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Tutorial POTC ships to AOP" COAS


When i first saw this i thourght no that can't be right its way to complicated, only when after i found the walk files in POTC did i think of that topic you pointed out Captain Maggee and start to understand it. I've almost finished the sailorspoints for the Cutter, hopefully once this is done and installed the game won't crash but i think there's something i'm missing or not doing. I will sonn find out if this sailorspoints does stop the game from closing or not.

Thanks Captain Maggee for your help :bow , i was dreading this part it seems i'm spend more time editing than i do admirring what has been accumplished so far. :modding
 
actually it's being almost a month since i've played the game for the last time... but, i like modeling so...
 
Hi all! I ported the Dauntless from POTC to COAS and everything worked just fine except for one thing
http://desmond.imageshack.us/Himg31/scaled.php?server=31&filename=porteddauntless.png&res=medium
So as you all can see, i used the Endeavour's texture file for the Dauntless as I have no idea where it is in the POTC folder. So i'd be really appreciated if anyone here can send me a link of the Dauntless interface texture or guide me out how to fix this.
Thanks!
 
The walk files in POTC are at: POTC-->program-->sea_ai--->walk.

In COAS they are in: COAS--->resource--->models--->ships--->sailorpoints.
 
Yeah ...But if i get it right now all ships are stored installed into POTC pack(game?) so id like to know a way to find out how texture for a ship and all linked files called.
For example "SP_Warship"... easily found modules folder ...but no idea what texture name is...
Theese lines in Ships_init.c shud help or not? :
refShip.Name = "SP_Warship";
refShip.id = refShip.Name;
refShip.All = "Lineship1";
refShip.SName = "SoL4R2";
refShip.walk = "Warship";
 
If you want to know which textures are used by a model, the GM Viewer will tell you.
 
Oh! Thx! And what do i do if i wanna that ship fully integrated in game(for all or some nations?) not just "shipyard" ? I mean i can encounter that ship in open sea "global map" . Pirate or any other nation (all of them or only 1)
This last lines in ships_init.c enough? :
refship.nation.england = false;
refship.nation.france = false;
refship.nation.spain = false;
refship.nation.holland = true;
refship.nation.pirate = false;
 
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Those should ensure that the ship never appears in the game!

The "refship.nation" lines indicate the likelihood of the ship appearing under each nation's flag. For example, the lines currently used for "SP_FirstRate" are:
Code:
   refShip.england = 0.0; //
   refShip.france = 0.0; //
   refShip.holland = 0.0; //
   refShip.portugal = 0.0; //
   refShip.pirate = 0.0; //
   refShip.spain = 0.04; //
   refShip.america = 0.0; //
   refShip.sweden = 0.0; //
That's for PoTC, which includes America or, optionally, Sweden in some periods. All nations are set to 0 except Spain, so this ship can only appear as part of a Spanish group. If you set all "refship.nation" lines to "false", which is 0, then the ship can't appear in anyone's fleet!

PoTC also has different time periods:
Code:
   refShip.period.0 = 0.0; //
   refShip.period.1 = 0.0; //
   refShip.period.2 = 0.0; //
   refShip.period.3 = 0.0; //
   refShip.period.4 = 0.3; //
   refShip.period.5 = 0.5; //
That means you can't meet this ship before 1770, which is the first year of the second-last period. You don't want to see Santisima Trinidad if you're playing in, say, 1690, given that the ship wasn't launched until 1769!

As for other lines:
refShip.Name - this is the model's name. This must match whatever you call your new ship.
refShip.id - generally the same as refShip.Name
refShip.All
- any stats which aren't explicitly defined for this ship will be taken from here instead. In your example, anything not specifically set for "SP_Warship" will use the data for "Lineship1".
refShip.SName - this links to "RESOURCE\INI\TEXTS\ENGLISH\common.ini" and controls what you will see in the shipyard interface, looking through the spyglass, etc. "SoL4R2" translates through "common.ini" to "4th Rate Ship of the Line", so if you meet a "SP_Warship" on the high seas, that's what you'll see when you point your spyglass at it.
refShip.walk - this is the ship's walk file in PoTC. For "SP_Warship", refShip.walk = "Warship"; means the model will be looking for "PROGRAM\SEA_AI\walk\Warship_walk.c". Additionally, there need to be lines for "Warship" in "PROGRAM\SEA_AI\shipWalk.c". CoAS handles its crew walking in a completely different way so its version of "Ships_init.c" won't have this line.
 
Ahoy there fellow Captains. Greetings from a new landlubber. I've played both mods (NH and GOF) now I'm interested in modding. I got a question. I've tried Captain Hawk's steps to importing ships. I've successfully imported one ship. But when i tried to import more the game crashed. Most files i likely did it correctly. But the "ships.h" and "ships_init.c" got me concerned (I noticed both files has same order). I placed them randomly in both files. But the first ship i placed under the "SoleyRu" on both "ships.h" and "ships_init.c". Like on "ships.h":

#define SHIP_SOLEYRU
#define SHIP_PRINCE <= My Success import

So does the "ships_init.c"
and it worked.

does every imported ship must be placed at the same place on both files? Does both files need to be in the same order?

(Sorry for my English)
 
Hello, recently I've attempted to port a ship from TEHO to CoAS using the above guides. Everything is good, no runtime error. Until I click the dialogue "Alright men, I'm going to shore." it freezes at the loading screen and crashes to my desktop with no pop up whatsoever. Does anyone know why this is so. I have started a thread concerning this here: Discussion - Modding CoAS into PotC style
 
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