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Mod: A few PotC ships I added to AoP

Hi, I want to try all these ships too but im confused a little. Do I just need the 3 downloads from the top of the 1st page of this post or is there more.
 
<!--quoteo(post=198989:date=Jun 2 2007, 10:27 AM:name=DeathReaper)--><div class='quotetop'>QUOTE(DeathReaper @ Jun 2 2007, 10:27 AM) [snapback]198989[/snapback]</div><div class='quotemain'><!--quotec-->Hi, I want to try all these ships too but im confused a little. Do I just need the 3 downloads from the top of the 1st page of this post or is there more.<!--QuoteEnd--></div><!--QuoteEEnd-->

-Cyberop's Supermod + 5 updates installed

Then my 3 downloads.( Yup all links in this thread )

Lots of info in thread on installing everything.
 
Hi, nice work you did there, it was just what i was searching for after the supermod, something quite simple to add a bit of flavour to the game and to peek the modded files to learn how they work.

However, i found a couple of small issues.

1 - for some reasons, while the ships seems to have the correct data when you own them, 3 or 4 of them shows incorrect data on the shipyard panel : exactly, all the data is one line down from where it should be (so, you'll see HP 4, sails 3000, et cetera.). I think it's just a matter of positioning for those ships which have a long name, 'cause the file itself looks fine and the ships seems to work fine in the actual game.

2 - You actually added your full program dir in the "playlogic" pack. Which means, it comes with some more changes than expected. For instance, you changed the officers.c script, giving them 4 points in each skill at creation, and 100 loyalty (instead of 10), thus making them overpowered (and overpriced! :p ). I peeked at the original file from the supermod and reverted the script to its former status. However, i see (from the filedate) that you have modified 3 more scripts : colony, shipsutilities and utils. The last one should have the modification to make the ships sold only to certain shipyards, based on their class, so that's not an issue, it's a good tweak.
But, can i ask you what have you modified in colony and shiputils? Are there modifications related to those sound and effect changes you made (which, as much as i've seen by now, i like, so i'll definitely keep 'em), or can be there other "self tweaks" like that one in the officers script? You know, just to not start a new game only to find, after many hours, that there's something like, who knows, a stripped down fort made that way for testing purposes or something like that.

Well, anyway, thank you really much, i really needed some more ships to make the game spicier... and the black pearl, uuhhh how i needed a black ship! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Hi

Are there any other mods compatible with this one which add other ships into the game because i want as many as possible.
<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Found another bug : with your AIShip.c the option to dock at the cave in Dominica is, for some reason, disabled, thus preventing from doing the main quest (not a great loss you may say, i know, but... ehehe <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> ). It never appears, and instead you just have the option to go back to the world map view. The cave location is there, you can fast sail to the area, but never land. Using the original aiship from the supermod everything works fine. Just guessing, but, maybe you changed some sort of coords for the moor command? The fact is that this file is quite bigger (and more complex) than the officers one, so as of now i really haven't any chances of finding where is exactly the problem. What did you change there? Is there something relevant for the new cannon effects, or for the new ships?

EDIT

Just guessing, i still really don't know anything about the script language of this game, but these lines makes me wonder...

This is your version :

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// check reload to locations possibility
    if (iIslandIndex >= 0 && fMinEnemyDistance > MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION)
    {
        if (Island_isReloadEnableGlobal(sPlayerLocation))
        {
            aref arReload;
            makearef(arReload, rIsland.Reload);

            int iNumLocators = GetAttributesNum(arReload);
            for (int j=0; j<iNumLocators; j++)
            {
                aref arLocator;
                arLocator = GetAttributeN(arReload, j);
                string sLocatorName = GetAttributeName(arLocator);
                if (Island_isReloadFort(sPlayerLocation, arLocator.name))
                {
                    continue;
                }
                if (!Island_isReloadEnableLocal(sPlayerLocation, arLocator.name))
                {
                    continue;
                }
                if(!CheckAttribute(rIsland, "reload." + sLocatorName + ".x") || !CheckAttribute(rIsland, "reload." + sLocatorName + ".z"))
                {
                    continue;
                }
                float x1 = stf(rIsland.reload.(sLocatorName).x);
                float z1 = stf(rIsland.reload.(sLocatorName).z);
                float r = stf(rIsland.reload.(sLocatorName).radius);
                if (sqrt(sqr(x1 - x) + sqr(z1 - z)) < r)
                {
                    bCanEnterToLand = true;
                    sIslandID = rIsland.id;
                    makearef(arIslandReload, rIsland.reload);
                    sIslandLocator = rIsland.reload.(sLocatorName).name;
                    break;
                }
            }
        }
    }<!--c2--></div><!--ec2-->


And this is the supermod version :


<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// check reload to locations possibility
    if (iIslandIndex >= 0 && fMinEnemyDistance > MIN_ENEMY_DISTANCE_TO_DISABLE_ENTER_2_LOCATION)
    {
        if (Island_isReloadEnableGlobal(sPlayerLocation))
        {
            aref arReload;
            makearef(arReload, rIsland.Reload);

            int iNumLocators = GetAttributesNum(arReload);
            for (int j=0; j<iNumLocators; j++)
            {
                aref arLocator;
                arLocator = GetAttributeN(arReload, j);
                string sLocatorName = GetAttributeName(arLocator);
                if (Island_isReloadFort(sPlayerLocation, arLocator.name)) { continue; }
                if (!Island_isReloadEnableLocal(sPlayerLocation, arLocator.name)) { continue; }
                float x1 = stf(rIsland.reload.(sLocatorName).x);
                float z1 = stf(rIsland.reload.(sLocatorName).z);
                /*if (checkAttribute(rIsland, "reload."+sLocatorName+".wdmisland"))
                {
                    wdmCurrentIsland = rIsland.reload.(sLocatorName).wdmisland;
                }*/
                float r = stf(rIsland.reload.(sLocatorName).radius);
                if (sqrt(sqr(x1 - x) + sqr(z1 - z)) < r)
                {
                    bCanEnterToLand = true;
                    sIslandID = rIsland.id;
                    makearef(arIslandReload, rIsland.reload);
                    sIslandLocator = rIsland.reload.(sLocatorName).name;
                    break;
                }
            }
        }
    }<!--c2--></div><!--ec2-->

Apart from the difference in going on a new line for the parenthesis on those continue (that should'nt be an issue in any way for the language), the supermod uses a different expression for the third if, with that ".wdmisland", while you used both a ".x" and ".z", that, i suppose, refer to the float defines, instead of that wdmislands. Also, you first make the if statement, and only after define the float x1 and z1, while in supermod (more logically) those lines come first, then the if, and, finally, the third float r.
That seems to make more sense in the supermod version, however i cannot find from where that wdmisland came out and why you used that quite different expression. And i cannot imagine how those expressions for setting when there are the conditions to enter land are linked to some new ship models and effects but, well, i'm just speculating. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

I hope to have at least got the real source of the issue.
Let me now something <img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
Always nice to have someone to explain where exactly you made a mistake <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
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