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A&M map & islands in build 12

ok, I just played it with this feature and I must say it works perfectly.. so yes, ..now logicly seeing, you copy pasted it from A&M mod, but of course only the island.. but they have also created locations in the A&M mod so is that posible to copy & paste that too ?.. cuz all the islands looks really great.. cuba is really big <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> hispaniola too.. and what I've seen is that there are many shores by all the new islands,.. so NK or srewface could look up only for the island locators so we can `a-shore` ?.. of course.. the quests will be made later and then I guess we don't need the translation <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />.. very cool though
 
Island locations are DLL file are hardcoded I believe,so ye have te manualy put the loctions on Islands,CCC showed me how to do that,but can't remember since at de time me hard drive crashed and lost everything,if thar's an easier way,I'd sure like te know how <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" />
 
Wow, that is a great boost to Potc modding, Screwface <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Excellent work <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" />

If someone can make the landlocations(at least the towns) I can make a generator that creates a (random) population, including merchants etc. so that we would already have functioning towns that are worth a visit. And I'll also change the Coastraiders so that they appear at every island, no matter how many we add in the future.

Isn't it amazing how things fit together here? People from all over the world reppear with various projects that combine so well: new islands, new locations, new locationTYPES, new ships, revised fighting, trading and itemhandling... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Isn't it amazing how things fit together here?  <!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, I thought that, too. It's like an avalanche.
 
<!--`QuoteBegin-skull`+--><div class='quotetop'>QUOTE(skull)</div><div class='quotemain'><!--QuoteEBegin-->Island locations are DLL file are hardcoded I believe,so ye have te manualy put the loctions on Islands,CCC showed me how to do that,but can't remember since at de time me hard drive crashed and lost everything,if thar's an easier way,I'd sure like te know how <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" />[/quote]

yes that IS true, but the original A&M mod has already this feature except it's russion but NOT the locations, I thought only the quests and stuff where translated from russion to englisch. so my thoughts where, "does" the mod A&M have new locations ?? or are they existed cloned locators ?
 
It is not really a copy paste of islands of A&M Mod. I've replaced the Worldmap.gm by the one of A&M mod and `re-adjust` the positions of originals islands in Worldmap_init.c. After that, I "declared" all new islands in Worldmap_init.c and islands_init.c and each reload locators that i've noticed with Gm_viewer. I have tested lot of times to "adjust" positions of new islands in sea mod with positions in worldmap and radians who determine the famous "Land Ho" range. The worldmap aspect doesn't determine the sea mod. We could add an island that do not appear in worldmap if we wanted (a secret hidden island for example).

For the locations, we can't copy paste locations of A&M mod. We have to "create" all new towns and jungle locations for each new islands but don't worry about that. We can clone existing locations or if there are some good modders who have created new location model, that would be great to integrate them in this mod.

Yes, the Fort commanders have their proper nation. I have attribuated the nation to the fort by regarding the real situation in 1690 but i hope that i have made no historical mistakes :

Antigua : British island and Fort.
Cayman : British island in 1690
Cuba : all Towns and forts were spanish
Hispaniola : French for Port au prince, Spanish for Santo Domingo and Pirate for Tortuga
Guadeloupe : French
Saint Martin : French for The forts but i would like to create a Dutch town in the south because in 1690, the island was french in the north and dutch in the south
Turks : I didn't activate the fort because i think this island is too perfect for a new pirate island (why not with an old abandonned fort)

Ps : Perhap's we could also "rectify" the windrose in worldmap and sea mod to adapte it at the real orientation of Caribbean. If i look cuba and Hispaniola, the North is approximatively at the South `South-East`.....
 
make a pirate dort on Turks?

anyway, these new islands are perfect because they do not fit in main storyline. If you would incorporate an ownership change on existing islands it would most likely create something strange with plot. But these new islands are perfect to make conquerable! You destroy the fort, you get a screen saying "select new governor", for a enourmus boost of rep with nation, and of course a lot of acres on new island
 
<!--`QuoteBegin-Screwface`+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin-->It is not really a copy paste of islands of A&M Mod. I've replaced the Worldmap.gm by the one of A&M mod and `re-adjust` the positions of originals islands in Worldmap_init.c. After that, I "declared" all new islands in Worldmap_init.c and islands_init.c and each reload locators that i've noticed with Gm_viewer. I have tested lot of times to "adjust" positions of new islands in sea mod with positions in worldmap and radians who determine the famous "Land Ho" range. The worldmap aspect doesn't determine the sea mod. We could add an island that do not appear in worldmap if we wanted (a secret hidden island for example).

For the locations, we can't copy paste locations of A&M mod. We have to "create" all new towns and jungle locations for each new islands but don't worry about that. We can clone existing locations or if there are some good modders who have created new location model, that would be great to integrate them in this mod.

Yes, the Fort commanders have their proper nation. I have attribuated the nation to the fort by regarding the real situation in 1690 but i hope that i have made no historical mistakes :

Antigua : British island and Fort.
Cayman : British island in 1690
Cuba : all Towns and forts were spanish
Hispaniola : French for Port au prince, Spanish for Santo Domingo and Pirate for Tortuga
Guadeloupe : French
Saint Martin : French for The forts but i would like to create a Dutch town in the south because in 1690, the island was french in the north and dutch in the south
Turks : I didn't activate the fort because i think this island is too perfect for a new pirate island (why not with an old abandonned fort)

Ps : Perhap's we could also "rectify" the windrose in worldmap and sea mod to adapte it at the real orientation of Caribbean. If i look cuba and Hispaniola, the North is approximatively at the South `South-East`.....[/quote]

ah ok, now look.. I'm no modder just looking this from an objective point.. the A&M mod is for the russion version of POTC.. but as far as I know, the russion version is a bit different then the english despite the language but not that dramaticly different in the engine codes?? or?.. well the main thing is the A&M mod have all those island WITH locations on it.. new towns etc etc,.. so the coding has already been done by the russion mod team.. and my question is, is the russion version really THAT different in comparing with the european and USA version?.. that would be odd though, ... and also.. the "new" locations in the A&M (for russion version) do they have new models for towns etc?.. cuz that would be easy then I guess to add that in our version, but then again I'm no `hardcore-modder`, so I don't know how this stuff works exactly just a little.. so IF, the diffirence between those games russion and ours isn't that big.. then may be the solution to look at their codes and replace them by what's--necessary. of course the emphasis on "if" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> ..

anyway if there's needing of help in this job, I'd be glad 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" />
 
I believe the landlocations are added in some .dll files, so we can't use them ourselves. If we were to use them, we'd need the original .gm files. Maybe we could ask the A&M development team to provide us with these files though. That would be great...
 
There is no code on the A&M mod. All the codes seems to be in DLL files. And they don't have new models of towns and jungle locations because if you look in the RESOURCE Folder of the original A&M Mod, there is no new models for locations, just for islands.
I have watched the loading screens of new towns of A&M pack and it seems that all new towns are built with "location cloning" of existing towns so we can do the same thing to create our new towns.

My pack is not a translation of the A&M mod. I have only adapted the A&M Mod worldmap and "sea mod" map to the build 12. Now it remains to create all the landlocations of new islands <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />

I don't know all the stuff there is in the A&M Mod and i can't adapte it to the build 12 because my knowledges of the game code are very interested by locations cloning and "expanding world" but are limited for other things.
I need help of people to create the new characters and their dialog files in the new locations that we'll create. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
<!--`QuoteBegin-Screwface`+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin-->

Yes, the Fort commanders have their proper nation. I have attribuated the nation to the fort by regarding the real situation in 1690 but i hope that i have made no historical mistakes :

Antigua : British island and Fort.
Cayman : British island in 1690
Cuba : all Towns and forts were spanish
Hispaniola : French for Port au prince, Spanish for Santo Domingo and Pirate for Tortuga
Guadeloupe : French
Saint Martin : French for The forts but i would like to create a Dutch town in the south because in 1690, the island was french in the north and dutch in the south
Turks : I didn't activate the fort because i think this island is too perfect for a new pirate island (why not with an old abandonned fort)
[/quote]

Wasn´t St. Martin a Dutch colony? And are these all islands, or are the other ones, like St Eustatius, St Kitts, Eleuthera and Nevis there too?
 
<!--`QuoteBegin-v_Grimmelshausen`+--><div class='quotetop'>QUOTE(v_Grimmelshausen)</div><div class='quotemain'><!--QuoteEBegin-->
Wasn´t St. Martin a Dutch colony? And are these all islands, or are the other ones, like St Eustatius, St Kitts, Eleuthera and Nevis there too?[/quote]

St Martin was divised in two colony. The half north was a french colony and the half south was a Dutch colony.

Yes these are all islands. St eustatius, st kitts, Eleuthera and Nevis are not present except if we would rename QuebradasCostillas in one of them <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
genious I'd say screwface,at least one new pirate island would be kool,a new abode te hang me hat 'ary now than <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <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" />
 
I am looking forward to it. It all sounds really amazing. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
is it ectually possible to make whole new locations?, would be a lot of work though <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" />
 
Aye,its possible,ye need te add coordinates and locators fer towns on A&M Islands,
<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" />
 
Just follow the wiki tutorial on location cloning <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />
 
<!--`QuoteBegin-Vassal`+--><div class='quotetop'>QUOTE(Vassal)</div><div class='quotemain'><!--QuoteEBegin-->Just follow the wiki tutorial on location cloning <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dev.gif" style="vertical-align:middle" emoid=":d:" border="0" alt="dev.gif" />[/quote]

yes but that is "cloning" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />, and that doesn't really make the game more interresting when you get the feeling you walk everytime in just 1 town while your sailing to different islands. so that's why new locations with new habitats is better imho.. but that takes huges of time to create a whole new town.. of course, the arrangements are already been made, such as buildings etc.. but for example creating a whole new port (new habitat), that is also posible ? we have now, (lucky guess) 10 different ports.. would be very cool if we could create whole new surroundings <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
It take time, right?? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
btw, i've discovered a bug with this mod, when you're ship is on fire, the "C" button doesn't work anymore so you can't extinguis the fire, anyone can fixt this <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ? tnx in advance
 
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