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    Maelstrom New Horizons


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WIP City of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod

Indeed it took @Armada quite some time to get the Soleil Royal to "behave" in PotC.
But that was mainly because the required locator work for the Different Flags mod was exceptionally tough.
CoAS doesn't have that mod though.
 
Indeed it took @Armada quite some time to get the Soleil Royal to "behave" in PotC.
But that was mainly because the required locator work for the Different Flags mod was exceptionally tough.
CoAS doesn't have that mod though.
I tried it in AOP1 a long time ago and I had no problems getting her in-game.
 
I also found out that the starting ships for some characters are not very flexible (ex. Barbossa getting a 4-4lb gun merchantman or Peter Blood taking a huge warship just so that inaccuracies from the gunner make the player have to flee on the first encounter). Especially if the player wants to take other ships the ships the player starts out with are BAD unless you are Jack Aubrey or other special characters. The special ships as starters are nice (eg. Black Pearl), but the standard starting ships are not cutting it when taking other vessels and modifications to the starting vessels (I only had enough money to upgrade to 8 lb cannon slots for my merchant and not buy the cannons) take lump sums of pieces of eight (otherwise known as Spanish Reales) and to gain such a sum of money requires stealing in the local towns and going on killing sprees sometimes to body search everyone and then the town will return back to normal so I can reset and do it all again (I still had to do that with Peter Blood). I think its time that all the characters that aren't peter blood or movie special characters should get one standard sloop like I did in AOP 1 to at least give them a fighting chance to take an enemy ship instead of a tubby merchantman that plagues the player until he gets at least 8-12lb guns on their merchant.
 
Can you explain the following code to me?
in RPGUtilite.c:
Code:
{
case "Dep0":
    pchar.Ship.Type = GenerateShip(SHIP_BlackPearl, true);
   pchar.money = 22000;
break;
case "will":
   pchar.Ship.Type = GenerateShip(SHIP_CursedDutchman, true);
   pchar.money = 30000;
break;
case "luckyjack":
    pchar.Ship.Type = GenerateShip(SHIP_Sophie, true);
    pchar.money = 6000
break;
case "Norrington":
    pchar.Ship.Type = GenerateShip(SHIP_Interceptor, true);
    pchar.money = 6000
break;
case "Pitt":
    pchar.Ship.Type = GenerateShip(SHIP_SCHOONER, true);
    pchar.money = 12000;
break;
case "Alexander":
    pchar.Ship.Type = GenerateShip(SHIP_BARQUE, true);
    pchar.money = 12000
break;
case "Pat_0":
    pchar.Ship.Type = GenerateShip(SHIP_SLOOP, true);
    pchar.money = 15000
break;
case "Barbossa_P2":
    pchar.Ship.Type = GenerateShip(SHIP_Surprise, true);
   pchar.money = 25000;
break;
case "Resc_0":  //Nicolaas van Hoorn
    pchar.Ship.Type = GenerateShip(SHIP_FLEUT, true);
   pchar.money = 9000;
break;
case "Espinosa":  //Diego Espinoza
    pchar.Ship.Type = GenerateShip(SHIP_PDN, true);
   pchar.money = 11000;
break;
case "officer_14":  //Michiel Andrieszoon
    pchar.Ship.Type = GenerateShip(SHIP_EMPRESS, true);
   pchar.money = 10000;
break;
case "beltrop":  //Lawrence beltrop
    pchar.Ship.Type = GenerateShip(SHIP_NEPTUNUS, true);
   pchar.money = 17000;
break;
case "Angelica":  //Angelica
    pchar.Ship.Type = GenerateShip(SHIP_QueenAnnesRevenge, true);
   pchar.money = 25000;
break;

     if(!REALISTIC_SHIP_PURCHASE) // = If Realistic Ship Purchase is NOT enabled
{
   pchar.Ship.Type = GenerateShip((SHIP_BOUNTY + rand(3) - 1), 0);

   }
       else // = If Realistic SHIP PURCHASE IS enabled
     {

   pchar.Ship.Type = GenerateShip((SHIP_KETCH + rand(2) - 1), 0);
   }
}
   SetBaseShipData(pchar);
   pchar.Ship.Name = xiDStr("StartShip");
   // коцаем корабль
   pchar.ship.SP = sti(pchar.ship.SP) - 10;
   pchar.ship.HP = sti(pchar.ship.HP) - makeint(sti(pchar.ship.HP)/2);
   SetCrewQuantity(pchar, GetMinCrewQuantity(pchar));
   SetCharacterGoods(pchar, GOOD_LEATHER,125)
   SetCharacterGoods(pchar, GOOD_CHOCOLATE,100)

I want to make it so that realistic ship purchasing doesn't have to do with the characters generation starting ship.

Also where is the Peter Blood story quest located? I want to change the spanish frigate to a brig or a sloop of war so that the gunner will be more effective in combat.
 
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In that section of code, REALISTIC_SHIP_PURCHASE just gives the player a certain type of ship if the player character doesn't already have one defined.
I don't know what that mod is supposed to do, since I haven't really been involved with the CoAS modding.
But surely that mod does more than just the player's starting ship?
 
It's all throughout ships_init.c too. I looked at the COAS: GOF mod description and it says the following about the realism mod. Now I know what is affecting the encounter distance and preventing the custom starter ships from being spawned:

- Realistic weather or stock weather: with stock weather the wind speed was always high - in realistic weather the wind speed is allowed to drop so that you may be left with no wind at all.

- Realistic weights will make all goods heaver, the stock settings bases all the weights around the vanilla value's.

- Realistic prices with this on the prices for all goods will be halved, if stock settings is used then all goods will be based around the prices of the vanilla value's.

- RTBL is a mod that effects the naval battles, if on then naval battles can last much longer. If off then battles will not last as long and allows the player to get on with the game.

- Realistic encounters on means you will only see small ships most of the time, if set to stock then you will see pirates in large ships and the big ships will be seen much more often.

- Realistic ship purchase will make it so you can only purchase the small ships from the shipyard, if off then all ships stand a chance of been sold at them.

- Realistic spyglass removes the stats so you have to go by what you can see rather than a onscreen message telling you how fast the other ship(s) are.

Its an OPTION :shock for some of the mod to cause a little havoc with the game. If it were my choice way back when the realism mod was developed for GOF combined mod. I would have strongly been against RTBL and realistic ship purchase because RTBL interferes so you cannot escape and realistic ship purchases prevents you from starting with the custom ships your selected character would get.
 
I think I'm just about ready on my end. When you are ready to receive, give me a message and I'll upload it to dropbox and give you the link.
 
Go right ahead and post it.

What do you want to have done with it? Installer EXE made and posted to ModDB?
 
It will be a while before I can post it. I'm very busy now! -_-
What do you want to have done with it? Installer EXE made and posted to ModDB?
I just want it integrated with the other mods that are in development to complete this game like the HD textures and other mods of that nature.
 
As far as AoP and AoP 2 are concerned, there are no actual other PiratesAhoy! efforts going on for them.
 
Everything is Compressed. I just need ample time to upload it and give you the dropbox link.
 
I'm not too comfortable at making an installer. Would someone else do it? I'm too busy to make one even if I had the programs.
 
It seems I am the only person around who has actually done it before. But I am very busy myself pretty much all the time.
It really is quite simple when you try, as long as you manage to stay away from that 2GB limit.
Basically it is a matter of making your computer do the work for you.
 
Hi there !
i cant do nothing with a pc
BUT i can translate russian to french or English !
if u need some stuff to be translated i will help .
Thats not much , but all i can do.
 
Dear Pieter,
Here is the dropbox link:
https://www.dropbox.com/s/qyiyddvp5knsvzy/GOF 2.5.zip?dl=0

When you receive it please let me know. For now let's discuss options on release. In its current state it's a self-extracting archive. Do you really want me to put it on ModDB (2.22 GB), or do you want to keep it so that when someone else has the time they can convert it into an executable installer?

Also in case your wondering my dropbox is full.... so it may not be complete even though it says it is on my dropbox.
 
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Downloading now....

2.2 GB might just work as an installer.

This is for Age of Pirates 2 now, right? Is it actually supposed to be a new GoF version?
Do you have an icon to be used for the installer?
 
Downloading now....

2.2 GB might just work as an installer.

This is for Age of Pirates 2 now, right? Is it actually supposed to be a new GoF version?
Do you have an icon to be used for the installer?
It is supposed to be a new GOF version. I do not have an icon for an installer. It is for COAS.
 
If you look here, you can see what the installer would end up looking like:
http://www.moddb.com/mods/new-horizons/downloads/build-14-beta-3-installer1
Based on that, do you have any thoughts on things to tweak or would it be good like that?

I will see about making and uploading the installer this weekend, provided I don't forget.
You can post it on ModDB yourself if you like once I give you the link. :doff
 
As long as I have the link and access to the page there should be no trouble for me uploading it to Mod DB from there. The installer looks good to me. I may have an opening to do the upload this weekend and change the content a little to accommodate the new features of the patch.

On a Side Note:
Once I learn a little more C++ I may try doing a micropatch for my quest that I added into AOP1 just so that the code for the reward items doesn't initiate after dialougue, but instead initiate the case when the quest ship dies or is captured.
 
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