• New Horizons on Maelstrom
    Maelstrom New Horizons


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[REL] CoAS Hardcore Edition 1.2.3

In western places: you own the game. In Russia: the game owns you. <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#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> that was good <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Oooh, nice one! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
hi all, i just got the game, i want to ask can i download this russian mod and play it? mine is english version, also is this mod buggy?
and of course i dun understand russian
 
No, the russian mods are NOT compatible with english language games at this time.

Cap'n Drow
 
What can we do? Here we are a good bunch of modders who would be up to translate and convert the mod... Who do we have to press to get the code?
 
The pressure to give us access to the hidden files would have to go towards Akella and Seaward. Primarily it is Akella that has final say-so is what I understand.

But we can post on the Seaward forums, there are some english language forums there that they do occasionally post to, but we would have to post only to existing threads initially.

Then we could also try sending e-mails to Akella.

Overall I think its just a matter of time. I'm hoping they will eventually unlock those files for Russian players with a new patch soon, and then we will wind up with access to everything done for the russian version of the game.

marbatico - We've actually had a coupld of folks show up and say they were fluent in Russian. But each of them were students and unable to put much time towards things yet. We've not heard from either of them in quite some time.

Cap'n Drow
 
I'm using just the models and textures and they are great! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I hope a translation will pop out soon :p
 
<!--quoteo(post=332085:date=Jun 23 2009, 11:37 AM:name=Joonas612)--><div class='quotetop'>QUOTE (Joonas612 @ Jun 23 2009, 11:37 AM) <a href="index.php?act=findpost&pid=332085"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm using just the models and textures and they are great! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I hope a translation will pop out soon :p<!--QuoteEnd--></div><!--QuoteEEnd-->

whoa really? you can just use the textures and stuff? o_O
 
Yes, the models and textures are all usable. Its just any custom changes to code in the program directory that we don't have access to.

We would have to write up our own stuff for anything we use as well as modifying any code to acct for the new or updated items.

Cap'n Drow
 
So.. if I add models and textures will it add the female officers? Or should I overwrite some other files? Anyone done that?
 
Checked it and it doesn't overwrite officers models so i guess it adds new files. But if it adds new files for female officers there must be a file in INI responsible for officers (points source of their models, textures, e.t.c.). And i can't overwrite everything there due to russian language. Anyone knows the file that contains officer data?
 
The texture filenames are included in the model itself; no need for any INI affairs on that account.
There might be some code required to link the model with the portrait files. I'd expect this code to be somewhere in the PROGRAM folder.
 
I'm thinking of a file similar to [RESOURCE\INI\texts\russian\HeroDescribe.txt]. By editing it we can change face and model. So maybe there's similar concerning officers. Female officers models and faces are files Angellica. DanielA1. and YokoDias. in diffrent folders of CoAS_1.2.3_HE and they not replace any original files, so how the game finds out that there are new officers? With a file similar to HeroDescribe it would be easy to add them. We could just edit few lines and for example change officer_12.gm to Angellica.gm or something like that. I'm not sure if it works like that. Any other ideas or comments on that?
 
Changing one of the potential 'top' officers to hire is pretty easy, though you'll want to make a copy of HeroDescribe.txt since it will involve overwriting an existing one. For instance, Cecil Forrester is in HeroDescribe and every game I play I find him at just about every tavern, so he'd be a good choice if you want to turn him into a woman and don't mind her as a fellow captain (unless her ship sinks).

For 'regular' officer npcs I'm not sure where they are stored but I haven't found any file so far with them in it, nor have I found any file that determines the npc's starting skills. This is frustrating since I wanted to define Cordell's starting abilities rather than just have his PIRATES stats set based on a class.

Also, I decided to try parts of the CoAS mod so what I did was put it in the Generic Mod Enabler MODS folder in a folder called Russian CoAS and then renamed the folders modules and INI so all the texture and model changes show up but nothing else. I actually tried running it with the modules folder but it broke the start.exe (I'm guessing I have to use the one packaged with it but I'm a bit hesitant). It's very easy to do and you don't have to delete anything in case we get a decent translation of it.
 
<!--quoteo(post=334221:date=Jun 30 2009, 05:11 PM:name=Nathaniel 'Gallows' Cord)--><div class='quotetop'>QUOTE (Nathaniel 'Gallows' Cord @ Jun 30 2009, 05:11 PM) <a href="index.php?act=findpost&pid=334221"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Changing one of the potential 'top' officers to hire is pretty easy, though you'll want to make a copy of HeroDescribe.txt since it will involve overwriting an existing one. For instance, Cecil Forrester is in HeroDescribe and every game I play I find him at just about every tavern, so he'd be a good choice if you want to turn him into a woman and don't mind her as a fellow captain (unless her ship sinks).

For 'regular' officer npcs I'm not sure where they are stored but I haven't found any file so far with them in it, nor have I found any file that determines the npc's starting skills. This is frustrating since I wanted to define Cordell's starting abilities rather than just have his PIRATES stats set based on a class.

Also, I decided to try parts of the CoAS mod so what I did was put it in the Generic Mod Enabler MODS folder in a folder called Russian CoAS and then renamed the folders modules and INI so all the texture and model changes show up but nothing else. I actually tried running it with the modules folder but it broke the start.exe (I'm guessing I have to use the one packaged with it but I'm a bit hesitant). It's very easy to do and you don't have to delete anything in case we get a decent translation of it.<!--QuoteEnd--></div><!--QuoteEEnd-->

I found that playing with cheats enabled, you can hit the F10 key and it will pull up a list of all of the 'top' officers from HeroDescribe and tell you their current locations. What I also found was that none of the girls were on that list.

I either need to find a way to get them on that list so I can find them ingame, or find a way to just have them automatically given at the start of a new game. If I can't do that, then my dream of an all female fighting squad will never come true.
 
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