PiratesAhoy! is a community for all fans of pirates and the Age of Sail, centred around games, books, and movies. We are best known for our popular mod projects, including 'New Horizons' for PotC, and 'Gentlemen of Fortune' for AoP2:CoAS.

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Testing for GOF (Company : PiratesAhoy! Community : Forum : CoAS Gameplay Experience : Testing for GOF) Locked
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May 31 2011, 3:58pm Anchor

Hmm as far as I can see, there's no restriction on getting the same ship type as the player has.  I wouldn't think this should matter for most types. Sloop, etc.  but it is a bit wrong for the special ships like the black pearl.  At some point we could put flags in for the various ship types about whether they should be unique and then some code to prevent multiples.  But that can wait.

Hmm, I've removed the new ship "Derfflinger" as there's still a number of issues with it (or my copy of it)
latest version of my changes without it is:
AOP COAS GOF changes - JA - v1.1b.zip

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 4:21pm Anchor

The main problem was what would happen if the code doesn't return a ship. At the moment, it appears that then no ship is generated at all in CoAS. That's what happened when I set ALL national chances in ships_init.c to 0.0 . Though I reckon it'd be nicer if at least something would be generated in that case. Until today in PotC, the game would then default to using the player ship. I now wrote some code to select a random ship out of 2-3 choices instead.

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Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 31 2011, 7:40pm Anchor

We tried over and over again to enable that code. I divided the ships up into nation categories over a year ago for a mod I was working on and abandoned.

What particularly bothered me was how the Pearl and the Dutchman would show up in nations fleets (especially when several would show up at a time).

My work was in vain, because I don't think those footers are active. Either the coder wrote them in with the intention of doing something with them later, or there's another batch of code buried somewhere they're supposed to be linked to that the path is broken or buried. I've looked at everything I could in the executable. It's probably a source file.

MK

Pieter_Boelen
Pieter_Boelen Third Officer
May 31 2011, 7:54pm Anchor

The nation-code in ships_init.c must've been added by somebody at some point, hoping that we'd get the mod to work properly some time. It wasn't there in the original game and is definitely based on the exact same type code we added in PotC Build 14 Beta 1.

I had posted many, many months ago how we got this mod to work properly in PotC. A few weeks ago, I decided to finally try to get it working in CoAS myself. I met with success and my code is included in the file I posted on the FTP . Luke159 and Jonathan Aldridge have already looked at it as well. So basically, while those lines weren't active before, they are now.

What still needs to be done by somebody is to actually set the national chance values in ships_init.c sensibly.
To make sure nation-specific ship models do not show up for other nations than the correct one, set the chance for the other nations to 0.0 . It's possible also to make certain ships rarer altogether by setting the chance values lower than 1.0.

As for the Pearl and Dutchman in encounters, be sure to set CanEncounter to FALSE in ships_init.c for those ships. If the required refShip.CanEncounter line isn't there for those ships, simple add the line. It seems only very few ships in the CoAS ships_init.c file have that line, but it should work just fine when added to others.

Edited by: Pieter_Boelen

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Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

May 31 2011, 9:15pm Anchor

@ Jonathan

Hey bud good to see you here. Unfortunatelly just was we was coming to the end of working on GOF 1.0 the http page for the FTP started playing up so the updates after my work v1.7 didn't show on the http page of the FTP. Here is the last of the my work updates followed by the current version of the patch which is yet to include your work and Pieter's. My Work V1.9.7 and then the patch for GOF 1.0 GOF 1.0 Patch 1.0

Talking about your work, i was blown away by the things you have done. Very nice work and nice to see somethings we couldn't work out how to fix, fixed now.

@ Pieter
Thanks bud, i will get them added to the patch tomorrow and Jonathan's work and upload the new patch.

@ MK
The nations ships mod is included in the patch for GOF (link above) all you need is the ships_init file that i have done to test the code out. The ships_init file includes some copies of some ships so they are different and more like a pirate ships, ie faster, carry more cargo and more agile. The only thing is because its testing the changes are not huge but noticable, oh and they can carry a extra 20 crew. So basically in the ships_init the ship Lugger will have 2 enteries, one for all the nations and one only for the pirates. Not all ships are like this only what would have been more likely to be seen as a pirate ship. Nations Ships: Ships_init.C File

Jun 1 2011, 1:22am Anchor

There is a conflict somewhere between Jonathan's and Lukes changes. I am experiencing CTDs when trying to enter ports (specifically Port Au Prince at the moment). I have no (exactly 0) crew other than a officer from the last fight, so that could be a factor. I'm going to start a new game. Pity, I had the Sophie and Hannah_p.

IS there an order for the patches. I loaded Lukes latest first and then Jonathan's. Perhaps I should reverse that order.

MK

Jun 1 2011, 2:46am Anchor

I think as long as we make sure there is at least 1 war and 1 merchant ship of each class for each nation it should be fine.

Hi All,

@modernknight:  It turns out my mods were built on top of older code.  I'll update em.

@Luke:  Hiya.  I'll download the latest changes and merge them with mine and upload a new version and hopefully we should all be in sync.

Cheers,
JA

@ pieter:  For my next version, I've put in restrictions on the Black Pearl and the Flying Dutchman, so they only show for pirates.  BUT, with realistic encounters, pirates don't in general get class 3 or 4 ships, so it'll never show..  (There is the special "Gentlemen of Luck" pirates that chase players with a trading contract, they can still be up to class 3.)

Hmm, maybe I'll change realistic encounters to allow class 3 & 4 pirate ships, but set the chances of the big ones to very low.

Jun 1 2011, 5:19am Anchor

PA forum seems to be back up

Jun 1 2011, 5:33am Anchor

@ Jonathan

Thanks bud, i will download your update when its ready.

* Pugwash

Cool, hopefully Keith has got the server transfer coimplete and PA has no more down time now.

@ All

Hopefully we can continue our conversations over at PA with no problems, thanks Pieter for making this forum.

Jun 1 2011, 8:12am Anchor
pugwash wrote:PA forum seems to be back up

Odd, I'm still getting board Offline Board message.  Anyone else?

Pieter_Boelen
Pieter_Boelen Third Officer
Jun 1 2011, 8:56am Anchor

It's working for me...

--

Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 1 2011, 10:41am Anchor

I've got the right URL?
"http://forum.piratesahoy.net/"
?

Edited by: belthorne

Pieter_Boelen
Pieter_Boelen Third Officer
Jun 1 2011, 10:50am Anchor

That URL works for me. Do you get any error message or is it just not working at all?

Other question: does www.piratesahoy.net load the main page for you?

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Pirates of the Caribbean: New Horizons News and Downloads
Latest Stable Release: Build 13 Final
Latest Playable Beta: Build 14 Beta 1 Patch 5

Jun 2 2011, 2:27am Anchor

Now it's working, strange.

Ok, see you all over there!

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