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Solved The Building Set for PotC

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
The negative aspects first: The looks of the buildings that this mod adds to the game are sometimes a bit odd. I am rather ignorant of modelling, only thanks to Ines Diaz' Tool could I cobble new building models together (from other model(part)s ), and often that shows through.
The buildings are superimposed on the original locationmodel so that they look sometimes out of place. The inhabitants must be completely motionless cause the building is sort of tied to them. And there is no collision detection: characters can walk right through the walls like ghosts.

All modellers are highly welcome to improve that, or to add their own buildings.

Anyone who is willing to overlook odd looks can enjoy following features:


Building Set: the 'settlement' gameplay feature
-----------------------------------------------
The Building Set mod enables you to build houses, fortifications and other architecture elements during the running game. Those buildings can be erected anywhere you like them, you only need an officer, planks, gold and some sailors. So you can build yourself a townmansion, jungle hideout, privateerport or fortress. All can be dismantled again(by you or by hostile action) and they perform a gameplay function: you can go into the buildings and talk the inhabitants(i.e. your tenants, workers and soldiers) to use their various services or take their money or the goods they produce. The attached BuildingSetPic.JPG file shows an example.

The screenshot shows the formerly empty Octopus Bay where Nathanial Hawk has recently built the new settlement "Hawk's Harbour". The town is a bit crammed cause I squeezed all buildingtypes into one screenshot. YOUR town will of course look better <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> cause you can position each building where it suits you best.

[attachment=279:attachment]

Inhabitable buildings
..provide shelter and healing for you, and you can chat and hear rumours in there. Furthermore different buildingtypes offer various services:
-The farm to the right produces food for your crew or coffee for export, the palms behind it (which you planted) yield planks or ebony.
-Left of the farm is a simple house which pays rent. The marketstalls in front turn it into a store with the usual trading possibilities. The merchants in the marketstalls pay taxes to you.
-The mansion in the center houses "Madame Monique's etablissement for gentlemen's entertainment". There you can throw a party for your hands to lift their morale, or crimp sailors for your crew.
-The tower to the left is an 'observatory' which serves as your administration center. There you meet producers of SWAK weapons, wannabe officers, foreign diplomats, tributary planters or merchants with convoyquests.

Workshops
Around the observatory you can see three wooden workshop shacks(with Alan Smithee's blacksmith as foreman). As you built them all their goods and services are for free. There are four types of workshops:
-shipyards produce sails and repair your ship.
-rum distilleries
-cannonball foundries
-mines yield jewels or precious minerals (if your miners are lucky and well motivated)

So you can develop a self sustaining 'economy' that provides all you and your ship need. A very simple economic model determines your income from rents, taxes and workshops: every day a building accumulates a certain amount of money or goods. If you visit your building you can take the savings and stores away. But if you do that too often (i.e. treat your subjects badly) your reputation plummets. And that will in turn make your subjects unruly, decrease their productivity, trigger riots. You can increase reputation and productivity by being a benevolent ruler and lowering taxes.

As I said, rather simple, and the balance of amounts is probably not to everyones liking. But you can easily tweak that to your liking.


Fortifications
Buildings which can be armed with cannon that shoot deadly grenades at enemycharacters. You can erect fortifications to protect your settlement, and protection is really necessary: Your estate may be attacked by indians, rioting slaves, workers or doxies, conquistadores, mobs of depraved noblemen or fanatic monks... So you should make sure that you have enough fortifications at the right strategic positions.

You can also erect (field)fortifications anywhere in the game, whenever you want some enemies to be blasted away. E.g. you can sneak in a fort and position a cannon in some corner and then start the fight..

Devious minds can "build" mines, boxes boobytrapped with grenades which explode if ANYone steps on them.

You can see some cannon on the screenshot, behind the stockades beside the tradepost and in the stonefaced bastion left of the mansion.

The crenellated "keep" right of the mansion has an additional funtion: the keeper stores your money and items for you, and they are absolutely safe with him.


Building Set: the modding tool for mod newbies
---------------------------------------------
Apart from creating new buildings you can also easily create dialogs for their inhabitants: I added blank slots to the dialogs where you can insert your own texts with any texteditor. You can also tweak the amounts of money and goods that you can earn, the chances/risks of un/pleasant events etc. The inhabitants will even give you modding hints <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Believe me, anyone who can work with an texteditor is able to mod at this level. And as you'll work in a single selfcontained file only you can't do much harm <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />



Building Set: the modding tool for changing the landscape
---------------------------------------------------------
Modders who would like to create locations that look different from the stock models can now add buildings and landscape elements(woods, rocks). As example what you can do I added some buildings to Oxbay port and the new suburbs of Oxbay and Greenford(now bugfree and really worth a visit <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ) Buildings can also be erected or destroyed as part of a quest (e.g. Frogs build a fort to blockade Oxbay and you must destroy it)

Each building requires only a single line of code. E.g. this command..

Build_here(pchar, "mansion", "office", true);

..erects a mansion with office interior immediately in front of the player. This one..

Build_at("Oxbay_port", "forest", "distillery", 10.0, 2.8, 45.0, 0.2, LAI_GROUP_PLAYER);

..erects a 'building' at a certain position in a certain location.

I put examples of those functions into NK's fabulous console.c file so that you can experiment with it. All you have to do to create a new building is changing the variables and pressing F12 during the game.

To add buildings to a mod include one of those commands into any code, e.g. a quest or a dialog. Adding them to reinit.c will create those buildings upon reinitialization.

To create a new TYPE of building or landscape feature you only have to make a new item in items_init.c (Once you have found or made a fitting model)


Installation
------------
1. If you have the latest! version of Pieter Boelen's modpack installed:

1.1 Download BuildingSet.zip from the FTP server at Piratesahaoy.net

1.2 Unzip BuildingSet.zip into your Pirates of the Caribbean folder


Gamestart
---------
Pressing 'I' to reinit activates all buildingset functions. (Though I made a few minor improvements to the suburbs of Oxbay and Greenford that will only show up if you start a new game)

Hire an officer and order him to assemble a working party. He will explain how you can erect a building. The inhabitants of the new buildings will explain their functions and how you can tweak them.



Technical Details:
------------------
The Building Set does NOT change to the location model. All those "buildings" are actually items, of Gun_item_type or Blade_item_type. They appear in the game if they are being equiped/attached to characters, which will pose also as inhabitants (your loyal subjects )

Advantage of that seemingly weird method:
-buildings can be erected anytime anywhere

-they can also be destroyed, by dismantling or hostile attacks

-quests or other gameplayevents can create buildings, i.e. truly random locations could have an ever changing architecture

-buildings can perform gameplayfunctions by means of character AI

-you can modify or influence them by means of a dialogbased menu

-new buildingtypes can always be added just by defining a new item; new functions by editing AI or dialogs


Disadvantage:
-Buildings may look a bit out of place cause they are put "on top" of the locationmodel, especially on uneven ground

-"Inhabitants" must remain motionless cause the buildings are attached to them


IMHO the disadvantages are petty cosmetics compared to the opportunities this mod offers, gameplaywise as well as for creating new locations.


All functions for erecting or deleting buildings are in CCCFunctions.c, with comments that explain how this works. Changes to existing program files are marked with "// ccc building kit" . Additional program files have a header "// ccc building kit, new file". The filenames for the new models in the ammo and character folder all begin with 'B_...'.
 
Just saw that Pieter has made a Dec31 Modpack update. This is not yet incorporated in the Building Set, will do that tomorrow.

So long <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

EDIT: Building Set is updated now. It can and MUST be unzipped on top of Pieters Dec31 Modpack update.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
How will this mod work with the New Island mod?
 
Screwface's new islands? It already works with it. The whole thing works everywhere cause it is location independent. The buildings are created like characters.
 
This sounds great. Can't wait to test it out once I'm done with the next modpack update. I'll eventually put it up as additional download on my site. Unless I can add it into the modpack itself. Could it be added in without trouble?
 
You can unzip the Building Set on top of your Dec31 update and it will work without trouble. I am pretty sure that it does not interfere with anything, and it does not appear in the game unless the player chooses to build something.
But I am not sure if there is really public demand for it. I can say without boasting that it is a masterpiece of coding and technically it is a breakthrough for PotC modding <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> But sometimes I get the impression that those who still stick to PotC care mainly for the maritime part and are not much interested in creating new locations or features.

You can judge best what you want in your modpack, Pieter <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> If the buildingset makes sense for you add it, and I'll of course help you. But feel free to leave it out, I'd have no problem with that <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />:
 
What I want to add to the modpack is anything and everything that works and is fun. So that most certainly includes the Building Kit! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
I myself, being a student studying to become a sailor, am of course highly interested in the nautical part, but I also enjoy everything else that is in the game. And I've got to admit sailing around in PotC does become boring after a while, so it's great to have something interesting to do on land. And with the latest additions of crewmembers, more enemies, capturable forts, enlarged cities with very fun haunted Abbeys and the ability to build your own town, there's plenty of interesting things to do on land. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
I´m very interested in this. Now we have a lot of new islands and the way I see it we could need lots and lots of NEW locations for them as well. Everything in that direction is great, besides I was an architect. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Friggin' sweet CCC. I've put all my energy into the SLiB Add-On lately (have probably played that longer than any other PotC mod - level 35, over three years in-game time has passed... it's wickedly addictive, and it's even helping me learn my Russian a lot), but I'll update my Build files soon and try this out. Looks stupendous.

Happy new year, by the way, everyone...
 
yeah this looks great. might have to skip work tonight to see how it runs. lately i've been playing pirate and running out of tortuga mostly but being able to build my own fort and lil hideaway is great.
now all we need is those last pesky islands with no landing places to have a couple of locations added with no buildings. or even better small atols and scattered about the place with just single landing place locations to play with.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->quests or other gameplayevents can create buildings<!--QuoteEnd--></div><!--QuoteEEnd-->

Are there new quests in the mod?

Hmmmm....I don't know where these come from but I think from these mod.

The changes in the "new" greenford part are wonderful. The cruch with the mad heretics ...great :) Funny dialogs.....these creatures are really evil.....but I don't know (and I wanna don't know yet) what secrets are in the temple. It was to hard for me, at the moment......

And the outside buildings are great, too.
 
<!--quoteo(post=136954:date=Jan 3 2006, 07:48 AM:name=alan_smithee)--><div class='quotetop'>QUOTE(alan_smithee @ Jan 3 2006, 07:48 AM) [snapback]136954[/snapback]</div><div class='quotemain'><!--quotec-->Friggin' sweet CCC. I've put all my energy into the SLiB Add-On lately (have probably played that longer than any other PotC mod - level 35, over three years in-game time has passed... it's wickedly addictive, and it's even helping me learn my Russian a lot), but I'll update my Build files soon and try this out. Looks stupendous.<!--QuoteEnd--></div><!--QuoteEEnd-->
I would love to see you doing some modding again. You had some great stuff in the works. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Hey, this all sounds very interesting. I'll be grabbing it from the FTP and giving it a go.

Cheers, matey <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" />
 
Thanks a lot for the kind feedback, folks <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" /> Maybe we can start a community project "Colonization of Archipelago" with this: if you have created a nice settlement for a certain location (Terjetown, Port Rackham, Boelen Bay..) share it and post it here. I could make a tracer that logs the positiondata, and we could put the nicest locations into the modpack by encoding the data of your creation.
 
What about Nathaniel Hawk could build his own colony as some large quest as it is possible in AlexusB´s mod? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Well, Nat CAN build his own colony. He'll have to aquire gold, material and men for that. And he must find the right spot where the settlement can flourish while being easily defendable. Then he can sort of "rule" and exploit and defend his colony. Would you call that a quest, or rather a feature? I leave that up to you <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

I don't exactly know how colonization in the excellent SLib mod works, quite possible that they have a more sophisticated quest. The focus of the Building Set lies elsewhere, on the freedom of building design: here you can choose freely the location, outlay and size of your colony.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />

This is Freakin Amazing CCC, truly one of the Seven New wonders of the POTC world, and I agree with the Others and especially Pieter's statements, anything that is fun and works goes in!! Being newer here though I have one question?? Is there any uninhabitable islands out there to settle on.....maybe I dont want to know this yet, I still have not visited "ANY" of these new islands yet past the original game ones, having just found your lovely little realm here three days ago........but this is soooooo freakin neat

Laters, and thanks, keep up the great work, I see a huge promotion comin your way Matey!
 
A promotion? Maybe to Armchair Admiral ? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" />

As for additional islands, Khael Roa got some additional jungle location where one could build a hideout or outback town. And Screwface is doing a great job in adding several additional islands, but he has not all finished already. I don't know if he has already fixed designs for the unfinished ones, but I bet one could add some isolated beaches there.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

This brings to me to another Question concernig the Islands and other locations. I have found a few spots where things dont quite work right, should I report them here, or somewhere else. For example, I was looking into Havana, and then went to Santiago, But even though I sailed to the port, and heard the drop anchor sound, I could not leave the ship or gop to a port scene. I had used my "sailto" option and then hit F3, I even opened up thew command line and tried to choose Mooring as well. This problem was also at the Port in the Cayman Islands. Sail to the island, hit space.......chose the Sailto options, chose the harbor or Port, but then could not dock. Ended up fighting a French Corvette, and while I was sailin around in the Harbor, I docked Automatically!!

Go Figure
 
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