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Modding for COAS

Alright, but<i> if </i>Corsair4 is released next year, seeing its new engine, I don't think people will continue to work on Coas.
 
I checked a lot of files so far, but I see no way to generate a ship for my character I want to have right from the start. So its hard to check, if a ship-adding-attempt failed or not!
 
I thougth about it, but couldn´t find the right file or lines, I would have to change. Its all working differently than in AoP...
 
Why did we never move to AoP in the first place? The decision was made before I got here.


Btw a bug is already found in that game.
 
<!--quoteo(post=318690:date=May 10 2009, 12:17 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 10 2009, 12:17 AM) <a href="index.php?act=findpost&pid=318690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Btw two bugs are already found in that game.<!--QuoteEnd--></div><!--QuoteEEnd-->

CORRECTION! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=318690:date=May 10 2009, 12:17 AM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 10 2009, 12:17 AM) <a href="index.php?act=findpost&pid=318690"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Why did we never move to AoP in the first place? The decision was made before I got here.<!--QuoteEnd--></div><!--QuoteEEnd-->We figured we'd rather continue from what we had, instead of start all over (almost). Not to mention at that point we REALLY didn't have enough people. We're still low on people, but it was much worse in the past. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
We still have low manpower even to finish B14 on PotC. Migrating to CoAS would still mean rewriting many things from scratch. But, since it's still long way to finished B14, we'll have a possibility to see what CoAS will look like after Akella/Seaward.ru/Playlogic/whatever relases all the patches and consider program as "finished". We'll have at least clear vision how highly engine was really improved - in content or mainly in graphics?

BTW, did you notice that even (very) old games (like <i>Pirates!</i> from XX century 80s) was quite addictive end even now I'd think I'd have plenty of joy running it on dosbox, while nowadays it's all about visual effects with degrading content. For example, in case of Akella's 'series':
- <i>Sea Dogs</i> - four different stories, varied ships (though only one texture for every type), small towns but with a lot of islands
- <i>Pirates of the Caribbean</i> - only one storyline but with some side quests, every ship type in two variants but lower quantity than in predecessor, only six islands but with option of walking in jungles. Modding possibility is huge plus.
- <i>Age of Pirates: Caribbean Tales</i> one storyline (shorter and less complicated than in <i>PotC</i>) and cosmetic option to play as man or lady, approximately the same number of ships models as in <i>PotC</i> but only in one texture variant, a bit bigger map with more towns ("single-segment" however, thus in fact smaller than in <i>PotC</i>) but without jungles. Modding possibilities as in <i>PotC</i>.
Comparing those three titles I have impression that the most visible part which was most strongly improved was a graphic engine, but 'content' of every next title was smaller than in previous title...

In my personal opinion, I'd favor gameplay over "glitter" of graphics.

pirate_kk
 
Absolutely, absolutely true. Indeed it's a good idea to finish Build 14 first and see what CoAS will be like in a year or so.*
Playlogic/seaward.ru will have done their patching at that time and then we'll be able to decide what to do next.

So far we have had NO word whatsoever on the gameplay aspects of CoAS.
We've seen screenshots and a movie, we've seen the PROGRAM folder and heard sme bug reports.
But I still haven't got a clue what the game's really about as far as gameplay's concerned.

The impression I got before the game's release was that there's actually a lot more gameplay value to CoAS than there was to AoP.
And it certainly is the best-looking of the various Storm-engine-based games.
And we know for a fact that it's got at least some pretty cool features in the Engine that PotC doesn't have, such as switching the textures on the hulls.

But what we need to know is just how much gameplay value there is and which options it has that PotC doesn't.
We know about the graphics, but what about the non-graphics aspects?

As far as I'm concerned, the MAIN reason for moving to CoAS would be that PotC is slowly becoming impossible to get and CoAS, being a new game,
should be a lot easier to get. However, with the amazing distribution by Playlogic, that doesn't actually seem to apply. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

* Note: I have NO idea how long finishing Build 14 will take. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
I would propose the following as the main debate betweeb CoAS and PotC.

<b>Advantages to moving modding to City of Abandoned Ships:</b>
- Graphics are better; no arguing that
- Being just released, the game's availability is (read: should) be much better than PotC
- Being just released, the interest in the game is (read: should) be much better than PotC (publicity!)
- Game code and resources are comparable with what we're familiar with from PotC
- Contains a full and realistic Caribbean, including the Spanish Main
- Engine features some stuff that isn't possible with PotC (WHAT???)

<b>Advantages to sticking with Pirates of the Caribbean:</b>
- Game works on older systems
- Many people are already familiar with it, so the modding threshold is pretty low
- We've got a wonderful modpack for it in the works right now that's begging to be finished
- There's still PLENTY of room for improvement; limited mainly by our imagination and to some extent the game engine
- Game doesn't look THAT bad, despite what some people would have you believe

Until we have some more knowledge on what CoAS is REALLY about, there's no decision that could be made.
And certainly moving on to CoAS is not a good idea until Build 14 is done.
After all, porting a finished and working modpack would be hard enough; porting a modpack with many issues still would be near impossible.


As far as porting to Corsairs 4 is concerned:
- We don't know if the game will be made at all, let alone released in the western world
- The game uses a new engine, so most of our content we would not be able to reuse
- All our Storm-engine experience would now be worthless and we'd have to REALLY start all over
- Exactly WHAT can and can't you mod on that engine? Adding new locations/characters/ships/quests is good, but how about new features altogether?
- Would probably really not work well on low-end computers
 
<!--quoteo(post=318967:date=May 11 2009, 03:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 11 2009, 03:32 PM) <a href="index.php?act=findpost&pid=318967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->- There's still PLENTY of room for improvement; limited mainly by our imagination and to some extent the game engine<!--QuoteEnd--></div><!--QuoteEEnd-->

The only thing we can't make are original/genuine locations. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

By the way, why can we make original characters and ships with Maya and not the same for the locations ? Anyone could explain ?
 
<!--quoteo(post=318967:date=May 11 2009, 04:32 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 11 2009, 04:32 PM) <a href="index.php?act=findpost&pid=318967"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I would propose the following as the main debate betweeb CoAS and PotC.

<b>Advantages to moving modding to City of Abandoned Ships:</b>
- Graphics are better; no arguing that
- Being just released, the game's availability is (read: should) be much better than PotC
- Being just released, the interest in the game is (read: should) be much better than PotC (publicity!)
- Game code and resources are comparable with what we're familiar with from PotC
- Contains a full and realistic Caribbean, including the Spanish Main
- Engine features some stuff that isn't possible with PotC (WHAT???)

<b>Advantages to sticking with Pirates of the Caribbean:</b>
- Game works on older systems
- Many people are already familiar with it, so the modding threshold is pretty low
- We've got a wonderful modpack for it in the works right now that's begging to be finished
- There's still PLENTY of room for improvement; limited mainly by our imagination and to some extent the game engine
- Game doesn't look THAT bad, despite what some people would have you believe

Until we have some more knowledge on what CoAS is REALLY about, there's no decision that could be made.
And certainly moving on to CoAS is not a good idea until Build 14 is done.
After all, porting a finished and working modpack would be hard enough; porting a modpack with many issues still would be near impossible.


As far as porting to Corsairs 4 is concerned:
- We don't know if the game will be made at all, let alone released in the western world
- The game uses a new engine, so most of our content we would not be able to reuse
- All our Storm-engine experience would now be worthless and we'd have to REALLY start all over
- Exactly WHAT can and can't you mod on that engine? Adding new locations/characters/ships/quests is good, but how about new features altogether?
- Would probably really not work well on low-end computers<!--QuoteEnd--></div><!--QuoteEEnd-->
Hello <img src="style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />
I am here again I have bought today COAS so I am all for moving to coas.
I Read a pm that inez has plugin for blender great work <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> .
I have now mod work for SH4 at subsim.com. but will release final version next weekend. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
And after that COAS. CCCOOOAAASS <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" />
 
<!--quoteo(post=319014:date=May 11 2009, 04:37 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ May 11 2009, 04:37 PM) <a href="index.php?act=findpost&pid=319014"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->We probably COULD make locations; nobody did yet though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Could we have some help from Zaitsev (a kind of tutorial for instance...)? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
There's already some Location-related stuff in the various files he's already provided us with. Theoretically we should be able to do it.
Damski62 was working on a location, but I don't know how far he got with that. I don't think we've got any from-scratch character models either.
Davy Jones is closest, but he appears to be based on the AWE model that was put on the FTP at some point.
 
I still dont think the graphics in CoAS is up to modern standard. As I see it, its got the dynamic lights - and that´s it. I still want to buy the game, Seaward.ru already did a great job without doubt.

But from a modders point of view, you would probably see the huge gameworld as something that needs to be filled with...content. And I´m not a adventurer, using days of sparetime sailing from one side of the map to the other, contacting this guy, only to sail back to the other side of the world, picking up that guy and then walk jungles and hunt treasure. But then again, I think I am alone on that opinion <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

And did our dreams of a great game become fulfilled with CoAS? It's still like "ups..bug!" - random generated encounters in a pretty much uncontrolable environment - one nation less than PotC - shipdesigns and textures, that we already did far better ourselves(from what I can tell from those screens), And I am not sure, if you take the game to the level of becoming a guvernor and found and rule a city of your own, like pirate_kk is trying to implement?

But there is a point in moving, if we can benefit from the expertise we spend 6 years to build on this weird gamesystem. Guess it is still build up from that C/C Perl language and locators, walkfiles/walkpaths with no solid elements and that quest-system, is'nt it?
How about gamephysics, are the bodies still lying halfway on the stairs, halfway in the air, after they are killed?
 
This point of view is not meant to harm or disregard the finished and complete CoAS - my view is only pointed in the direction of transfering our Build to CoAS.
 
<!--quoteo(post=319098:date=May 11 2009, 11:09 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 11:09 PM) <a href="index.php?act=findpost&pid=319098"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This point of view is not meant to harm or disregard the finished and complete CoAS - my view is only pointed in the direction of transfering our Build to CoAS.<!--QuoteEnd--></div><!--QuoteEEnd-->
I think that transfering our Build to CoAS. is what we should do, and start NOW. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I still dont think the graphics in CoAS is up to modern standard. As I see it, its got the dynamic lights - and that´s it.<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed the graphics pale when compared to the REALLY high-end games, but they're still better than PotC.
Judging by the results of the <a href="http://forum.piratesahoy.net//index.php?showtopic=13279" target="_blank">"Getting It?" poll</a>, people don't really care THAT much about the graphics.
In the end, it's still all about gameplay; which is how it should be.

<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But from a modders point of view, you would probably see the huge gameworld as something that needs to be filled with...content.<!--QuoteEnd--></div><!--QuoteEEnd-->I wonder how filled up it already is. When we would go to porting, we might consider replacing some of the various land locations with PotC versions;
the AoP towns all look fairly generic and the PotC ones look much better.

<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And I´m not a adventurer, using days of sparetime sailing from one side of the map to the other, contacting this guy, only to sail back to the other side of the world, picking up that guy and then walk jungles and hunt treasure. But then again, I think I am alone on that opinion <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Ah... the wondrous world of time compression! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And did our dreams of a great game become fulfilled with CoAS? It's still like "ups..bug!"<!--QuoteEnd--></div><!--QuoteEEnd-->Apparently so; I was rather hoping that one year after the Russian release date, they might've gotten it up the point where it's playable and stable.
Here's to hoping some official company will go about fixing the problems, because I wouldn't really want us to have to go fixing their game. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->one nation less than PotC<!--QuoteEnd--></div><!--QuoteEEnd-->I don't particularly care about the number of nations; I'd rather have a few nations that are clearly different than having dozens of samey-samey ones.
That's what they learned in Real Time Strategy games the hard way; I remember Age of Empirers II that had dozens of nations, but there weren't many differences.
There'd be like a "Western European Nation" and then each specific nation had like one or two special units. Pretty samey-samey to me. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->shipdesigns and textures, that we already did far better ourselves(from what I can tell from those screens)<!--QuoteEnd--></div><!--QuoteEEnd-->Indeed the ships don't look that impressive. Apart from the lack of ropes (and erroneous ropes), I really do like our PotC ships.
Especially with our custom textures and improvements and then also the various new ships by Kazeite, ZarethPL and Yo Ho Ho.

<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->And I am not sure, if you take the game to the level of becoming a guvernor and found and rule a city of your own, like pirate_kk is trying to implement?<!--QuoteEnd--></div><!--QuoteEEnd-->You could do that in AoP, that I do know.

<!--quoteo(post=319096:date=May 11 2009, 10:59 PM:name=PeterWillemoes)--><div class='quotetop'>QUOTE (PeterWillemoes @ May 11 2009, 10:59 PM) <a href="index.php?act=findpost&pid=319096"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But there is a point in moving, if we can benefit from the expertise we spend 6 years to build on this weird gamesystem. Guess it is still build up from that C/C Perl language and locators, walkfiles/walkpaths with no solid elements and that quest-system, is'nt it?<!--QuoteEnd--></div><!--QuoteEEnd-->Although updated, it appears that the general base of the game is still the same.
Still the PROGRAM and RESOURCE folder, still the GM file models and TGA.TX textures; that's why we've been able to put CoAS content so easily in PotC as well.
That is why porting to CoAS should be pretty possible and definitly easier than porting to a possible Corsairs 4.
Provided that CoAS works properly, of course, and the Build mod is stable too, which are two things that have yet to be accomplished.

<!--quoteo(post=319145:date=May 12 2009, 04:41 AM:name=Captain Hawk)--><div class='quotetop'>QUOTE (Captain Hawk @ May 12 2009, 04:41 AM) <a href="index.php?act=findpost&pid=319145"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I think that transfering our Build to CoAS. is what we should do, and start NOW. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->I agree with the first part. But porting an unfinished and therefore buggy modpack to a game that also appears buggy while pretty much all of our modders don't even have that game seems a bit unrealistic to me. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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