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

Modder01

Freebooter
Storm Modder
Hi all again:D!

In the works is another planned AOP mod that combines elements from my Historical Immersion mod with the Russians SOFS mod. Its like a compilation between the two adding the best of both worlds. If all goes well the game will be in better shape than the original Historical Immersion mod will ever be. This mod will be the continuation of AoP. I originally planned to do this anyway however the SOFS translation is not available so I decided to translate as I go. The Russians know this game (as far as coding is concerned) better than I do and this merge could make this game utterly perfect.

Note: The original Historical Immersion Supermod will still be available even after release.
:ship
 
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Well now I have my work cut out for me. Doing it by translation service will not work and I don't know the language. So I was thinking of giving to someone who is free at the moment that knows how to properly translate Russian to English. Then I can win-merge every file excluding a couple of things from SOFS and try it. Simply putting the Russian game files into an English version of this game is NOT GOING TO WORK! You know that some of the functionality put into SOFS is available in COAS GOF- ERAS, however I do not have the identical coding knowledge to the SOFS modding base to merge those files without crashes, bugs or other things. I will pack the file containing all of the SOFS stuff updated to the latest version and await translation.

LINK
 
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Progress Update:

Speed of translation and merging: Medium
Testing Status: Untested
"Program" Files progress (translation and merging): ~25%
"Resource" Files progress (translation and merging): 75% +
Current "Program" Folder (from top): Characters ("init" and "english" folders done)
Current "Resource" Folder (from bottom): INI (some files have been merged)
 
I will be getting Age of Pirates City Of Abandoned Ships and Assassin's Creed IV: Black Flag (My first Rated Mature game at 17, lol). I will be taking a break from this very time consuming process to test the COAS Supermod, the so called "Historical" one, and see if I can make a few improvements.

Is GOF 2.0 with 1.3 Patch the most stable of the GOF 2.0 releases?

For now downloading the 2.0 full without the patch.
 
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AOP COAS Works on windows 8! :D It does require the NO CD however it works. I almost avoided getting shanghaied as an indentured servant on the first time vs five enemies under colonel what's his name's command including colonel. He pulled a pistol out last minute and killed me.
 
:ahoySorry I haven't been online lately. I think I'm going to switch gears. This translation is :shock very hard. Even translating a 1970's Geiger counter manual is easier than this.:walkplank
Since the COAS mod is nearly identical to the mod made for AOP1 by the Russians, maybe I should make my improvements in COAS. :sparrow

The GOF Mod is nearly identical so I will have to scrap the translation, but make more historical references and make things more historical in-game for GOF. The GOF mod can walk the realism walk, but can't talk the part of an 17-18th century time period. The best part is that the Flying Dutchman is already in the code with a random encounter so I will have less problems fiddling with the code and instead focusing on the dialog and sounds while adding a few more ships in-game. I will also want to use the same selectable music schemes as I had in the Historical Immersion Supermod so that the player can decide what music they want, instead of it always having classical music (which is nice, but gets old sometimes).

I know it is my decision, but I would like input before I commit to improving COAS and changing the title of this post to be "City Of Abandoned Ships: Historical Immersion-Gentlemen of Fortune Supermod".

I await input!
Modder01

P.S. Call me "Joe" (a nickname)
 
Overall I think it is a good idea for you to move to COAS. :nerbz

Why? Because COAS is based on a slightly more advanced engine giving you better graphics and stability. :keith

There are more people playing COAS so you will get more feedback. :cheers

There are others already working on COAS like @Luke159, @Sanel , and there is the German group De Zeeroovers. Perhaps you could share resources and work together to make COAS better. :ship
Main Page - ... de Zee Roovers « Community »
 
Overall I think it is a good idea for you to move to COAS. :nerbz

Why? Because COAS is based on a slightly more advanced engine giving you better graphics and stability. :keith

There are more people playing COAS so you will get more feedback. :cheers

There are others already working on COAS like @Luke159, @Sanel , and there is the German group De Zeeroovers. Perhaps you could share resources and work together to make COAS better. :ship
Main Page - ... de Zee Roovers « Community »

I personally thought GOF ERAS was the last I heard of COAS when I was watching the forum before I joined. I sure wish the Santissima Trinidad was completed and used as a boss ship somewhere in-game, but that's another discussion entirely. Basically I think I've done all I can for AOP1 without translating the Russian mod and adding my improvements which makes it look more like COAS than anything else. The original Supermod by cyberops was to be Pirate's Ahoy's custom copy of the Russian version, however it was abandoned by its creator since 2002 and since my improvements and the help from many of you on the forums it set sail and got as close to perfection as the engine would allow under the circumstances.

Basically I will have to revamp the ships and name them historically by rating system and describe them in historical or in the case of movie ships describe them in relation to their movie. I will also try to see if the music_alias.ini selector executable still would work in COAS so I can create some music schemes that might interest (still using a key, but better than just one scheme). Also I will use my custom cannon interface to really tell which cannons are equipped. All things considered, the Peter Blood Storyline needs some work at the escaping part when the ship is trying to escape vs two luggers. Since the frigate was faster I thought the encounter event would break off when I was out of range, however its still going after about 30 minutes of the luggers being out of sight and it gets tiresome if you cannot continue because you are still running away from the luggers since your cannons cannot group enough shots to be effective against them. The name of this topic will be changed.
 
Progress Update::pflag
Music - 148 tracks (1 duplicate)- assigning them in custom aliases. New town themes for Classical and non classical schemes. Intending to test schemes and scheme changer when custom aliases are done.

Cannon System - Sounds imported from AOP1 - definitions in cannons.c are not completed. intending to test cannon sounds that didn't work in AOP1 to maybe replace current 32 pounder cannon sounds.

Ships - Not Started.

Historical Accuracy- Not Started.

Extras - added NoCD to prevent remote downloading from other sites causing possible viruses/spyware.
 
Can someone tell me how the new system for common.ini and ship descriptions work? I mean there are four defs for one ship in common.ini then a describe file linked by common.ini. Some of the ships don't have enough historical information or are named incorrectly.
 
I don't, I'm afraid. The PotC system I am familiar with has been extensively rewritten and is therefore quite different.
 
I don't, I'm afraid. The PotC system I am familiar with has been extensively rewritten and is therefore quite different.
Do you know who would know Pieter? I will still continue the music and cannon sound upgrades, but a key aspect to the update is the historical accuracy of this in the ship type names and descriptions, reflecting on the great job the COAS:GOF team did with most everything else.

Can you also recommend someone to me who did the cutoff radius for an event. Because in any sea battle you cannot escape, you must fight or run and wait for even more than 2 hours real time and still counting.

I also dare say that the sail furling time is accurate but the setting time of the sails are inaccurate. Is this due to limitations in the code, or can the setting/furling time be individually set? If it can be individually preset, may I ask the help of a specialist in that area as well?

I will not be adding any new ships since what I have will already suffice to what is needed in-game. Also may I ask for the historical model of the Soleil Royale that the forums have so I can replace the Soleil skinned Manowar?
 
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BTW: Have you been in touch with @Sanel yet? He is also doing modding work on CoAS now.

Do you know who would know Pieter? I will still continue the music and cannon sound upgrades, but a key aspect to the update is the historical accuracy of this in the ship type names and descriptions, reflecting on the great job the COAS:GOF team did with most everything else.
Can you upload the relevant files? I could have a look and see if it makes any sense.

Can you also recommend someone to me who did the cutoff radius for an event. Because in any sea battle you cannot escape, you must fight or run and wait for even more than 2 hours real time and still counting.
PotC has a #define for that somewhere. Perhaps CoAS does too. I think they're these values:
Code:
#define MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER                500.0;
#define MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION  500.0;
They're used in BattleInterface.c and AIShip.c .

I also dare say that the sail furling time is accurate but the setting time of the sails are inaccurate. Is this due to limitations in the code, or can the setting/furling time be individually set? If it can be individually preset, may I ask the help of a specialist in that area as well?
Don't remember every seeing anything controlling the sails.
Perhaps there is some sailing-skill-related value, but I suspect this is just locked away in the game engine.

I will not be adding any new ships since what I have will already suffice to what is needed in-game. Also may I ask for the historical model of the Soleil Royale that the forums have so I can replace the Soleil skinned Manowar?
Get her from the latest PotC Build Mod.
 
BTW: Have you been in touch with @Sanel yet? He is also doing modding work on CoAS now.
No I haven't. Ill look into him as an option.

Can you upload the relevant files? I could have a look and see if it makes any sense.
Sure.

PotC has a #define for that somewhere. Perhaps CoAS does too. I think they're these values:
Code:
#define MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER                500.0;
#define MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION  500.0;
They're used in BattleInterface.c and AIShip.c .
Yes they are in AIShip.c, but I don't know what the variables mean exactly. All I want is to be able to flee from battle using the original AOP1 ranges as a guide. As opposed to two variables, COAS has three, one specifically for the fort.
Code:
#define MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER         850.0
#define MIN_ENEMY_DISTANCE_TO_DISABLE_MAP_ENTER_FORT     1250.0
#define MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION     1000.0
You see, when I enter the encounter and the enemy is better than me, I want to flee, but I cannot go to the world map no matter how far away I am and I cannot sail around the ship using the sail-to command because it is disabled somehow in BattleInterface.

Don't remember every seeing anything controlling the sails.
Perhaps there is some sailing-skill-related value, but I suspect this is just locked away in the game engine.
In AOP1 there was an option for faster setting/furling when setting it up before the save files with options was generated. in COAS there is no such option in the selection menu.

Get her from the latest PotC Build Mod.
Thanks!
 

Attachments

  • ship_name_descr.zip
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The battle engagement distances are adjustable in GOF2. Luke159 did that work but he is inactive now. Anyhoo, you could look there for changes.
 
In AOP1 there was an option for faster setting/furling when setting it up before the save files with options was generated. in COAS there is no such option in the selection menu.
See if you can find that toggle in the AoP 1 files and perhaps it will lead you to the answer. :doff

Can someone tell me how the new system for common.ini and ship descriptions work? I mean there are four defs for one ship in common.ini then a describe file linked by common.ini. Some of the ships don't have enough historical information or are named incorrectly.
You mean the four like this?
Code:
string = Surprise,"Surprise"
string = SurpriseGen,"Surprise"
string = SurpriseAcc,"Surprise"
string = SurpriseDat,"Surprise"
Not entirely sure, but they could be paint schemes or something. I don't have time to dig through the CoAS PROGRAM folder though.
Looks like ShipsDescribe.txt contains only an entry for each "base ship".
 
Exactly what I was talking about with the four defs. All that I'm sure about is the first one on the list because its familiar from AOP1. It controls the type name for the specific ship so if I put in the quotes "Frigate Surprise" that is what would show up as the ship type.
 
In that case, just try to edit all four to something different and see where you see the changed text used.
 
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