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But how can i make a new nation selectable?? I have trieded to add all entries which I supposed te be needed in the interface-files (.ini/.c) but it seems not enough. A file named selectnation.c is somewhere mentioned, but its missing in my folder...:?
 
I would like to know, if and how the following concept could be done:

In the riggin.in file the FlagTex is sorted to their nation

[FLAGS]

; TEXTURE PARAMETERS
TextureName = flagall_ship.tga
TextureCount = 10
EnglandPennonTex = 0
SpanishPennonTex = 0
FrenchPennonTex = 0
PiratePennonTex = 0
EnglishFlagTex = 1 (example: here to place an If funstion that orders to choose texpart 3 if the player ship sets players true nation flag!)
SpanishFlagTex = 4
FrenchFlagTex = 2
PirateFlagTex = 5
PlayerFlagTex = 3 (empty part, could be used for a players nationflag)
DatchFlagTex = 0

has anyone an idea how to write this??
 
Yes, that is my idea, still. What if making an If-function, that generelly points to a whole diffentent flag-all file for the player only, so that you have a personal flag for each nation?! One could even think of seperating war and merchant ships here. The question remains, how to write such a codeline??
 
Yes, that is my idea, still. What if making an If-function, that generelly points to a whole diffentent flag-all file for the player only, so that you have a personal flag for each nation?! One could even think of seperating war and merchant ships here. The question remains, how to write such a codeline??
You need to adapt the PotC Different Flags mod code as that is probably the only way to do that.
 
But how, it seems so complex, that it looks like having to rewrite nearly halfof the whole game, damn it
 
But how, it seems so complex, that it looks like having to rewrite nearly halfof the whole game, damn it
What you want IS complex. Very much so.
The flag file is set in a DLL so you have to make the game use different DLLs like the PotC Different Flags Mod does.
So either you'll have to figure out how to adapt this complex system or you have to skip on this feature wish. :shrug
 
What about reactivating the pennants and rename the flag-locators only on unique ships, so that the game uses a pennant-all-file or however it would have to be called. I would even do what you proposesed, if the hell I knew how!!
 
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What about reactivating the pennants and rename the flag-locators only on unique ships, so that the game uses a pennant-all-file or however it would have to be called. I would even do what you proposesed, if the I knew how!!
You can try whatever you want. :doff
 
The question of how, still remains. I could not even seperate the PotC-Flag-features from the Period-Mod, I am not a coder.

Regarding the pennant reactivation, I just don't know how to do it either. I assume there has to be an addiontional codeline to that one defining the common flag sections per nation, but just for a seperate pennant-tex file in rigging.ini as well as in the battleinterface.ce, if not much more. Again, the question of how remains...

I even thought about moving over to PotC completly, if it hadn't that many of all those old ugly ships, that I can't stand being around in such numerous fashion...
 
I even thought about moving over to PotC completly, if it hadn't that many of all those old ugly ships, that I can't stand being around in such numerous fashion...
The PotC Build has more high-detail ships than CoAS does.
We spent quite some time a few years back to remove all substandard ones from the game and even the stock game ones have had lots of details added to them.
If there are any particular ones you don't like, they are very easy to disable too. And of course adding ships to PotC is also relatively easy; we do it all the time.

Actually, if you would switch to PotC, we could use some help with these flag-related updated we're working on:
http://www.piratesahoy.net/threads/additional-personal-and-pirate-flags.24912/
 
The main issue of removing/disable ships for me is, that I don't know if those are used in quest or other scripts, that would cause trouble by doing so...
 
The main issue of removing/disable ships for me is, that I don't know if those are used in quest or other scripts, that would cause trouble by doing so...
In PotC, if you set them to CanEncounter = false and CanBuy = false, they won't show up at random anymore, but they'll still work in quests if necessary.
No need completely deleting their code when you can just skip them being used. :cheeky

I'd be curious to know which ships you want to drop though.
 
Thats a good point, thanks. Well I could post a list that'll require soe scrolling while reading or let me put it that way:

all that models older than 2003 and looking like digitizes lego sculptures converted for C64...

Greetings from Allied-HQ in "Kabulistan" btw
 
all that models older than 2003 and looking like digitizes lego sculptures converted for C64...
Older than 2003? Probably the stock game ships then.
Indeed those aren't very good, but they have almost all have had their rigging redone, extra details were added and many textures have been improved.
So even those old ones look much, much better than they did back in 2003.

Thankfully we have, by now, quite a lot of extra mod-added ships. Can't remember the exact number, but there is quite a large variety.
I think less than 25% is stock PotC ships.
 
Still the only game of such kind worldwide where one could fly a prussian flag, says a lot...
 
Still the only game of such kind worldwide where one could fly a prussian flag, says a lot...
I'm not sure what you're trying to say there. There are all sorts of random flags in there.
Don't know why that one was added, but it was. Now we're adding more. :shrug
 
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