


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New Islands Mod

I have found a nice large forest, I'll make an update with that these days. Actually I have become fond of your idea, with that forest the desolate look of the empty FdF beach can be much improved.

Thanks for the info on the foamfiles, will include them in the future. St. Martin is making steady progress, managed to add a second Fort for the Dutch side. BTW, are you familiar with the fort stuff? I noticed that there are no fortlocations for the new islands in locations\init\boarding.c . So if you try to board a fort after bombardement you'll probably get a black screen, right?

Another thing: the random coast ships often sail right into the rocks, and they try to sail on till they sink. Is there somthing missing that usually helps NPCs with the navigation? Or could it be that the orientation of the "Quest ship" locator determines the course of the ship generated on it?
 
I added this section of code in my Inititems.c files (just after "forest") :

// jungle
makeref(itm,Items[n]);
itm.id = "jungle";
itm.building.chrmodel = "B_invisible";
itm.building.dialog = "b_jungle.c";
itm.building.planks = 0;
itm.building.money = 0;
itm.building.crew = 0;
itm.groupID = BLADE_ITEM_TYPE;
itm.name = "itmname_building";
itm.describe = "itmdescr_building";
itm.picIndex = 13;
itm.picTexture = "ITEMS_4";
itm.folder = "ammo";
itm.model = "B_leaf";
itm.dmg_min = 1.0;
itm.dmg_max = 2.0;
itm.piercing = 0;
itm.block = 20;
n++;

But to avoid the simple destruction of them by random monsters, i have also added in the cccfunctions.c file :
at your code :

// This performs the actual building process
void Build(string nr, string building, string interior, float x, float y, float z, float ay, string aigroup)
{
aref buildingref;
Items_FindItem(building,&buildingref);
int planks = sti(buildingref.building.planks);
int hp = 50 +(planks *20)
ref chr;

chr = LAi_CreateFantomCharacterEx(false, 0, false, false, 0.0, buildingref.building.chrmodel, "man", "", "");
LAi_SetBuildingType(chr);
LAi_SetHP(chr, hp, hp);
if(building=="jungle"){LAi_SetImmortal(chr, true);} //added by screwface
LAi_group_MoveCharacter(chr, aigroup);
......

with this line, the monsters can't destruct jungles but they still attack its so to also avoid their attacks against jungles, we should assign a group to jungle when we call the Build_at function like that :

Build_at("Hispaniola_jungle_07", "jungle", "", -3.52, -0.27, -0.1, 2.82, "wild_jungles");

Jungle is moved in the "wild_jungles" group so random monsters would never be enemy of jungle object and won't never attack them, right ?

Of course player could destruct the jungle object (to build something else for example) by executing the dialog file b_jungle.c (but i didn't write it)...

Sorry but i'm no familiar with the fort stuff but as you, i think the fort locations of new islands have to be declared in the boarding.c files but a new game will be necessary after that.

For the "quest ship" locators, i suppose that's the orientation of them who determines the course of the random ships. About "quest ship" locators, it would be nice to have more locators of this type around islands and more far of the coast to generate traffic from high sea to port, because usually, the traffic is always from port or coat to high sea. What do you think about that ?

<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" />
 
This sounds nice. I am very much looking forward to large new jungles. <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" />
 
Umm, not to raise false hopes, the junglelocations themselves won't be larger but denser (more plants)

Screwface, yes, assigning a building to some neutral Aigroup (any new name would do) should stop any attacks. So your additional code setting jungles to immortal would be unneccessary. We can keep it in though (who knows, might be necessary for some quest), but I wouldn't take the model as condition but a certain aigroup name:

if(aigroup=="Immortal"){LAi_SetImmortal(chr, true);}

I will include that in a Buildingset update that I'll make in the next days. It will include the promised jungle, some very nice CR3 buildings that Maximus kindly submitted and hopefully Caceres 17th century fortifications. The CR3 buildings are big and distinct, ideal to change the looks of entire townquarters.

You are right about the need for quest_ship locators. The coastraider mod assigns locatornumbers up #16 . If a locator doesn't exists the ship will be put at center of the model, or rather the part of sea that is closest to the center. I'll add more locators, and some farther from land, and I'll try to change their orientation.
 
Woops. Sorry. I know you meant dense, not large. :mybad

I'm very much looking forward to your new update. I have seen the new buildings from Screwface. I hope you can add those nicely into the game; they looked great. Could you also add the destroyed buildings? <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" />
 
Maybe you could make it so that once a building is destroyed, the destroyed version will take it's place? Or you could use them to make a destroyed village somewhere on the new islands including some sort of mini-quest involving this destroyed village?
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I wonder if it would be possible to have a list of what is working on which Island? I got a quest to find treasure on the wild coast of Cuba and was unable to land anywhere.

I found a treasue on Turk and loved what you did with that Island. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />


<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Hi, jason

At this time, there's a beach on cuba where you can land. When you use the "Sail to" menu on sea mod, that's the first beach after the towns in the icons.

At this time, the news islands mod have the islands of Cayman, Turks, Guadeloupe, antigua, hispaniola where you can go easily. Cuba have just La Havana and a beach at this time. CCC is working on St-Martin i think and since he wrote his Building set, each island can be improved and locations can be different as their clone original ones. I'm working on this, now i can make dense jungle locations who can really be more dangerous for player.

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Thank you Screwface.
 
<!--quoteo(post=141274:date=Mar 6 2006, 12:40 AM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Mar 6 2006, 12:40 AM) [snapback]141274[/snapback]</div><div class='quotemain'><!--quotec-->
CCC is working on St-Martin i think <!--QuoteEnd--></div><!--QuoteEEnd-->
Yup, every spare minute <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> Most problems solved, second town and second fort work. But as usual, everything takes longer than planned <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

So long <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

BTW, do you know how to change the "Sail to" icons for the landing spots? I know that they are being defined in Islands_init, but all I could manage is change some "beach" icons of SaintMartin to "Fort". How can I add "Town" icons for Marigot and Philipsburg?
 
The icons for St-martin are in the RESOURCE\Textures\battle_interface\moor_14.tga.tx file. If you want to change them, the best thing you can do is to convert it in TGA file (Txconvertor) and use a picture software like Photoshop to change icons (all the icons for st-martin are in the file). After that use Txconvertor to re-convert the file in tx format. I think the method is the same as the loading screens.

You can see in the islands_init for St-martin :

Islands[n].InterfaceTextures.t1 = "battle_interface\moor_14.tga";
Islands[n].InterfaceTextures.t1.h = 4;
Islands[n].InterfaceTextures.t1.v = 2;

the second line (4) is the number of icons on the horizontal in the Tx file.
the third line (2) is the number of icons on the vertical.

If you add new icons in the file, you'll have to change that too.

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Thank you, that helps me a lot <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I uploaded another Buildingset update on the PA FTP ( Buildingset_upd16mar.zip ). Apart from several bugfixes it also includes the locations and characters for the island of Saint Martin (included them in this Buildingset cause that creates a lot of buildings there)

Saint Martin is a special island, as the locals will tell you:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
"St Martin is divided into a Dutch part around Philipsburg and a French part around Marigot, and there is constant fighting between the two. So if you try to get into or out of one of the towns you'll probably run into some battle, and the besiegers attack anyone who tries to cross the lines. To get trough you must sneak carefully past their sentries and artillery positions. Though.. there must also be some secret passage into this town, cause sometimes Dutch raiding parties suddenly appear right in the middle of this town."
<!--QuoteEnd--></div><!--QuoteEEnd-->

I tried to make this update compatible with Pieter's latest modpack. But i am a bit worn out lately, so please check this carefully and remind me if anything looks odd.


So all islands have now at least a landing spot and some basic locations and characters, right? Which means

THE NEW WORLD IS COMPLETE <img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" />


How about changing stormy start so that you might be cast ashore on the new islands as well ?
 
Adding the new islands to the "Stormy Start' is a great idea CCC. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> there CCC,

I've recently investigated the RN facilities on Antigua and they certainly pass inspection. Well done, sir. Three days shore leave for you.

Next stop is St Martin....

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />



p.s. Yeah, Stormy Start for all the islands. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
I agree too. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Don't worry. It'll be in the new modpack update. It isn't entirely compatible with the up-to-date modpack anyway, so it might crash your game. Not after I added it though. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
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