• New Horizons on Maelstrom
    Maelstrom New Horizons


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Orias

Landlubber
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> i just redownloaded POTC and now im gonna try to download the mod which mod should i download? can u give me the link? Where should i download the mod to? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
 
I would recommend downloading the Build 12.1 full installation package from <a href="http://www.piratesahoy.net/component/option,com_docman/task,cat_view/gid,59/Itemid,46/lang,/" target="_blank">here</a>. Extract the mod to your main PotC directory ("C:program FilesBethesdaPirates of the Caribbean" by default, but you might have altered this). After it's done extracting, run the RunMe.bat that is now in your main PotC folder. After this, try and run the game.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> we got a problem. i changed my name and my starting level and the amount of gold i start out with but nothing happene when i started a new game!!!!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
Did ye make yer changes in Build Setting H file <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" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> yes, im pretty sure i did it right. am i? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />





Change the digits and values in the middle column according to the explanations behind.
Note that anything behind the comment mark (//) has no effect in the code!
*/


//**********PLAYER CHARACTER & SHIP**************************************************
#define FIRSTNAME "Jack" // put your character's first name between the quotes
#define LASTNAME "Sparrow" // put your character's last name between the quotes
//then press N during the game to set your character's name to this.

#define START_LEVEL 5
#define START_MONEY 20000 // your *party* money
#define START_WEALTH 500 // your *personal* money
#define START_NATION 0 //must be the nation number, not name. See globals.c for the list of nation numbers.

string START_SHIP() {return "Lugger1"; } // Note, the ship will be customized based on the player's nation.
// check ships_init.c for all ships' IDs.
#define START_SHIP_NATION 0 // must be the nation number, not name. See globals.c for the list of nation numbers.



//**********MISCELLANEOUS SETTINGS****************************************************
#define FOOD_ON 1 //change to 0 to turn food and rum checking off.
#define CANNOT_RELOAD_WHILE_FIGHTING 1 //change to 0 to `re-enable` reloading of the gun while sword is drawn.
#define LOOTDEAD_ON 1 //change to 0 to turn off getting loot from killing people
#define ARMOR_ALWAYSSHOW 1 //show log about armor if character taking damage has armor
#define CANNON_RANGE_SCALAR 0.5 //set to 1 for build 9 or earlier cannon range.
#define FIRE_ANGLE_SCALAR 0.5 //scalar to how high/low your guns can point (aka elevation). This is multiplied by the default (60 degrees) to get the final number.
#define PGMUS 0 //enable music from Pirates! Gold. Set to 0, and copy your old music_alias.ini back, to revert to stock POTC music.
#define SHOWHP_PLAYER 0 // show HP text (i.e. 65/128) for player
#define SHOWHP_OFFICERS 1 // for officers
#define SHOWHP_OTHERS 1 // for other characters
#define AUTOHIRECREW_ONCHANGESHIP 1 //automatically hire extra crew when changing ships (i.e. sell old, buy new) at shipyard.
#define ENABLE_SKILLUP_IFZERO 0 //if a character has 0 for a skill, normally you can't increase it. Set this to 1 to change that.
#define USEMAXPOTION_ONKEYPRESS 0 //this is a tweak to ALexusB's use potion key mod; set to 1 if you want to use the _biggest_ potion first, 0 to use the smallest.
#define FOG_CHANCE 30 // 1 in X chance of fog. Put 0 for no chance at all. Default: 30
#define ENABLE_VIDEOS 1 //set to 0 to disable videos
#define ENABLE_EXTRA_SOUNDS 1 // set to 0 to disable added sound effects

#define SIDESTEP_DIST 0.4 //distance traveled when sidestepping.



//**********AUTO BUY******************************************************************
//for each ammo type, the button will buy this many rounds per cannon
#define BALLS_PER 15.0 //suggested balls_per: 15.0
#define GRAPE_PER 15.0 //suggested grape_per: 15.0
#define CHAIN_PER 15.0 //suggested chain_per: 15.0
#define BOMBS_PER 15.0 //suggested bombs_per: 15.0

//for sail and plank, the button will buy this many units of sail / plank per point of hull HP of the ship
#define SAIL_PER 0.01 //suggested sail_per: 0.01
#define PLANKS_PER 0.02 //suggested sail_per: 0.02

//for wheat and rum, the button will buy this many days' worth of wheat, or rum, for your current crew size.
//note that this is for /double/ rum rations; so normally set this to half the number of days' worth of rum.
#define WHEAT_DAYS 30.0 //suggested wheat_per: 30.0
#define RUM_DAYS 15.0 //suggested rum_per: 15.0, 30 days at normal rum rations.

#define DEFAULT_CHARGE 3 // Balls = 0, Grape = 1, Chain/Knippels = 2, Bombs = 3



//**********ENCOUNTER SETTINGS********************************************************
#define MAXPIRATECLASS 2 //this is the maximum class ship pirates will be given. Defaults to 2.
#define MAXCOASTGUARDCLASS 2 //this is the maximum class ship for coast guards.
#define MAXMERCHANTCLASS 3 //DO NOT TOUCH THIS UNLESS YOU HAVE ADDED TRADESHIPS > CLASS 3



//**********ARCADE MODE MULTIPLIERS***************************************************
#define ARCADE_MULT_SPEED 2.0 //this multiplies base `ship-speed`-rate, default: 2
#define ARCADE_MULT_TURN 3.0 //this multiplies base `ship-turn`-rate, default: 3
#define ARCADE_MULT_CANNONS 0.5 //this multiplies base `time-to`-`reload-cannons`, default: 0.5



//**********SCHEFFNOWs MODS***********************************************************
#define ENABLE_TAILORSMOD 1
#define ENABLE_NOSAVEMOD 1
#define ENABLE_RUSHMOD 1
#define ENABLE_WEAPONSMOD 1
#define ENABLE_WEAPONSMOD_DEBUG 0
#define MIN_QUALITY_TO_KEEP -2 //if weaponsmod is on and loot the dead is on, if the item has a poorer quality than this you will not pick it up.
#define ENABLE_POTCMODHELPER 1
#define POTCMODHELPER_LOCATION "Tutorial_deck"
#define POTCMODHELPER_HARBOUR "Oxbay_port"



//**********COUCHCAPTAIN CHARLES MODS*************************************************
//Contact: the "PotC mods" forum at www.thelib.com
#define LOC_CAMERA 0 //set this to 1 to `re-enable` moved camera in doorways

// VICE CITY (done with a lot of help by NK)
//generates lots of friendly and/or hostile people in town
#define TOWN_VCSKIP_DISABLEALL 1 //change to 0 if vags still generated if loc has skip attr.
#define TOWN_ENC_CHANCE 1.0 //chance for anyone to be generated in town during day
#define TOWN_ENC_CHANCE_NIGHT 0.5 //chance, like above, but at night
#define TOWN_BANDIT_CHANCE 0.5 //chance of there being bandits at all. x2 if at night.
#define TOWN_BANDIT_RESPAWN_CH 0.75 //chance for bandits to be spawned again that day.
#define TOWN_BANDIT_ENC_SCALAR 0.25 //bandit probability scaled by this
#define TOWN_BANDIT_RESPAWN_SCL 0.5 //scalar to bandit prob if already bandits gen'd today.
#define TOWN_BANDIT_MAX 0.67 //max bandit probability

#define VAG_MERCH_CHANCE 0.5 //chance that vagabond is merchant in disguise
#define TOWN_OFFSET -5 //offset to rank for monsters in town, for Create_Officer(). CURRENTLY ALSO USED FOR HOUSE

//All houses have permanent residents now. The friendly ones have lots of options
#define HOUSE_ENC_CHANCE 0.9 //chance to find someone(s) in the house
#define HOUSE_BANDIT_CHANCE 0.4 //chance for that to be bandit(s)
#define HOUSE_FIGHTDISABLE_ALL 0 //change to 1 to disable ALL encounters in houses with fight disabled; 0 leaves vags gen'd there.
#define HOUSE_DISFIGHT_SCL 0.5 //scalar to chance of encounter if fight is disabled. Only used if disableall is false.
#define HOUSE_OLDPEOPLE_REAPPEAR 0.75 //chance for the owner(s) to be in the house. Note that we must have passed enc_chance itself first.
#define HOUSE_OLDPEOPLE_BANDIT 0.35 //if above false, will check for bandit; if OK will spawn bandit.

//Tavernbrawls may take place in barrooms, and travellers appear
#define TAVERN_ENC_CHANCE 0.75 //chance for anyone to be generated in taverns
#define TAVERN_BANDIT_CHANCE 0.0 // chance for the someone(s) to be violent drunkards. Enable this (set to 0.25) only if you are up to some brawling, because this may get you in conflict with the townfolk.
#define TAVERN_ENC_QTY 0.5 //less than all possible characters will be generated if this != 1

//This lets monkeys and indians appear more realistic
#define VC_MUMMY_NOMONEY 1 //do mummies("indians") get money or not. Set to 1 and mummies get 0 for money.
#define VC_MONKEY_NAME "a rabid"
#define VC_MONKEY_LNAME "monkey"
#define VC_MUMMY_NAME "an Akellani"
#define VC_MUMMY_LNAME "native"

#define OFFICER_TO_MCHR_DIST 10.0 //was 30, stock
#define OFFICER_TO_TARGET_DIST 10.0 //was 30, stock

//You can now pick pockets and the locks of treasurechests. But this is risky, and other thieves may pick YOUR pocket too.
#define NO_THEFT 15.0 //decreases the chance of pickpocketing; above 30.0 nobody picks YOUR pocket, above 60.0 you yourself get no chance to steal
#define LOCK_OPEN 0.0 //increases your chance of opening chestlocks, above 66.0 all chests open, above 33.0 you won't hurt yourself anymore ;-)
#define NO_MINES 0.0 //decreases the amount of boobytrapped exploding treasurechests; above 20.0 (minus your luck skill) there will be none.

// SURVIVAL MOD
//Lets you survive sometimes after lost fights. But you will be down and out, so it is a new challenge and no cheat!
#define DEATHRATE 1 //Chance of surviving shipwrecks and lost duels. Choose a value between 1(certain survival) and 130(certain death).

// Coastraiders & Coasttraders mod
// generates local ships in ports and around the islands. Some local merchants, others pirates.
#define COASTRAIDER_CHANCE 40 //Chance in percent that a coastal ship is a pirate and not a local merchant. Set to 0 to DISABLE the Coastraider mod.
#define NAVYRAIDER_CHANCE 40 //Ditto, but chance that raider is a foreign warship. Chance for that is coastraider_chance * navyraider_chance
#define COASTGUARD_CHANCE 30 //chance in percent that ships of the island's nation will be warships, not merchants
#define TRADE_OTHERNATIONCHANCE 30 //chance in percent that the tradeship is not of the island's nation
#define CR_CLASS_ABOVE_PCHAR 1 //if Ship sightings are capped, this is how many classes above pchar's ship class the coaster can be.
#define CR_MAX_MINCLASS 5 //highest class minclass can be. Minclass normally scales up as pchar level goes up.
#define CR_MINCLASS_PERLEVEL 4.0 //move minclass up one notch per this many PChar levels.
#define CR_MAXPIRATECLASS 4 //maximum class of pirate ship for coaster, NOT the same as MAXPIRATECLASS above
#define AUTOCREATE_CR 1 //Set to 1 to create new coastships every time you leave or approach an island. 0 will create ships only if you ask a citizen about them.
#define REDUCE_CR 0 //Set to 1 (or 2) to reduce number of coastal ships by 1 (or 2) PAIRS. E.g. in case of performanceproblems.
#define DEAD_GENNEW_CR 33 //chance to make new coastal ship for character if character is dead.
#define CR_PERSIST 5 //number of days until new coastal ship is generated

// SMALLLOG MOD
// Toggles smaller log message font and relocates - tweak in BATTLE_INTERFACELogInterface.c
#define ENABLE_SMALLLOG 1 // Set to 1 to enable smaller log message font and relocation - added by Cat for CCC

// SKELETONS BACK MOD
// Toggles skeletons back into dungeons - tweak in LandEncountersLEnc_monsters.c
#define ENABLE_SKEL 0 // Set to 1 to enable skeletons back in dungeons - added by Cat for CCC



//**********CATALINA THE PIRATE*******************************************************
#define ENABLE_NEWCOMPASS 1 // set to 1 to enable new compass skin added by Catalina The Pirate



//**********CUSTOM SAILS**************************************************************
#define QTY_LOGOSAILS_WHOLE_WHITE 15 // increase this when you add new whole white sails.
// the files should be named sails_whole_white_pirate0.tga.tx, sails_whole_white_pirate1.tga.tx, sails_whole_white_pirate2.tga.tx, etc.
// so if the value above is set, for example, to 15, then the file numbers should be 0 - 14
// they should be put in RESOURCETexturesShips
#define QTY_LOGOSAILS_TORN_WHITE 15 // increase this when you add new torn white sails. the files should be named sails_torn_white_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_WHOLE_RED 15 // increase this when you add new whole red sails. the files should be named sails_whole_red_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_TORN_RED 15 // increase this when you add new torn red sails. the files should be named sails_torn_red_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_WHOLE_BLACK 15 // increase this when you add new whole black sails. the files should be named sails_whole_black_pirate0.tga.tx etc.
#define QTY_LOGOSAILS_TORN_BLACK 15 // increase this when you add new torn black sails. the files should be named sails_torn_black_pirate0.tga.tx etc.



//**********NK PRS3*******************************************************************
#define SHIPYARD_CHANCE_OTHERNATION 0.2 //chance a ship at a shipyard will not be from shipwright's nation.
#define CHANCE_OVERRIDE_PRS3NAT_IF_PIRATE 0.4 //chance to use a random nation rather than PIRATE if passed nation is pirate in SetRandomStatsToShip()
#define CHANCE_OVERRIDE_SHIPNATION 0.0 //chance to use passed nation rather than base ship's nation if base ship has nation. Defaults to never doing so. Will almost never be used.
#define PIRATES_USE_BOTH_TYPES 1 //do pirates use ships of both war and trade type? If 0, only use type "war".



//**********ROBC BLACKSMITH MOD*******************************************************
#define ENABLE_BLACKSMITHMOD 1 // Set to 0 to disable the blacksmith mod
// Setting ENABLE_WEAPONSMOD to 0 will also disable this mod
#define BLACKSMITH_PROFITPERCENT 10 // The blacksmith will add this percentage for his own profit



//**********AMMO DEFAULTS*************************************************************
//Default ammo loadout for stock ships (hardly ever used)
#define DEFAULT_NUM_BALLS 900
#define DEFAULT_NUM_GRAPE 510
#define DEFAULT_NUM_KNIPPELS 500
#define DEFAULT_NUM_BOMBS 570


#define FORT_CREWDAMAGE_MULT 0.02 // crew damage to forts scaled by this

#define SHIPMONEY_MULT 0.01 // multiplier to how much money you get on boarding

#define SAILTO_MIN_SPEEDRATIO 0.75 // if your speed is less than this compared to your target's, can't `sail-to`. Note, also checks wind angle for you and the target running away, and rigtype for both.
#define SAILTO_MIN_DISTANCE 500 // if you are closer than this many units to the enemy ship, you can't sailto.

#define BOARDING_HP_MORALE_SCALAR 1.0 // effect morale has on HP. Smaller number here, less effect; 0 is no effect at all. 1.0 means morale scales HP to between 0.05 and 2.0 original.
#define BOARDING_HP_SCALAR_FRIEND 1.0 // flat scalar to apply at end of calculating friendly HP for boarding. Default 1.0
#define BOARDING_HP_SCALAR_ENEMY 1.0 // flat scalar to apply at end of calculating enemy HP for boarding. Default 1.0
#define BOARDING_HP_ENEMY_POWER 1.2 //power to raise (Difficulty_level + 1) for calculating enemy HP. Default 1.2
#define SURRENDER_MULT 1.0 //increase this to increase chance of surrender, decrease this to decrease it.


//**********TIME SCALARS**************************************************************
#define TIMESCALAR_SEA 5 //how many seconds of gametime one second of realtime is at sea
#define TIMESCALAR_LAND 10 //same but for land
#define TIMEUPDATE_BLOCK_LAND 1 //whether time updates per minute or on location change (i.e. in blocks)
#define TIMESCALAR_SAILTO_SHIP 2 //timescalar to sail to ship
#define TIMESCALAR_SAILTO_LOC 1 //timescalar to sail to locator
#define TIMESCALAR_SAILTO_THRU 4 //timescalar to sail to something across centerpoint of island, i.e. thing is on other side of island
#define TIME_FASTTRAVEL 20 //time spent in each location when fasttravelling
#define TIME_MOVEGOOD 30 //time in minutes for 1 crewman to move 1 unit of a good. Also, no matter the crew, this * goods qty /10 is added in minutes.




//**********DEBUG***********
//DO NOT CHANGE THESE UNLESS YOU KNOW WHAT YOU ARE DOING!
//Note if you are not starting a new game you will have to change these values in the console.
int DEBUG = 0; //debug mode
int DEBUGINFO = 0; //log debug info
int TRACELOG = 0; //run extra trace() commands
int TRACEALLLOGS = 0; //trace() every Log() call
 
And what happens when you start a new game? Does it work correctly and just none of your changes are applied?

{Also, be sure that you're saving the file as BuildSettings.h, _not_ .TXT!}
 
what do you mean .TXT? after i have made my changes i save the file as buildsettings.h? But under that in the next line it say something like SAve as Type: Text Documents (*.txt)
 
Well, open buildsettings.h with Notepad or some "small" text editor like it, make the changes and save - NOT "save as". That should do. Don´t use Word or anything alike, that´ll screw up the .c and .h files, because those programs insert hidden formatting information into the file which the engine can´t digest.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ohmy.gif" style="vertical-align:middle" emoid=":eek:" border="0" alt="ohmy.gif" /> i did wat u told me but it dident work
 
<b>Orias, </b>I am emailing you your file just as you posted it above, in the correct way to save it. Just copy it to your POTCPROGRAM directory and overwrite your original, and hopefully it should work for you.

Remember you need to start a new game in order for these changes to take place. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
k got the `e-mail` thanx for that but. alrite i saved it and overwritted it but still nothing when i start up a new game. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
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