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Solved Are there more building types for download?

Fluen

Freebooter
I've grown fond of using build 14's "erect your own buildings"-feature. And I'm greedy. Why not a wine yard or a silk farm or a monkey farm (yields leather) or...?

Has somebody expanded the library of new buildings? If yes, are they available for download somewhere?
 
Nope, no extra buildings are implemented. Though adding more is quite easy.
The person who made that feature a long, long time ago deliberately added lots of helpful comments throughout his code.
Talk to those characters and they'll actually explain some of it to you. :yes

There are plenty of model files available that could be put to use, so that should not be an issue either. :doff


Actually, there ARE a lot more BuildingSet structures in use, but they aren't buildable as they're meant for quest use.
I think @Jack Rackham used quite a few of them for his storylines.
 
Actually, there ARE a lot more BuildingSet structures in use, but they aren't buildable as they're meant for quest use.
They can be used elsewhere too. (a smaller fix needed) I have used randitems to place them.

More buildings can be added to the BuildingSet. I did that with a few, yes. But that was only because BuildAt...
was a convient way of adding them. No other effects.
 
To be honest I don't care very much about the structures. I'm okay with just text-wise new buildings. As an example the rum destillery could produce ale as a secondary product just like forest yields both ebony and planks.

Do you have any suggestions about how I begin to create new buildings? My first "job" could be to make a chemical factory, that produces both gunpowder and medicine. In that case I can probably recycle the cannon foundry structure.
 
To add the new "items" that serve as buildings, look at program\items\initItems.c
The dialog to allow you to make it is in Program\dialogs\Enc officer_dialog.c
 
While I find the dialogs for the buildings themselves fairly easy to work with, because dialog and programming are gathered in one file with a lot of helpful comments, the enc-officer dialog is very difficult, because it misses all of that. One day I may succeed.
 
Basically you'd need to add some extra dialog links here for your new buildings:
Code:
    case "building":
       npchar.building = "nothing";
       npchar.interior = "nothing";
       // int planks = 0;
       // int money = 0;
       // int crew = 0;

       d.text = DLG_TEXT[118] + GetSquadronGoods(pchar,GOOD_PLANKS) + ", " + GetSquadronGoods(pchar,GOOD_BRICKS) + DLG_TEXT[119] + ourMoney + DLG_TEXT[120] + ourCrew + DLG_TEXT[121];// MAXIMUS 08.10.2006 // KK
       Link.l7 = DLG_TEXT[122];
       Link.l7.go = "box";
       Link.l6 = DLG_TEXT[123];
       Link.l6.go = "fence";
       Link.l51 = DLG_TEXT[124];
       Link.l51.go = "bastion";
       Link.l5 = DLG_TEXT[125];
       Link.l5.go = "keep";

       Link.l2 = DLG_TEXT[126];
       Link.l2.go = "house";
       Link.l21 = DLG_TEXT[127];
       Link.l21.go = "workshop";
       Link.l3 = DLG_TEXT[128];
       Link.l3.go = "farm";
       Link.l4 = DLG_TEXT[129];
       Link.l4.go = "forest";

       if(IsBrothelEnabled())
       {
         Link.l9 = DLG_TEXT[130];
       }
       else
       {
         Link.l9 = DLG_TEXT[131];
       }
       Link.l9.go = "mansion";
       Link.l10 = DLG_TEXT[132];
       Link.l10.go = "observatory";

       Link.l11 = DLG_TEXT[133];
       Link.l11.go = "exit";

       Link.l12 = DLG_TEXT[134];
       Link.l12.go = "explain";
       Link.l1 = DLG_TEXT[135];
       Link.l1.go = "exit";
     break;
And then an extra section like this:
Code:
    case "keep":
       npchar.building = "keep";
       d.text = DLG_TEXT[100];
       Link.l1 = DLG_TEXT[150];
       Link.l1.go = "exit";
       Link.l2 = DLG_TEXT[114];
       Link.l2.go = "erect";
     break;

Replace "keep" with the item ID that you added.

To keep it simple, the above is an example without interior.
 
@Pieter Boelen I think you have to tell us, the destination of the files.
I can use the information in my Cartagena project too.
 
What destination do you mean? I'm sorry, but I don't follow....
 
The dialog file I was referring to is PROGRAM\DIALOGS\Enc_Officer_dialog.c

BuildingSet models are in RESOURCE\MODELS\Ammo\BuildingSet
 
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