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Need Help Updating the Russian Translation

The ship "La Fougueuse" does not translate into the plot of the Assassin.
 

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A lot of others probably don't translate either. Attached are the character files with all the ship names translated by "TranslateString", and "RESOURCE\INI\TEXTS\ENGLISH\Storyline\Assassin\storyline_strings.txt" with all the ship names that aren't already translated in "RESOURCE\INI\TEXTS\ENGLISH\Storyline\storyline_strings.txt".
 

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Incidentally, here are the English versions of "Desmond Ray Beltrop_dialog.h", "quest_smuggler_02_dialog.h" and "quest_soldier_dialog.h". They all have some extra lines added at the end. The "Night Craft" quest appears in "Tales of a Sea Hawk" when you return to Port Royale after breaking into Rheims' house. I've finally begun adapting it so that it will also appear if you play FreePlay as a smuggler and do a lot of successful smuggling. Raoul Rheims does not appear in FreePlay, so any dialog which mentions him needs extra lines for different dialog.

For example, when you enter Port Royale in "Tales of a Sea Hawk", the smuggler tells you that Beltrop wants to see you and you say "How about you just tell him my apologies for breaking his ban on entering Rheims' house?" In FreePlay, you'll say "How about you just tell him I work alone?" His answer also changes.
 

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A lot of others probably don't translate either. Attached are the character files with all the ship names translated by "TranslateString", and "RESOURCE\INI\TEXTS\ENGLISH\Storyline\Assassin\storyline_strings.txt" with all the ship names that aren't already translated in "RESOURCE\INI\TEXTS\ENGLISH\Storyline\storyline_strings.txt".
You also forgot to add "A Desconhecida".
 

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Easily enough fixed. In "quests_reaction.c", find this line:
Code:
Characters[GetCharacterIndex("Aurelien Bergerat")].ship.name = "A Desconhecida";
Change it to:
Code:
Characters[GetCharacterIndex("Aurelien Bergerat")].ship.name = TranslateString("", "A Desconhecida");
Then add the translation line for "A Desconhecida" onto the end of "storyline_strings.txt".
 
Meanwhile, back to the FreePlay smuggler version of "Night Craft", and here's "RESOURCE\INI\TEXTS\ENGLISH\Storyline\FreePlay\QUESTBOOK\smuggler_line.txt". A few lines have changed. Again, it needed a new line without mentioning Raoul Rheims at the start. Also, there's a scene in the original version in the second mission in which Danielle rescues you from prison. Danielle doesn't exist in FreePlay either, so a random privateer or pirate raids Marigot and releases you instead.
 

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1) Add this to the case "taberna2"
StartQuestMovie(true, false, false);TrackQuestMovie("start","taberna2");
And in case "comecar2"
EndQuestMovie();TrackQuestMovie("end","taberna2");
This is necessary so that the player does not leave the tavern. After the animation is used, the character freezes in place.
2) In addition, random officers may appear on top of the main characters in the tavern.
 

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1: The line 'EndQuestMovie();TrackQuestMovie("end","taberna2");' can go earlier, into case "antesmissao" because you're about to be moved to the ship deck.
2: In case "FrenchGrenada", add:
Code:
Locations[FindLocation("Conceicao_Tavern")].vcskip = true;
Then cancel it in case "taberna31":
Code:
DeleteAttribute(&Locations[FindLocation("Conceicao_Tavern")],"vcskip");
 
1) Should Mateus Santos have such a character icon?
2) The walkthrough says, "Try killing Vito Leone then go back to Mateus Santos and see what happens," but there is no choice in this storyline. What is in this quest in FreePlay is not in the plot of Assassin.
3) Should Mateus Santos' house be open after completing "A worm in the apple"? I went in there and there were guards and a closed exit door. After that, I went to the secret door again, and Vito Leone's daughter was in the cell, which I had already freed her from.
 

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1: Yes, it is intentional, probably to make Mateus Santos seem more scary.

2: I've done some editing on the walkthrough, removing that and other choices which the player does not have. You cannot refuse a mission or refuse to kill the target as doing so ends the quest and breakd the storyline. You can hire Amerigo Vieira instead of killing him as the quest still continues, and you must accept Vito Leone's offer to pay you to kill Mateus Santos as that is the mission objective.

3: I'll need to look through the quest code to make another check for the storyline. It uses most of the sidequest code, which probably closes the door to Mateus Santos' house in San Juan.
 
Here are the files to update. You can also download all the files, if necessary, using the old links.

In addition, there are a couple of points:
1) The tavern room in the settlement where Cesario De Rosas is being held hostage is open for some reason.
2) The name "Roche2" for "Roche Brasiliano" does not translate on the ship.
3) After the death of "Roche Brasiliano", his name changes to "Roche" instead of "Roche2" and is also not translated.
 

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1: In "PROGRAM\Locations\init\Curacao.c", find the entry for "Village_Tavern". To the part with reloads, add:
Code:
Locations[n].reload.l2.disable = true;
This will not take effect until you start a new game.
2: That is probably because "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\Assassin\characters_names.txt" has no translation for "Roche2". It does have a line for "Roche". Change that to "Roche2". The name "Roche" is already translated in "RESOURCE\INI\TEXTS\RUSSIAN\Storyline\storyline_strings.txt" because "initModels.c" includes the character name for the model.
3: Check your copy of "PROGRAM\Storyline\Assassin\Characters\init\TempQuest.c", and in particular, the definition for "Rock Brasiliano". Yes, that is "Rock", not "Roche" - this is a different character made to look like Roche. It is "Rock" who appears at the fort, so that if you killed "Roche" during the sea battle, this replacement character is not affected. The definition for "Rock Brasiliano" should have this line:
Code:
ch.name     = TranslateString("", "Roche2");
Of course, if you're not translating "Roche2", that would cause trouble, though I would expect him to show up as untranslated "Roche2", the same as the dead Roche Brasiliano in the ship cabin.
 
Change that to "Roche2".
This helped for two cases.

I noticed that if you quickly kill the guards and enter the house where Cesario De Rosas is located, Nicholas Butcher does not have time to reach the "reload2_2" locator and this breaks the quest. Is it possible to make him run towards it instead of walking?
case "afterataque":
LAi_ActorGoToLocator(CharacterFromID("Nicholas Butcher"), "officers", "reload2_2", "_", 15.0);
 

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It should not matter whether Nicholas Butcher reaches "reload2_2". He is not involved in the next part. The important part of case "afterataque" is:
Code:
            ChangeCharacterAddressGroup(CharacterFromID("Cesario de Rosas"), "Village_House_01", "goto", "goto7");
            Characters[GetCharacterIndex("Cesario de Rosas")].dialog.currentnode = "begin_1";            
            ChangeCharacterAddressGroup(CharacterFromID("Roche_guard_03"), "Village_House_01", "goto", "goto3");
            LAi_group_SetRelation("ROCHE_GARDAS", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
Cesario de Rosas and another guard are placed in the house. You probably need to kill the guard. You certainly need to talk to Cesario de Rosas because his dialog triggers case "leavealdeia". That makes him follow you and sets a trigger for case "cesariogo" when you are outside in the village. That is where Nicholas Butcher should talk. If he doesn't, try adding 'LAi_SetActorType(characterFromID("Nicholas Butcher"));' at the top of case "cesariogo".
 
try adding 'LAi_SetActorType(characterFromID("Nicholas Butcher"));' at the top of case "cesariogo".
It helped.

Another problem is that we need to close the door of the house after the pirates attack us, otherwise they will disappear and I will not be able to leave the settlement.
 

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At case "cesariogobis", add:
Code:
Locations[FindLocation("Curacao_village")].reload.l2.disable = true;
Cancel it at case "batalha":
Code:
Locations[FindLocation("Curacao_village")].reload.l2.disable = false;
The door to the tavern and the exit to the jungle are reopened at case "batalha" too. They were disabled at case "foravillage".
 
1) It says "British Naval Headquarters" on the doors, although it should be "England Naval Headquarters". This also applies to the "British Naval Headquarters Study" in "interface_strings.txt ". Most likely, these inscriptions relate to Hornblower's plot and have different time periods.
2) The colony manager changes his name after death, is that how it should be?
 

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Last edited:
1: Better would be to replace the nation name entirely in case a player decides to capture Antigua for another nation - probably not in this storyline or in "Hornblower" but perhaps in FreePlay. In "PROGRAM\Locations\init\Antigua.c", replace "British Naval Headquarters" with "#stown_name# Naval Headquarters" and replace "British Naval Headquarters Study" with "#stown_name# Naval Headquarters Study". Then change "interface_strings.txt" to match. (The naval buildings in Bridgetown and Port Royale already use "#stown_name#" instead of a nation, so this makes Antigua consistent with the rest.)

2: Yes, if you kill a character who then respawns, the replacement should have a new name. You've presumably done something to provoke a fight and the regulating captain was killed, so a different officer has taken over the post and now shows an actual name. The admiral will probably do the same if you kill him.
 
That was the idea, yes. Show the town instead of the nation, the same way naval buildings in other towns do. You're playing a Dutch character there. If you capture Antigua for Holland, you won't see a British or English Naval Headquarters in the middle of a Dutch town.
 
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