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    Maelstrom New Horizons


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Unlock Buildings

Cyberops

Landlubber
I have 2 questions, i just got this game for my son now i was wondering if there is a way to make all buildings unlocked, make all ships available to buy in every shipyard. And if there is a cheat for him that keeps the food at a steady level. He is not that good of a player yet so i hope someone already been able to figure this out.

Edit: Already found out how to unlock buildings, stop the food from falling and all ships available at the shipyards.

Thanks for the help anyways.
 
There are cheats (see PiratesAhoy.com main page for that), but none that I know of yet to keep food up.

Buildings are locked depending on the growth of the colony. In the beginning if you have them set to start out small, then everyone starts out with just the basics. At time progresses or depending how you set it, prosperous towns will have a Bank, and Church at your disposal.

I'm not sure if theys are or can be modded yet to be open. I'll leave that up to the modders. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
thanks for the info, i did manage to make the bank work, i gues they decided to disable it so i turned it back on, however i had to edit the usurer dialog in order for it to work. Also the brothel i have enabled but there is nothing to do there.

IF you want to enable the bank and brothel simply goto the program\locations\init folder and edit every location, see example of antigua below

<b>this is how it should look like when enabled</b>

locations[n].reload.l8.name = "reload8_back";
locations[n].reload.l8.go = "Antigua_bank";
locations[n].reload.l8.emerge = "reload1";
locations[n].reload.l8.autoreload = "0";
locations[n].reload.l8.label = "Bank";
//locations[n].reload.l8.disable = 1;
Locations[n].reload.l8.close_for_night = 1;


<b>also you need to edit the dialog Usurer_dialog
you can find it at the folder program/dialogs/english

simply add the following under the line //nclude "DIALOGS\Usurer_dialog.h"

add this:</b>


string LinkRandPhrase (string Var1, string Var2, string Var3)
{
int RandP;
RandP = Rand(2);
switch(RandP)
{
case 0:

return Var1;

break;

case 1:

return Var2;

break;

case 2:

return Var3;

break;
}
return "ERROR";
}

string TimeGreeting()
{
return "Äîáðûé äåíü";
}

string RandPhrase (string Var1, string Var2, string Var3, ref Diag, string Sound1, string sound2, string sound3)
{
int RandP;
RandP = Rand(2);
DeleteAttribute(Diag, "snd1");
DeleteAttribute(Diag, "snd2");
DeleteAttribute(Diag, "snd3");
switch(RandP)
{
case 0:

diag.snd = sound1;
return Var1;

break;

case 1:

diag.snd = sound2;
return Var2;

break;

case 2:

diag.snd = sound3;
return Var3;

break;
}
return "ERROR";
}
 
Here some info on how to make every ship available in every shipyard including the manowar, starting at the tartane which can now be bought and sold.

simply goto the folder program\scripts and open the utils

<i><b>find the following lines</b></i>

if (iShipYardLevel == 1)
{
iEndPoint = SHIP_CARAVEL;
}

if (iShipYardLevel == 2)
{
iEndPoint = SHIP_GALEON_L;
}

if (iShipYardLevel == 3)
{
iEndPoint = SHIP_PINNACE;
}

if (iShipYardLevel == 4)
{
iEndPoint = SHIP_FRIGATE;
}

//trace("isl"+ iEndPoint);

int m = 2;
for (int i = SHIP_LUGGER; i <= SHIP_FRIGATE; i++)


<u><b>change them into</b></u>

if (iShipYardLevel == 1)
{
iEndPoint = SHIP_MANOWAR;
}

if (iShipYardLevel == 2)
{
iEndPoint = SHIP_MANOWAR;
}

if (iShipYardLevel == 3)
{
iEndPoint = SHIP_MANOWAR;
}

if (iShipYardLevel == 4)
{
iEndPoint = SHIP_MANOWAR;
}

//trace("isl"+ iEndPoint);

int m = 2;
for (int i = SHIP_TARTANE; i <= SHIP_MANOWAR; i++)



and there ya have it.
 
Geez, EVERYONE's a modder ... <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> (j/k)

Thanks for info!!!!! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I've been looking at the files aswell,granted i'm no modder but have found some interesting things.As you said above alot of things that are in the game but disabled,but as for some of them they become enabled at a certain point in the game if your to believe claims from people who are farther along in the game.Also i'm guessing some of the disabled features/options may be adressed/enabled in future patches or updates,if not it'll give us pirate addicted players more to mess with in the off time.
 
Good stuff mates,dying to get my hands on this game so can look at code,I'm no expert,can do a lot of variations to improve game,probly won't get the game in canada fer some time after release in US,probly cause they figure we live in the ice age <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#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Well, here's an easy way to test if things open up later in the game. I didn't try this yesterday as I was busy dorking on other stuff (and I had a client call me late last night to let me know our server went down ... Ick.)

Start a new game and set the colony size for as large as it goes. That should give them EVERYTHING, and theoretically make it so anything in the town is available. I think the default setting is that they start out as Villages or Outposts, which means nothing is available except the default tavern, shipyard, store, and Governor's house if one is available. If things aren't unlocked then ... Well ... I don't think they are going to be. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
The only building that can be unlocked is the curch william (just checked it)

Banks and the other residences (you know the houses in town wich have a lock on their door) remain closed...

A rich town looks nicer then a outpost though
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->The only building that can be unlocked is the curch william (just checked it)

Banks and the other residences (you know the houses in town wich have a lock on their door) remain closed...

A rich town looks nicer then a outpost though<!--QuoteEnd--></div><!--QuoteEEnd-->

Yeah, it helps reading the manual ... :p

Cyberops, did that make the bank a usable feature or just an opened building? I haven't tried this yet. I'll check it out when I get home. (Bah, I need to make this site a full time job...)
 
if you also modify the dialog like i discribed then you can actually use the bank, u can take loans and give loans to the bank with an interest rate. So it's a usable feature now and actually real handy sometimes, last time i came back from sailing a few months and my interest was pretty high wich gave me the exact money i needed to buy my new ship lol
 
I'd be interested in a way ter Rob that fine bank O' Yourn <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#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Also if you want to get more money than 10k at a time with the money cheat. Open the \program\interface\ship.c.

Search for MoneyBooster

Edit the line that says "pchar, 10000" to whatever number you wish to gain instead. eg. For a million.


if(GameInterface.edit_box.str == "MoneyBooster")
{
AddMoneyToCharacter(pchar, 1000000);
isCheatCode = true;
}
 
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