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Solved The Building Set for PotC

The best thread about the new islands might be here:

<a href="http://forum.piratesahoy.net/index.php?showtopic=6166" target="_blank">http://forum.piratesahoy.net/index.php?showtopic=6166</a>

It is still a work in progress, and it's a LOT of work <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
If you build a town in, say, the Khael Roa jungles, won't enemies still be generated there randomly, so you'll end up with some random enemies every time you enter your own town? Not sure if that would be a bad thing, though. But maybe those cursed natives wouldn't want to live inside a new-built town?

To Long John Silver: Maybe the land locations for these particular ports weren't made yet? If they aren't there, you can probably press the anchor button, but you won't go anywhere, because there's nowhere to go... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo(post=137266:date=Jan 7 2006, 01:50 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2006, 01:50 PM) [snapback]137266[/snapback]</div><div class='quotemain'><!--quotec-->If you build a town in, say, the Khael Roa jungles, won't enemies still be generated there randomly, so you'll end up with some random enemies every time you enter your own town? Not sure if that would be a bad thing, though. But maybe those cursed natives wouldn't want to live inside a new-built town?<!--QuoteEnd--></div><!--QuoteEEnd-->
You are right, if you build a house or settlement in the wilderness you might get in conflict with the people there. I see that as part of the game, you have to choose the site for your settlement wisely, and protect <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> and fortify <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> it.
(There will be attacks anyway, no matter where you build <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" /> )
 
Updated BuildingSet.zip on Jan09 to include Pieter's modpackupdate Jan06
Changed: Enc_officer_dialog.c and ccclocations.c

If you have already downloaded the older BuildingSet.zip take only the BuildingSet_Upd_09jan.zip from the FTP. Then

1. unzip Pieter's modpackupdate Jan06

2. unzip the older BuildingSet.zip

3. unzip BuildingSet_Upd_09jan.zip on top of all that

Sorry if that's complicated, but that's the trouble if you have different mods with overlapping codebase.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

Sorry to be a nuisance CCC, but I was just thinking of downloading your mod here, I'm having terrible problems with Locators with the new islands mod. I limped along after fighting French squadron and Storm at the same time and reached Antigua, went into port there and could not drop anchor, and once as I sailed around the harbor some where else I just automatically went ashore with out trying. But my ship was so damaged it barely moved. At least with you mod I can build a settlement around these ports and go ashore!

P.S. was thinking of tackling some Locators at these Ports, but read up in the Mods Docs, that someone is reserving these Islands for Random Towns and Ports Generator, but hasnt been implemented yet!

So if I have not downloaded this great mod of yours yet, what do I need and what can you tell me about my strategy in theory??
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->P.S. was thinking of tackling some Locators at these Ports, but read up in the Mods Docs, that someone is reserving these Islands for Random Towns and Ports Generator, but hasnt been implemented yet!<!--QuoteEnd--></div><!--QuoteEEnd-->
Thank's a lot for your offer to help <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Screwface started the grand project of converting the SLib islands for the Build, so he's the man for your questions and proposals. Though he is absent this week..
I'm quite willing to help with new locations, but Screwface should keep the coordination in his hands to avoid doublework.
I have not worked with island locations in sea view so far, so I don't know yet how to make an anchorage work (again, Screwface should know) But I bet it works similar like the connecting of LAND locations via reload locators. All I know about that is in the Location Cloning Tutorial on the WIKI and in the Inez' Tool thread (Just added a bit more there <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> )


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->So if I have not downloaded this great mod of yours yet, what do I need and what can you tell me about my strategy in theory??<!--QuoteEnd--></div><!--QuoteEEnd-->
Whether it's a great mod remains to be seen <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" /> If you want to try it:

Installation
------------
1. If you have the latest! version of Pieter Boelen's modpack installed:

1.1 Download BuildingSet.zip from the FTP server at Piratesahaoy.net

1.2 Unzip BuildingSet.zip into your Pirates of the Caribbean folder


Gamestart
---------
Pressing 'I' to reinit activates all buildingset functions. (Though I made a few minor improvements to the suburbs of Oxbay and Greenford that will only show up if you start a new game)

Hire an officer and order him to assemble a working party. He will explain how you can erect a building. The inhabitants of the new buildings will explain their functions and how you can tweak them.

Strategy? A grand word in connection with a simple building tool <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Depends an what you want, the Buildingset gives you a lot of freedom there. If you just want a prestigious home in your favourite town you only need an empty space for a mansion. For an ambitious, independent settlement with a selfsustaining "economy" you need a lot of space and more or less every buildingtype.

You want at the moment a supplybase for your ship, right? Then I'd start with a simple "house" with a "marketstall" as outfit. The house provides shelter, healing and a small but regular income, the marketstall buys your booty and sells you supplies. Apart from that a "workshop" with a "dock" would provide limited shiprepair facilities, and a brothel attracts sailors which you can crimp.. err.. redeem from the clutches of those sensual.. err.. sinful women.(Your shipsparson surely won't condemn such an etablissement if he get's free access to.. err.. convert the girls) Two or three stockades with cannon to ward of the occaisonal attacks, and the privateer base is complete.

As for the site, ports and beaches are not only the obvious location but have also fewer randomly generated enemies <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" /> The point where you can enter the location are also the spots where raiders may enter, so cover them with fortifications and erect the other buildings at a safe distance.
 
I'll add the building set into the next modpack update, so you won't have dozens of seprate mods anymore that you need to keep track of. That's my job. <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" />
I'll try to make everything work together as good as possible.
 
<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" />

aaRRGG....Me Hearties, Youse warm an Old Pirates Heart yew dews, But methinks You be reading tew many of them thar fancy books on Fallin Women, and "preachers" or Parsons as I likes tew be callin them.....( where ever did you get that from ) "ROTFL"

I'ma gonna Dive right in thar and get that MOD, and Devil takes thee Hindmost and the weak hearted

"I just hope that you two gentermen don't get tired of hearing me on the forums, because I can mean well, but am one of the few to be willing and actually try to take an active role as well, if'n I deside to use the Locatators, there wont be a soul this side of hell, that will stop me.......and Lord Knows it just "may" work out....BAHAHAHA"

PLEASE...Don't the two of you ever get discouraged because the Forum won't be the same without you!!


LATER....You can bet on it!!
 
<!--quoteo(post=137428:date=Jan 11 2006, 01:08 AM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Jan 11 2006, 01:08 AM) [snapback]137428[/snapback]</div><div class='quotemain'><!--quotec-->"I just hope that you two gentermen don't get tired of hearing me on the forums,<!--QuoteEnd--></div><!--QuoteEEnd-->
I doubt we ever will (unless you start throwing virtual rumbottles at us. Though I would resent only the empty ones <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> )
After all feedback from players is the only means by which a modder can gauge his work. That's one thing that all those "silent downloaders" seem to forget: the mods you get can only be as good as the feedback you give <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
I have now put this great mod into the modpack and I really like it. Great job, CCC!

Two things I noticed after adding it into the modpack:
- No warning signs at the entries to the forts, even though the code does seem to be present. What the HECK??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- The Building Set dialog files seem to cause error messages like "file not found: dialogs\English\b_workshop.h". I do know why this happens: It happens because Maximus' translation mod will try to open that file, but it doesn't exist. I wonder if something can be done about it though. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Hello Pieter, found this post, but your website still claims latest modpack was Jan 5/06. Is this a typo or do I download this to get the Update?
 
I haven't yet uploaded the new modpack update. I did put the code on the FTP, but didn't yet add the required resource files anywhere. I will get that done today. Probably, there will be a whole bunch of errors in my merging, so I'll have to iron those out over the coming weeks.
 
<!--quoteo(post=137287:date=Jan 8 2006, 11:06 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jan 8 2006, 11:06 AM) [snapback]137287[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=137266:date=Jan 7 2006, 01:50 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 7 2006, 01:50 PM) [snapback]137266[/snapback]</div><div class='quotemain'><!--quotec-->
If you build a town in, say, the Khael Roa jungles, won't enemies still be generated there randomly, so you'll end up with some random enemies every time you enter your own town? Not sure if that would be a bad thing, though. But maybe those cursed natives wouldn't want to live inside a new-built town?<!--QuoteEnd--></div><!--QuoteEEnd-->
You are right, if you build a house or settlement in the wilderness you might get in conflict with the people there. I see that as part of the game, you have to choose the site for your settlement wisely, and protect <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> and fortify <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> it.
(There will be attacks anyway, no matter where you build <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" /> )
<!--QuoteEnd--></div><!--QuoteEEnd-->


evry time my settlement is under attack i always lose the enemy is just to strong and to crowded how can i solve that problem <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />
 
You mean those attacks that start when you talk to your settlers? At which location is your settlement? Usually there are only few entries where enemies enter location.
Build 2 or 3 fortifications with cannon about 15 meters/50ft away from that entry. Their grenades should kill most attackers when they appear in a crowded group. Talk to a gunner about fortifications to learn more about the use of them.

You can also give grenades to your settlers. They will use them if they are being attacked (stand clear <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ).

Or you flatly refuse to help if someone reports raiders. There will be no attack then, but a slight reploss for chickening out.

Some easy modding: If you want to reduce the number of attackers open the dialogfile of your inhabitant with notepad (The inhabitant will give you some hints about modding that file if you ask him about odd looks and what you don't like etc.) In each dialogfile you'll find this formula twice:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Ambush("native", 3+sti(pchar.skill.fencing), "enemy", "enemy");<!--c2--></div><!--ec2-->

Reduce the "3" , if you want to 0, and you'll have less attackers

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Ambush("native", 0+sti(pchar.skill.fencing), "enemy", "enemy");<!--c2--></div><!--ec2-->


SPOILERS: raiders always use the entry farthest away from where you stand, and if you simply leave a location during a fight no damage will be done to your building.

<!--quoteo(post=137629:date=Jan 15 2006, 04:45 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 15 2006, 04:45 PM) [snapback]137629[/snapback]</div><div class='quotemain'><!--quotec-->Two things I noticed after adding it into the modpack:
- No warning signs at the entries to the forts, even though the code does seem to be present. What the HECK??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- The Building Set dialog files seem to cause error messages like "file not found: dialogs\English\b_workshop.h". I do know why this happens: It happens because Maximus' translation mod will try to open that file, but it doesn't exist. I wonder if something can be done about it though. <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-->
Well, I could add empty "placebo" .h files so that the greedy program will find something, even if it's meaningless.
Maximus <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , can you tell us more about your translation project and how dialogfiles should like like? Would probably save you trouble and work if we write them in a fitting format in the first place <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" />

Will search for the missing fortentry messages.
 
I think I know how Maximus' translation works. It used to work the same in my stock European game. The file CheckDlgLoad.c loads the .h files for every .c file. So if you make a .c file, this file will automatically try to load the .h that should go with it. The idea is that the .c file contains the code, but not the dialog text. Then there is a .h file in the ENGLISH and RUSSIAN subfolder that contains the text in the appropriate languages, so the game can be translated. Of course, it will be a bit annoying to make one mod in two languages. Especially if most modders don't know Russian. And I don't know what happens if two .h files are used by one .c file. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

BTW: The fortentry messages aren't missing; they just somehow aren't used by the program. I had a look, but the code IS there. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=137765:date=Jan 18 2006, 09:52 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jan 18 2006, 09:52 AM) [snapback]137765[/snapback]</div><div class='quotemain'><!--quotec-->You mean those attacks that start when you talk to your settlers? At which location is your settlement? Usually there are only few entries where enemies enter location.
Build 2 or 3 fortifications with cannon about 15 meters/50ft away from that entry. Their grenades should kill most attackers when they appear in a crowded group. Talk to a gunner about fortifications to learn more about the use of them.

You can also give grenades to your settlers. They will use them if they are being attacked (stand clear <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ).

Or you flatly refuse to help if someone reports raiders. There will be no attack then, but a slight reploss for chickening out.

Some easy modding: If you want to reduce the number of attackers open the dialogfile of your inhabitant with notepad (The inhabitant will give you some hints about modding that file if you ask him about odd looks and what you don't like etc.) In each dialogfile you'll find this formula twice:

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Ambush("native", 3+sti(pchar.skill.fencing), "enemy", "enemy");<!--c2--></div><!--ec2-->

Reduce the "3" , if you want to 0, and you'll have less attackers

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Ambush("native", 0+sti(pchar.skill.fencing), "enemy", "enemy");<!--c2--></div><!--ec2-->


SPOILERS: raiders always use the entry farthest away from where you stand, and if you simply leave a location during a fight no damage will be done to your building.

<!--quoteo(post=137629:date=Jan 15 2006, 04:45 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jan 15 2006, 04:45 PM) [snapback]137629[/snapback]</div><div class='quotemain'><!--quotec-->
Two things I noticed after adding it into the modpack:
- No warning signs at the entries to the forts, even though the code does seem to be present. What the HECK??? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
- The Building Set dialog files seem to cause error messages like "file not found: dialogs\English\b_workshop.h". I do know why this happens: It happens because Maximus' translation mod will try to open that file, but it doesn't exist. I wonder if something can be done about it though. <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-->
Well, I could add empty "placebo" .h files so that the greedy program will find something, even if it's meaningless.
Maximus <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> , can you tell us more about your translation project and how dialogfiles should like like? Would probably save you trouble and work if we write them in a fitting format in the first place <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" />

Will search for the missing fortentry messages.
<!--QuoteEnd--></div><!--QuoteEEnd-->


ty you about the tip
 
Ahoy there.

I know this is kind of a late reply to the original post, but I am interested in contributing to the mod, specially in making new buildings and replacing old ones. So far I have only tryed to add this realistic17th century fort as a replacement for Redmon´s medieval castle, but I have not managed to export it correctly from max, the textures are ok, but the model parts get sepparated and weird.

for some reason I can´t upload pics, I hope myspace works

<img src="http://myspace-560.vo.llnwd.net/00478/06/51/478301560_l.jpg" border="0" class="linked-image" />



I have lots of colonial era buildings wating to be added, but my modding skills are not so good.
 
AAAAAAAAAAARGGGGH, how i am suposed to get away in the quest that you and tobias flee, if i am shot through the cannons that are placed there?
 
<!--quoteo(post=139461:date=Feb 12 2006, 04:56 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE(Thomas the Terror @ Feb 12 2006, 04:56 PM) [snapback]139461[/snapback]</div><div class='quotemain'><!--quotec-->AAAAAAAAAAARGGGGH, how i am suposed to get away in the quest that you and tobias flee, if i am shot through the cannons that are placed there?<!--QuoteEnd--></div><!--QuoteEEnd-->

1st solution:
Before you go to Yverneau in tavern, go to the port first and talk with workshop (the man in Oxbay port standing near small barrack and cannon) about how solid this composite construction is and earthquakes present in the archipelago. After that all new constructions will disappear and you won't be shot during spy mission.

2nd solution:
Talk with workshop after starting a new game.

3rd solution:
Wait for next update, where this problem will be fixed.

pirate_kk
 
I asked this in another thread and I will ask it again: There are two different fixes we could use. Which fix do you people think would be the best fix? Adding the cannons to their own LAi group or removing all BuildingSet models from Oxbay port after you leave Oxbay for the first time by default?
 
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