<!--`QuoteBegin-Screwface`+--><div class='quotetop'>QUOTE(Screwface)</div><div class='quotemain'><!--QuoteEBegin-->It is not really a copy paste of islands of A&M Mod. I've replaced the Worldmap.gm by the one of A&M mod and `re-adjust` the positions of originals islands in Worldmap_init.c. After that, I "declared" all new islands in Worldmap_init.c and islands_init.c and each reload locators that i've noticed with Gm_viewer. I have tested lot of times to "adjust" positions of new islands in sea mod with positions in worldmap and radians who determine the famous "Land Ho" range. The worldmap aspect doesn't determine the sea mod. We could add an island that do not appear in worldmap if we wanted (a secret hidden island for example).
For the locations, we can't copy paste locations of A&M mod. We have to "create" all new towns and jungle locations for each new islands but don't worry about that. We can clone existing locations or if there are some good modders who have created new location model, that would be great to integrate them in this mod.
Yes, the Fort commanders have their proper nation. I have attribuated the nation to the fort by regarding the real situation in 1690 but i hope that i have made no historical mistakes :
Antigua : British island and Fort.
Cayman : British island in 1690
Cuba : all Towns and forts were spanish
Hispaniola : French for Port au prince, Spanish for Santo Domingo and Pirate for Tortuga
Guadeloupe : French
Saint Martin : French for The forts but i would like to create a Dutch town in the south because in 1690, the island was french in the north and dutch in the south
Turks : I didn't activate the fort because i think this island is too perfect for a new pirate island (why not with an old abandonned fort)
Ps : Perhap's we could also "rectify" the windrose in worldmap and sea mod to adapte it at the real orientation of Caribbean. If i look cuba and Hispaniola, the North is approximatively at the South `South-East`.....[/quote]
ah ok, now look.. I'm no modder just looking this from an objective point.. the A&M mod is for the russion version of POTC.. but as far as I know, the russion version is a bit different then the english despite the language but not that dramaticly different in the engine codes?? or?.. well the main thing is the A&M mod have all those island WITH locations on it.. new towns etc etc,.. so the coding has already been done by the russion mod team.. and my question is, is the russion version really THAT different in comparing with the european and USA version?.. that would be odd though, ... and also.. the "new" locations in the A&M (for russion version) do they have new models for towns etc?.. cuz that would be easy then I guess to add that in our version, but then again I'm no `hardcore-modder`, so I don't know how this stuff works exactly just a little.. so IF, the diffirence between those games russion and ours isn't that big.. then may be the solution to look at their codes and replace them by what's--necessary. of course the emphasis on "if" <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid="

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anyway if there's needing of help in this job, I'd be glad to help <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="

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