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CoAS Combined Mod Version

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It's not really COMPLICATED, just a lot of work. It could look something like this:
Code:
//-------------------------------------------------------------------------
// Amsterdam by Doober and Kazeite
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name			= "Amsterdam";
refShip.id				= refShip.Name;
refShip.SName			= "Indiaman1";
refShip.all				= "Pinnace1";
refShip.Nation			= HOLLAND;
refShip.Class			= 4;
refShip.Cannon			= CANNON_TYPE_LONG_LBS12;
refShip.MaxCaliber		= 12;
refShip.Weight			= Tonnes2CWT(1000);
refShip.Capacity		= 3500;
refShip.CannonsQuantity = 46;
// NK cannon qtys 05-04-18 -->
refShip.Cannons.Borts.cannonf.qty = 2;
refShip.Cannons.Borts.cannonb.qty = 4;
// NK <--
refShip.Walk			= "Amsterdam"; // SeaNorris
if(REAL_TIME_BATTLE_MOD)
{
refShip.MaxCrew			= 200;
refShip.MinCrew			= 50;
refShip.SpeedRate		= 10;
refShip.TurnRate		= 30;
refShip.Price			= 500000;
refShip.HP				= 10000;
refShip.SP				= 100;
}
else
{
refShip.MaxCrew			= 400;
refShip.MinCrew			= 100;
refShip.SpeedRate		= 13;
refShip.TurnRate		= 35;
refShip.Price			= 220000;
refShip.HP				= 5000;
refShip.SP				= 100;
}

// KK -->
refShip.BI.Tex = 14;
refShip.BI.Pic = 12;
refShip.QDeck = "ShipDeck6";
refShip.CannonsDeck = 2;
refShip.CargoHold = 2;
refShip.Cabin = "Cabin2";
refShip.Flags.Mast2.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast3.Flag1 = FLAG_ENSIGN;
refShip.Flags.Mast4.Flag1 = FLAG_PENNANT;
refShip.Flags.Mast4.Flag2 = FLAG_ENSIGN;
// <-- KK

//Period
refShip.period.0 = 0.0; //
refShip.period.1 = 0.4; //
refShip.period.2 = 0.6; //
refShip.period.3 = 0.8; //
refShip.period.4 = 1.0; //
refShip.period.5 = 0.9; //
//Nation
refShip.england = 0.0; //
refShip.france = 0.0; //
refShip.holland = 1.0; //
refShip.portugal = 0.0; //
refShip.pirate = 0.0; //
refShip.spain = 0.0; //
refShip.america = 0.0; //

refShip.Model = "Amsterdam"; // KK
refShip.Type.Trade		= true;
refShip.Type.War		= false;

refShip.CanBuy			= true;
refShip.CanEncounter	= true;

refShip.Rigtype = "Corvette1";
refShip.WaterLine = -0.3;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 0.6;

refShip.InertiaAccelerationX	= 0.2;	refShip.InertiaBrakingX		= 2.0;
refShip.InertiaAccelerationY	= 10;	refShip.InertiaBrakingY		= 6;
refShip.InertiaAccelerationZ	= 4.0;	refShip.InertiaBrakingZ		= 1.0;

refShip.GeraldSails.rey_b2	= 1;
refShip.GeraldSails.rey_b3	= 1;
Altermatively, it should be possible to make two copies of the ships_init file.
One would be loaded with the mod ON and the other would be loaded with the mod OFF. Might be simpler.

And of course you can use the toggle concept for anything you feel requires it. :yes
 
So what the ship_init file would have the names, ship_init_modson and, ship_init_modsoff?

What i will do is start with the RTBL since thats what all the ships have currently been set to then after that is done go back to the vanilla and add all the ships etc and add that, if two ship_init files can be added then that would be excellent news and mean its much easier to add.
 
Yep; that should work. I reckon all you'd need to do is find the file where ships_init.c is loaded and change that:
In PotC, there is this in PROGRAM\Ships\Ships.c:
Code:
void ShipsInit()
{
if (LoadSegment("ships\ships_init.c"))
{
InitShips();
UnloadSegment("ships\ships_init.c");
}
if (LoadSegment("ships\ships_name.c"))
{
InitRandomShipsNames();
UnloadSegment("ships\ships_name.c");
}
}
That could probably be changed to read:
Code:
void ShipsInit()
{
if(REAL_TIME_BATTLE_MOD)
{
if (LoadSegment("ships\ships_init_modson.c"))
{
InitShips();
UnloadSegment("ships\ships_init_modson.c");
}
}
else
{
if (LoadSegment("ships\ships_init_modsoff.c"))
{
InitShips();
UnloadSegment("ships\ships_init_modsoff.c");
}
}
if (LoadSegment("ships\ships_name.c"))
{
InitRandomShipsNames();
UnloadSegment("ships\ships_name.c");
}
}
 
I think we can all agree on the inclusion of the following mods:

1. COAS_Ships
2. COAS_Characters_mod
3. COAS_combinedpic
4. JsCombinedMods_COASShips

There are also some mods worth looking at in the "CoAS Mini MODS" thread and I know there are some threads on here with links to some mods as well.
 
^ I think those are the exact mods that already are in the http://www.moddb.com/mods/city-of-abandoned-ships-combined-mods file.
 
What i like to see added to the mod is auto looting like in potc its loot the
body for you without having you doing it yourself. Any modder from potc know where
i can find that code.

COAS_Ships and COAS_Characters_mod is that not the same mod as JsCombinedsMod_COASShips
mod.
 
What's the difference between the COAS_ships mod and the Combined Ships Mod?

You mean this mod All Ported Ships Combined Mod well that has all the ships in COAS_ships mod and the first load of ships i ported over. Its over 800MB's compressed, when uncompressed its 2GB's. Then there is All Ships Combined Addon Part 1 which is the final load of ships i've ported over. (only includes about 12 ships which i ported over after the previous mod) When installed the ALL Ships Combined mod and All Ships Combined mod part 1 you will have over 100 ships in game including the base game ships.
 
I'm not sure if you people noticed this post of mine:
Get NSIS and NIS Edit. Two free programs that together allow you to make installer files.

What compression do you use for those ships? Zip, Rar or 7-Zip?
I'd urge you to use 7-Zip; it makes things LOTS smaller!

You DO know we have a "City of Abandoned Ships" FTP right here on this forum, don't you?
You can use that to upload files of basically any size.
 
I'm not sure if you people noticed this post of mine:
Get NSIS and NIS Edit. Two free programs that together allow you to make installer files.

What compression do you use for those ships? Zip, Rar or 7-Zip?
I'd urge you to use 7-Zip; it makes things LOTS smaller!

You DO know we have a "City of Abandoned Ships" FTP right here on this forum, don't you?
You can use that to upload files of basically any size.

Yes thank you Pieter, i will look at those programs you pointed out. :onya

How do i upload files to the FTP? i don't have access for things like that only downloading them.
 
I just made a fresh install of COAS so i can start to work on the COAS combined mod version 1, i have downloaded the JS combined mod 1.8 which i will install and work from there. :onya


Update:

Work on the COAS combined mod is under way now, i have installed a fresh copy of COAs and have installed JScombined mod 1.9, i have already added all the ships ported over, RTBL and the cannon mod. A weather mod and the compas mod. :will

Update 2:

Testing is going well, the game loads fine and all what should be there is there and looks to be working well. :dance

So we all know where we stand the following is a list of mods added so far.

JScombined mod 1.9
All ships comined
All ships combined part 2
RTBL
Cannon mod (A few new modifications ie bore sizes for each calibure)
Weather mod (more like the POTC weather, without the weather changing randomly every hour)
Compass Replacement (better looking compass)
Patroling Gaurds (fix to gaurds stopping you in allied cities)
17th Century Deck (much more authentic looking period cards)

Thats all i have added so far and i will not add any more till these have been tested. :onya
 
Here's the first COAS combined mod version 1, i have added everything i wanted to add for now, i have uploaded it so that other's can add what they want and test it. Remember if you are adding to this mod you can't overwrite the files if you want to add something and the file already exsists you'll have to locate the changes in mod you wish to put in and edit those lines into the current file(s) in this mod otherwise you'll mess the current mods that are in this mod. I have included a readme which will tell you all that is in this mod. :onya

COAS Combined Mod Version 1
 
How do i upload files to the FTP? i don't have access for things like that only downloading them.
You know how FTPs work in general?
Server: ftp.pyratesahoy.com
User: coas@pafiles.com
Password: p1rate5ah0y
Link: www.pyratesahoy.com/coas
 
Remember if you are adding to this mod you can't overwrite the files if you want to add something and the file already exsists you'll have to locate the changes in mod you wish to put in and edit those lines into the current file(s) in this mod otherwise you'll mess the current mods that are in this mod.
Very true. WinMerge is INSANELY useful for this purpose.
I strongly recommend you all to check it out if you haven't done so already.
 
Once it's on the FTP, I'll d/l and take a look whats in it and see how I can implement some of my mods for a future version.
 
I'm just giving it another testing now, and i will upload it very soon. So far i have had no problems at all. :will
 
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