• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

New Islands Mod

<!--quoteo(post=145441:date=Apr 14 2006, 01:08 AM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Apr 14 2006, 01:08 AM) [snapback]145441[/snapback]</div><div class='quotemain'><!--quotec-->
Thanks to you Long John <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

I've uploaded a little Rar pack on the FTP for people who wants to have some denser jungles on new islands. I've used the good CCC buildingset to add trees on some locations on new islands. If you play with the crewmembers on shore mod, those jungles can be dangerous too ! I've also added a new small village on hispaniola and fix the missing loading screens for some towns of new islands. This little bug was because the init files of new islands were not updated to the "langage conversion mod". <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Of course, a New Game is required !

As i couldn't be on the forum recently, the last postbuild 12 version that i have installed on my game is the 25th march version so the pack is compatible with this postbuild12 version. Pieter could you please check the pack to see if it is compatible with the last postbuild12 update ? And can tell me what i have to install to be up to date ? I'm lost !!! <img src="style_emoticons/<#EMO_DIR#>/ko.gif" style="vertical-align:middle" emoid=":ko" border="0" alt="ko.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Screwface,

I've seen your new "Screwface - Some denser jungle on new islands.rar" is just 56KB sized, it's normal or there is something of missing here?

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
giuliootto
 
Don't worry that's normal ! I have added lines of code in some files by using the CCC buildingset ! That's why the pack is so small <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

Screwface.....Not sure if this be a problem or what....I have just came off the FTP site and I cannot find your update...what did you call it....downloaded some CCC Building Set folder with a bunch of new stuff....but didnt have your name attached to it. Right now we are trying to test three temporary updates to the Post Build trying to establish which one caused the new series of CTD's.... So far they have all came up clean, but I guess originally together they caused problems....So I wanted to add these new things for the Islands but not sure what or when before completing these tests...

Anyway thought I would download it to have it when I was ready but could not find it....Is there 2 sites and I have the oldr one or something??

Thanks Screwface
 
Nice seeing you around again, Screwface! I'm glad you haven't left! Be sure to have a look at the following threads:
<a href="http://forum.piratesahoy.net/index.php?showtopic=7049" target="_blank">The Future of PotC Modding</a>
<a href="http://forum.piratesahoy.net/index.php?showtopic=7090" target="_blank">Defining a Common Goal</a>
<a href="http://forum.piratesahoy.net/index.php?showtopic=7091" target="_blank">To-Do list for Build 13</a>

I will make your latest work compatible with the latest modpack. Won't be hard thanks to the wonderful world of WinMerge. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

At the moment, to get the most up-to-date working modpack version, download the 5 March version from my site. I have released versions after that one, but these were seriously bugged with crashes all the time. We're still working on fixing those, but we seem to be getting somewhere. Finally... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

The file is on the old FTP (ftp.piratesahoy.net), but the new FTP is at ftp.piratesahoy.org. So you don't have the old site but the new one, Long John Silver. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
I noticed that one of your files references new loading screens (for the village you added to Hispaniola), but the loading screens themselves aren't added:
Hispaniola_village_Exit.tga.tx
Hispaniola_village.tga.tx
Could you please send these files to me or upload them to the FTP?

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> BTW: I still want to know how to make loading screens. CCC's new locations on Antigua and Saint Martin don't have loading screens and I want to add them.
 
<img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

Thankee Pieter.......But I just took a look at the properties of the only ftp site you had in that version of FTP commander you sent me, ( Thank You Very Much Again ) and it claims it is "ftp.piratesahoy.org" So I guess I don't have the Newest one....guess that is why I can't find any of this stuff you guys are talking about.....

P.S. Wonder how I will get there now? But Ima gonna try
 
Woops. My mistake. The new FTP IS ftp.piratesahoy.ORG. I typed it wrong in my previous post, but corrected it now. To get on the old FTP, add a new FTP server to FTP Commander with the same settings, but replace .org with .net. Then you can access both the new and the old FTP. And sorry for the confusion. My bad. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
Thankee Pieter.....already got that implemented...and works fine....now what am I gonna do with all these new toys. Actually don't really want to attempt to put this stuff in game until we finish testing, although would like to add the newest stuff from Screwface and CCC for the Islands, have not seen the Islands yet, and I was one of the ones that swayed CCC to make Antigua like it was...then my computer suffered a couple of malfunctions one on top of the other, and I missed all this stuff for about 2 months.....Sal'right now.

For the sake of asking, How would I add the new skins so as to not copy over the existing ones in the game, so like if I wanted new Soldier skins in tailor's shops but not to overwrite the soldiers in nationalities now, or maybe overwrite some but not all towns?

Likewise with ships.....I noticed that They named Izane's Surprise "frigate1" so if I put that in game, it will overwrite the one that is there now as frigate1, and then we lose that one....yes the new one may be prettier but still a ship is a ship and I want to keep them all I guess. So what is the difference to change to keep the new ships as another number....just change the numbers and they work or is it more complicated than that.....appreciate the time you take responding or at least steering me in the right directions

Of course if you add them I won't have too, but like I said earlier, I would lke to keep the others instead of replacing, but maybe I can put them back in as other numbers later If I know how
 
<!--quoteo(post=145580:date=Apr 15 2006, 01:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Apr 15 2006, 01:29 PM) [snapback]145580[/snapback]</div><div class='quotemain'><!--quotec-->
I noticed that one of your files references new loading screens (for the village you added to Hispaniola), but the loading screens themselves aren't added:
Hispaniola_village_Exit.tga.tx
Hispaniola_village.tga.tx
Could you please send these files to me or upload them to the FTP?

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Edit:<!--colorc--></span><!--/colorc--> BTW: I still want to know how to make loading screens. CCC's new locations on Antigua and Saint Martin don't have loading screens and I want to add them.
<!--QuoteEnd--></div><!--QuoteEEnd-->

Pieter,

I have realized the two missing screens and puted them on the FTP. The name of the pack is Screwface - Loading screens.rar!
But i have forgotten to correct a line on hispaniola.c in my previous pack. When you will make the pack compatible with the last update, could you fix this mistake by replacing the line :

Locations[n].image = "loading\Hispaniola_village_Exit.tga";

by

Locations[n].image = "loading\" + LanguageGetLanguage() +"\Hispaniola_village_Exit.tga";

in PROGRAM\Locations\init\Hispaniola.c file.

Otherwise, the loading screen won't be loaded !

St-martin and Antigua have some loading screens. That's a map for ports and plants for jungles. Perhaps you would like to replace them by more "stock game style" loading screens? I can help you if you want and make them for you but we'll also have to change some lines of code in SaintMartin.c and antigua.c files <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--quoteo(post=145716:date=Apr 16 2006, 07:17 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Apr 16 2006, 07:17 PM) [snapback]145716[/snapback]</div><div class='quotemain'><!--quotec-->
I have realized the two missing screens and puted them on the FTP. The name of the pack is Screwface - Loading screens.rar!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks a lot, Screwface! I got 'em! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

<!--quoteo(post=145716:date=Apr 16 2006, 07:17 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Apr 16 2006, 07:17 PM) [snapback]145716[/snapback]</div><div class='quotemain'><!--quotec-->
But i have forgotten to correct a line on hispaniola.c in my previous pack. When you will make the pack compatible with the last update, could you fix this mistake by replacing the line :
<!--QuoteEnd--></div><!--QuoteEEnd-->
I had already caught that one. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=145716:date=Apr 16 2006, 07:17 PM:name=Screwface)--><div class='quotetop'>QUOTE(Screwface @ Apr 16 2006, 07:17 PM) [snapback]145716[/snapback]</div><div class='quotemain'><!--quotec-->
St-martin and Antigua have some loading screens. That's a map for ports and plants for jungles. Perhaps you would like to replace them by more "stock game style" loading screens? I can help you if you want and make them for you but we'll also have to change some lines of code in SaintMartin.c and antigua.c files <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I would indeed like some more "stock game style" loading screens. I can make the screenshots, but I can't add the text and stuff to the screenshots. I can add text and stuff, but it won't look similar to the ones already in the game.

<!--quoteo(post=145714:date=Apr 16 2006, 06:12 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 16 2006, 06:12 PM) [snapback]145714[/snapback]</div><div class='quotemain'><!--quotec-->
Thankee Pieter.....already got that implemented...and works fine....now what am I gonna do with all these new toys. Actually don't really want to attempt to put this stuff in game until we finish testing, although would like to add the newest stuff from Screwface and CCC for the Islands, have not seen the Islands yet, and I was one of the ones that swayed CCC to make Antigua like it was...then my computer suffered a couple of malfunctions one on top of the other, and I missed all this stuff for about 2 months.....Sal'right now.
<!--QuoteEnd--></div><!--QuoteEEnd-->
The new islands are already in your test-version. You should be able to visit Antigua and Saint Martin just fine. The only thing that is missing is Screwface's latest dense jungles and the addition of a small village to Hispaniola. The rest is already in there.

<!--quoteo(post=145714:date=Apr 16 2006, 06:12 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 16 2006, 06:12 PM) [snapback]145714[/snapback]</div><div class='quotemain'><!--quotec-->
For the sake of asking, How would I add the new skins so as to not copy over the existing ones in the game, so like if I wanted new Soldier skins in tailor's shops but not to overwrite the soldiers in nationalities now, or maybe overwrite some but not all towns?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Jack Davidson's mod only adds the soldier skins to the tailor's shops and doesn't overwrite any of the current soldiers at all. I pretty much like the idea of adding different soldiers outfit to different towns as well, because I don't like overwrite people's work either. Plus the uniforms weren't standardized in the 1600's anyway. You can change the guards' models in the character init files (new game is required), so that should be possible. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=145714:date=Apr 16 2006, 06:12 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 16 2006, 06:12 PM) [snapback]145714[/snapback]</div><div class='quotemain'><!--quotec-->
Likewise with ships.....I noticed that They named Izane's Surprise "frigate1" so if I put that in game, it will overwrite the one that is there now as frigate1, and then we lose that one....yes the new one may be prettier but still a ship is a ship and I want to keep them all I guess. So what is the difference to change to keep the new ships as another number....just change the numbers and they work or is it more complicated than that.....appreciate the time you take responding or at least steering me in the right directions
<!--QuoteEnd--></div><!--QuoteEEnd-->
On the FTP you can download the HMS Surprise, but also a folder by Captain Hawk named "separateShip+Walk Inzane's Surprise". That folder will help you getting the Surprise ingame as a seperate ship. I already have her ingame as a seperate ship and she will be in the next proper modpack update together with a whole bunch of other new ships. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Good Day tew yer gentermen, hopes yew still be above the sod this ere fine day. Thank guys for being so helpful. I have already implemented these changes, in my build here, because I want all the neat stuff for the new islands. And according to your chatter here abouts, it will not effect gameplay with bugs or stuff. Thanks Screwface, this is great stuff, and hope we are planning on using more stuff from AOP, or Slib...where ever we can get it from....is there still stuff in th eold Sea Dogs...I never played that game...but I got it here.....should I, and if so with or with out mods? Anyway CCC did up a readme about this new stuff, and he talked about destroyed buildings....can we implement that or do you guys have ideas for that stuff.

Also Pieter or Screwface [ cause I'm sure you know as well ] 3 quick questions about new ships be placed in the game....

First - where does the folder go...this is the one called "frigate1" or the one I'm going to change to "frigate4" so as not to copy over existing ships. And what does the name of the folder Do exactly? You probably will see where this is going with the rest of the questions (I am doing up a fairly clear document on this topic so anyone, even an idiot like me can read and understand this in future if this sounds useful) Also in Capt Hawk's example on the ftp site for putting Inzane's frigate in game as "frigate4" he gives us a "textures" folder as well....where do they go exactly. I've guessed, but that doesn't make it right. So placement of the ships folder, and the textures folder need to be added for clarity.....please!

Secondly - If you go to the Pirates of the Caribbean\PROGRAM\SEA_AI\shipWalk.c, and open this up, it gives a fairly detailed list of ships.....is this the most accurate list of ships in "My" particular build or game. The reason I'm asking should be fairly clear....if I add ships to mine, they won't be like everyone else's....and if I download some new updates will this reflect in this file. If this is the most accurate way of telling, I will keep a spare kicking around to continue to "build" on too, without someone elses files overwriting mine. There is also other areas that have alot of ships added to them, like the Pirates of the Caribbean\PROGRAM\SEA_AI\shipWalk.c file...but there are ones there like "weathered" ships by MuddyMonkey that I don't remember seeing in game. So where is the best way of seeing or telling what ships are in game

Thirdly - when you go into POTC\Program\ships\"ships_init.c" and add your ship to its registry there, How is the name portrayed in the game? So lets say I go to the Shipyard in Falais de Fleur, and see this ship....How do I know it is Inzanes new frigate, which name is used for the game.....the Folder name or the Reference name, or some other name that is here somewhere and like what would it be?

Clear as mud....hope so...if you think my tutorial would be of some use, I'll send it to you for reading and you are welcome to use it if it is accurate and I got things right, may come in handy who knows. Once I get this down, I will maybe start on a placing skins one as well. I always found if I write something down it sticks with me better than anything else, and I was keeping notes for this and other things from the forums anyway. So if I am doing a text file for my own use, might as well make sort of tutorial for others. Who knows I might end up redoing Pieter's Page for his characters list next, as soon as I can figure out who's all in the build to begin with, ya never know!!!!
 
<!--quoteo(post=145819:date=Apr 17 2006, 08:14 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 17 2006, 08:14 PM) [snapback]145819[/snapback]</div><div class='quotemain'><!--quotec-->
First - where does the folder go...this is the one called "frigate1" or the one I'm going to change to "frigate4" so as not to copy over existing ships. And what does the name of the folder Do exactly? You probably will see where this is going with the rest of the questions (I am doing up a fairly clear document on this topic so anyone, even an idiot like me can read and understand this in future if this sounds useful) Also in Capt Hawk's example on the ftp site for putting Inzane's frigate in game as "frigate4" he gives us a "textures" folder as well....where do they go exactly. I've guessed, but that doesn't make it right. So placement of the ships folder, and the textures folder need to be added for clarity.....please!
<!--QuoteEnd--></div><!--QuoteEEnd-->The folder containing the model files must go into RESOURCE\Models\Ships. make sure all files in the folder start with the same name as the folder's name. So if you name the folder "frigate4", make sure all files are called "frigate4.gm", "frigate4_mast1.gm", etc. Otherwise the game will crash. The texture files should go into "RESOURCE\Textures\Ships".

<!--quoteo(post=145819:date=Apr 17 2006, 08:14 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 17 2006, 08:14 PM) [snapback]145819[/snapback]</div><div class='quotemain'><!--quotec-->
Secondly - If you go to the Pirates of the Caribbean\PROGRAM\SEA_AI\shipWalk.c, and open this up, it gives a fairly detailed list of ships.....is this the most accurate list of ships in "My" particular build or game. The reason I'm asking should be fairly clear....if I add ships to mine, they won't be like everyone else's....and if I download some new updates will this reflect in this file. If this is the most accurate way of telling, I will keep a spare kicking around to continue to "build" on too, without someone elses files overwriting mine. There is also other areas that have alot of ships added to them, like the Pirates of the Caribbean\PROGRAM\SEA_AI\shipWalk.c file...but there are ones there like "weathered" ships by MuddyMonkey that I don't remember seeing in game. So where is the best way of seeing or telling what ships are in game
<!--QuoteEnd--></div><!--QuoteEEnd-->The most complete list of ships is ships_init.c, because every single ship HAS to be added to this file. If the folder name is "frigate4", make sure that <i>refShip.Name</i> and <i>refShip.SName</i> are "frigate4" as well. I think that <i>refShip.All</i> enables you to choose another ship, so that if your frigate4 is lacking some attributes, it will use the <i>refShip.All</i>'s attributes instead. Not sure about this though. I think you should be fine if you set this to "frigate1".

<!--quoteo(post=145819:date=Apr 17 2006, 08:14 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 17 2006, 08:14 PM) [snapback]145819[/snapback]</div><div class='quotemain'><!--quotec-->
Thirdly - when you go into POTC\Program\ships\"ships_init.c" and add your ship to its registry there, How is the name portrayed in the game? So lets say I go to the Shipyard in Falais de Fleur, and see this ship....How do I know it is Inzanes new frigate, which name is used for the game.....the Folder name or the Reference name, or some other name that is here somewhere and like what would it be?
<!--QuoteEnd--></div><!--QuoteEEnd-->This ship's name is defined in RESOURCE\INI\TEXTS\ENGLISH\common.ini (or RUSSIAN\common.ini if you're playing Russian). Add a line like <i>string = frigate4,"Surprise"</i> to this file. It should be used as <i>string = FolderName,"Ingame name"</i>.

<!--quoteo(post=145819:date=Apr 17 2006, 08:14 PM:name=Long John Silver)--><div class='quotetop'>QUOTE(Long John Silver @ Apr 17 2006, 08:14 PM) [snapback]145819[/snapback]</div><div class='quotemain'><!--quotec-->
Clear as mud....hope so...if you think my tutorial would be of some use, I'll send it to you for reading and you are welcome to use it if it is accurate and I got things right, may come in handy who knows. Once I get this down, I will maybe start on a placing skins one as well. I always found if I write something down it sticks with me better than anything else, and I was keeping notes for this and other things from the forums anyway. So if I am doing a text file for my own use, might as well make sort of tutorial for others. Who knows I might end up redoing Pieter's Page for his characters list next, as soon as I can figure out who's all in the build to begin with, ya never know!!!!
<!--QuoteEnd--></div><!--QuoteEEnd-->If you make a good tutorial, you could add it to the <a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=POTCwiki" target="_blank">PotC wiki</a>. Maybe there already IS something of use for you there.

If you want to figure out what models are in the game, you can use the <a href="http://legend.seaward.ru/tools/ModelView.rar" target="_blank">GM Viewer</a> to view all files in the RESOURCE\MODELS\Characters folder. Choose RESOURCE\Textures\Characters as the texture folder. You can also view and convert all the character's portraits using the <a href="http://legend.seaward.ru/tools/ConvertorTX.rar" target="_blank">TX Converter</a> and opening the RESOURCE\Textures\INTERFACES\PORTRAITS\256 folder on the right side of the program window. (Folders 64 and 128 contain smaller versions of the portraits).

Thanks for everything and I hope I have been of some help. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

Ahoy thar Pieter, that was the Cat's meow........"pUUURRRfect". That was exactly what I wanted to hear, and it also means I was on the right track with some of this stuff, but not all, and you have filled in the blanks.

Thankee M8
 
You're welcome. Glad to be of some use. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I've have few questions about new inslands that I hope that some good mate would reply:

1) Are there some new islands that can be conquer like in POTC's stock islands?

2) What new islands have smuggling implement?

3) Are all the anchorages full functional or still exist some that don't work (I find some problem is some Cuba's seashore)?

4) Escort Merchant and trade missions should regards new islands too?


<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
Giuliootto
 
1) I don't think you can attack the forts from the seaside, but some of CCC's added towns can be conquered from the land side.

2) No islands have smugglers added. But if you enable the crew on shore mod, you can encounter random smugglers anywhere, including on the new islands. I reckon this should be enabled by default.

3) For all I know, all anchorages should be fully functional, but I'm not sure... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

4) The new islands should be taken into account for Merchant missions. I don't think all of them are added, but most of them are.
 
<!--quoteo(post=147222:date=May 2 2006, 04:08 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ May 2 2006, 04:08 PM) [snapback]147222[/snapback]</div><div class='quotemain'><!--quotec-->
1) I don't think you can attack the forts from the seaside, but some of CCC's added towns can be conquered from the land side.

2) No islands have smugglers added. But if you enable the crew on shore mod, you can encounter random smugglers anywhere, including on the new islands. I reckon this should be enabled by default.

3) For all I know, all anchorages should be fully functional, but I'm not sure... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

4) The new islands should be taken into account for Merchant missions. I don't think all of them are added, but most of them are.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Thanks for your prompt reply <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Anyone know where (in which files) attack the forts from the seaside should be added?
I think that one of the best reason for have new island should be ransack them <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Bye,bye,
Giuliootto
 
Hello. First of all, thanks by this incredible Build mod, so we have a decent pirates game at last.

Second my problem: i have installeed the Build 12.1 mod + post build + post build 30-4-06 upgrade, but when i go to the new islands towns (I have tried Havana, Santo Domingo and Port au Prince) there are not quick travel options excepting for the port, however, the taverns, stores and so are there, is something wrong?
 
There's nothing wrong. I think the quick travel icons are simply not added yet.
 
guys what password and username do you have to put in on the ftp site because mine don't work.
 
Back
Top