They do seem to match up to some extent, which is what suggests to me that there must be a sort-of matching island model to go with the Charlestown location model.I'm not sure if in CoAS the town and island models quite match up with each other.
Does Governor's Harbor match up with the Eleuthera island model? I can't quite remember, but I don't think so.
If you could find and upload that, I could try to merge it with Nevis.
Oops... I just realised I didn't add the 'ship.pos' coordinates from Worldmap_init.c on the map model.
Those tell the game where to put the toy ship once you enter the map from ports and shores, right? The one for Martinique's town is way off.
Wait, no, that's silly; you have to go to sea BEFORE going to the World Map anyway, so the game would take your ship's current position and plot that on the World Map.
I noticed Pirat_KK added these 'ship.pos' lines, so he should know what they're for. I'm just wondering if they're essential or not, before I go and add all these extra coordinates to the map model.
Doing it this way would at least mean we'd potentially have less work to do if we decided to port the Build Mod over to Storm 2.8, I guess.That at least would prevent us from having to start all our good work here from scratch (which I REALLY don't want to be doing; I want to go FORWARD, dammit!).
We'd lose out on the improved graphics and fencing and whatever else CoAS does better, though.
Um... it works properly on Intel graphics? And has a proper sidestep animation/collision? (SO many people complain about that in PotC.)(What DOES CoAS do better anyway???)
I'm also thinking, at this rate we might as well take Cartagena out of the "quest only" generation and make it always accessible.
That would also enable "coast raiders" at Colombia. And the town is in a better state than most when we were adding new islands before.
All it needs are a workable store, shipyard, etc. and fast travel and we're set.
Probably a good idea. No point in adding the mainland if we can't make good use of it!