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Bermuda mod
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jlangsdo
Cutthroat
Posts: 400



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PostPosted: Tue Dec 11, 2012 12:41 am    Post subject: Bermuda mod Reply with quote

This mod restores Bermuda to its proper place as an English colony.

The island of Bermuda has been moved south into the sailing region (as was demonstrated in the other thread), and the world maps have been updated accordingly. Next I relocated the city of Eleuthera to the island of Bermuda and renamed it Bermuda. I also fixed the travel notes in text.ini so they wouldn't refer to the old name.

Then, just for fun, I fixed the entries in the pirate-o-pedia too.

EDIT: REMOVED BROKEN LINK

EDIT 2 (26 SEP 2020):
themodelcitizen has made a mod consolidating two 'lost' mods (Bermuda shift mod, French Louisiana mod) with a 'Gibraltar to Guyana' shift mod, a 'Nevis to Belize' shift mod, and a Nassau to Carolina shift mod.

Four corners (Bermuda restored + new cities)
http://hookedonpirates.com/forums/viewtopic.php?t=8289


Last edited by jlangsdo on Sun Sep 01, 2013 4:13 pm; edited 1 time in total
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maturin
Swabbie
Posts: 62



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PostPosted: Wed Dec 12, 2012 1:57 am    Post subject: Reply with quote

Simply awesome! You bring back the good ol' C64 days!!! Thank you for what you are doing for the whole Pirates!-Community!

Do you think it might be possible someday not only to change and relocate citys but to add them?
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jlangsdo
Cutthroat
Posts: 400



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PostPosted: Fri Dec 14, 2012 2:51 am    Post subject: Reply with quote

Thanks for the kind note, maturin.

As for making new cities... here's what we've got. The game has slots for 128 cities/settlements. The first 48 are cities (counting Europe twice, for the start and end of the treasure fleet route)

I haven't experimented with renaming Europe; I think it might be just fine to do so; the treasure fleet might just start from that city somewhere on the map. But there could be other issues with it.

Since a few of the cities disappear/reappear over time (like Coro), you can make an extra city by renaming/relocating Coro and using that slot. I made Bermuda from Eleuthera rather than Coro because I wanted it to start out English and to be around in 1660; to make Coro into an English Bermuda in 1660 would require either a savegame edit, or a mod to the executable.....

With the savegame editor, you can also promote a settlement into a pseudo-city; it can have a governor, daughter, etc, but it doesn't show up like a city on the world map; you can't click on it to get city information. The Aberdonian has played around with that.

But why would you want more cities? What do you think that would bring to the game?
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jlangsdo
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PostPosted: Wed Dec 19, 2012 2:36 am    Post subject: Reply with quote

After messing around with "maplabel.dta" for a while this evening, I'm pretty sure we are never going to get more true cities.

This file has several lines for the 44 (not 4Cool real cities, from Antigua to Villa Hermosa; first X offsets on the zoomed out map (44x4 bytes), then X offsets on the medium map, and so on. It's all grouped into 44s not 128s, so the 44 must be hardcoded all over in the executable.
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jlangsdo
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PostPosted: Sun Sep 01, 2013 4:14 pm    Post subject: Reply with quote

I updated the link above (moved from quickfilepost to RapidShare)
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dogcigar
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PostPosted: Sat Sep 14, 2013 7:57 am    Post subject: More Cities Reply with quote

looking at Phalzyr`s trainer (which I haven`t used) part of the options are as follows:

* Change settlements into towns with/without a chance to become pirate havens. Change Jesuit missionaries into other types. (These towns can't be attack but can do everything else a town can.)

does this mean he did make more than usual number of towns. I wonder if they have governors et al? has anyone used the trainer?
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Captain Teague
Rigger
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PostPosted: Sat Sep 14, 2013 8:09 am    Post subject: Reply with quote

I use it occasionally for story/scenarios, and actually curiosity got the better of me the last time I played and I tried [that function] out. The settlements all gain a fort next to them, and the appearance of very tiny cities (a mansion with about 3 houses really; and the fort). Despite the fort, you cannot attack them, but you can dock (even if they hate you since it's like landing at a settlement), and they not only have governors, with daughters, but they shipwright also has an upgrade to sell and you can recruit men at the tavern. Like it says; you can do everything just like a "real" city, except for attack it. I did notice through a little experimentation that the governor's daughter in a settlement is ALWAYS plain, however there is an option on the trainer to change the nearest town (or settlement) to have a beautiful daughter, which works on the upgraded settlements. Certainly changes the game, since escort missions are all but gone, however, makes promotions and getting crew/upgrades easier.
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foozballguy
Powder Monkey
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PostPosted: Tue Oct 02, 2018 3:31 am    Post subject: Reply with quote

Anyone still have a copy of this mod?
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Captain Teague
Rigger
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PostPosted: Tue Oct 02, 2018 4:41 am    Post subject: Reply with quote

I think I still have it on my old computer somewhere. I will have to take a look in the morning.
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corsair91
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PostPosted: Wed Sep 16, 2020 1:55 pm    Post subject: Reply with quote

bump

Bermuda Mod is still missing, If anyone has this please post it
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themodelcitizen
Gunner
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PostPosted: Mon Sep 21, 2020 9:19 am    Post subject: Reply with quote

I did some expansion on the Barbados shift mod to bring Bermuda back into play, moving and renaming Eleuthera:

http://hookedonpirates.com/forums/viewtopic.php?p=118896#118896

I haven't tried moving the landscape, so it just floats there like a tiny island, but works like a city should. Could use a new text.ini file to fix Eleuthera's description if anyone has the skillz (edit - done both)



Last edited by themodelcitizen on Tue Sep 22, 2020 4:08 am; edited 8 times in total
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Pirate
Helmsman
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PostPosted: Mon Sep 21, 2020 4:03 pm    Post subject: Reply with quote

All you gotta do is open the text.ini scroll down the bottom to where the city descriptions are. You will find one that says Elethren merchants are in the market for luxuries or something like that. Just replace the cities name with Bermuda women are in the market for Gucci handbags and your all set.
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Pirate
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PostPosted: Mon Sep 21, 2020 4:10 pm    Post subject: Reply with quote

The sentence doesn’t have to be the same size in the text.ini for example if you write the Hot Blond bikini clad women of the nice warm city of Bermuda are often in the market for brand new Gucci handbags it will still work just fine.
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themodelcitizen
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PostPosted: Mon Sep 21, 2020 7:34 pm    Post subject: Reply with quote

I don't have text.ini as I never actually unpacked the exe or anything. I messed around with the text.ini in the East Indies Mod, but for the Caribbean I don't have it
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fleetp
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PostPosted: Mon Sep 21, 2020 7:57 pm    Post subject: Reply with quote

Here's the text.ini file from the original game


; INI file for Pirates! Text System.
; Each group is a KEY to be used in strings for variable replacement.
; Each group must have a Type. The Type can be one of: __NUM, __STR,
; __INITIAL, __VAR, __GEN, __PER, __MALE, __FEMALE, __NEUTER, __MP,
; __FP, __NP, __SING, __PLUR.
;
; The __NUM type is used for numeric values. It will have 2 permutations:
; 1 and any other number.
;
; The __STR type should only be used for debugging purposes as translators
; have no way of knowing the value that will be substituted. It will have
; only 1 permutation (the variable, as is).
;
; The __CHAR type is similar to the __STR type but it is a single
; character. It will only have 1 permutation (the character, as is).
;
; The __VAR type is a lookup value. There must be at least one Value for
; these types. There will be 1 permutation for each listed Value. These
; types can also be linked so that multiple __VAR types will generate
; permutations to together. Links should be used whenever two __VAR types
; have the same number of values and will always be used with each other.
;
; The __GEN type is a string containing gender and plurality information.
; The string to be parsed must contain an FTextGenVarData object which
; contains the string, gender, and plurality, as the replacement value.
; These types will have 6 permutations (masculine, feminine, and neuter,
; both singular and plural).
;
; The __PER type is a subclass of the __GEN type used for a person's name.
; The string to be parsed must contain an FTextGenVarData object which
; contains the string and gender, as the replacement value. These types
; will have 2 permutations (masculine and feminine, both singular).
;
; The __MALE type is a subclass of the __GEN type. It is used for strings
; that will always be masculine singular. The string to be parsed must contain
; an FTextGenVarData object which contains the string, gender, and plurality,
; as the replacement value. There will only be 1 perumtation for this type.
;
; The __FEMALE type is a subclass of the __GEN type. It is used for strings
; that will always be feminine singular. The string to be parsed must contain
; an FTextGenVarData object which contains the string, gender, and plurality,
; as the replacement value. There will only be 1 perumtation for this type.
;
; The __NEUTER type is a subclass of the __GEN type. It is used for strings
; that will always be neuter singular. The string to be parsed must contain
; an FTextGenVarData object which contains the string, gender, and plurality,
; as the replacement value. There will only be 1 perumtation for this type.
;
; The __MP type is a subclass of the __GEN type. It is used for strings
; that will always be masculine plural. The string to be parsed must contain
; an FTextGenVarData object which contains the string, gender, and plurality,
; as the replacement value. There will only be 1 perumtation for this type.
;
; The __FP type is a subclass of the __GEN type. It is used for strings
; that will always be feminine plural. The string to be parsed must contain
; an FTextGenVarData object which contains the string, gender, and plurality,
; as the replacement value. There will only be 1 perumtation for this type.
;
; The __NP type is a subclass of the __GEN type. It is used for strings
; that will always be neuter plural. The string to be parsed must contain
; an FTextGenVarData object which contains the string, gender, and plurality,
; as the replacement value. There will only be 1 perumtation for this type.
;
; The __SING type is a subclass of the __GEN type. It is used for strings
; that will always be singular, but may be masculine, feminine, or neuter.
; The string to be parsed must contain an FTextGenVarData object which contains
; the string and gender as the replacement value. There will be 3 permutations
; for this type (masculine, feminine, and neuter).
;
; The __PLUR type is a subclass of the __GEN type. It is used for strings
; that will always be plural, but may be masculine, feminine, or neuter.
; The string to be parsed must contain an FTextGenVarData object which contains
; the string and gender as the replacement value. There will be 3 permutations
; for this type (masculine, feminine, and neuter).
;

[NUM]
Type = __NUM

[CHAR]
Type = __CHAR

[PCNAME]
Type = __MALE

[CITYNAME]
Type = __PER

[CITYTYPE]
Type = __VAR
Value = Capital
Value = Port
Value = Town
Value = Colony
Value = Trading Post
Value = Stronghold
Value = Village
Value = Outpost
Value = Haven
Value = Village
Value = Mission
Value = Settlement

[LOCTYPE]
Type = __VAR
Value = City
Value = Colony
Value = Town
Value = Trading Post
Value = Haven
Value = Village
Value = Mission
Value = Settlement

[SHIPNAME]
Type = __PER

[NATIONALITY]
Type = __VAR
Value = Spanish
Value = English
Value = French
Value = Dutch
Value = Pirate
Value = Indian
Value = Jesuit
Value = Settlement

[ANATIONALITY]
Type = __VAR
Value = a Spanish
Value = an English
Value = a French
Value = a Dutch
Value = a Pirate
Value = an Indian
Value = a Jesuit
Value = a Settlement

[NATION]
Type = __VAR
Value = Spain
Value = England
Value = France
Value = Holland
Value = Pirate

[RANK]
Type = __VAR
Value = Mr.
Value = Mr.
Value = Captain
Value = Major
Value = Colonel
Value = Admiral
Value = Baron
Value = Count
Value = Marquis
Value = Duke

[RANKBONUS]
Type = __VAR
Value = nada
Value = nada
Value = As a result, crew recruiting will be easier
Value = Henceforth, ship repairs will be cheaper
Value = As a result, merchants will trade more goods
Value = Henceforth, ship upgrades will be cheaper
Value = As a result, crew recruiting will be much easier
Value = Henceforth, ship repairs will be done at cost
Value = As a result, merchants will trade many more goods
Value = Henceforth, ship upgrades will be done at cost

[DIRECTION]
Type = __VAR
Value = North
Value = NorthEast
Value = East
Value = SouthEast
Value = South
Value = SouthWest
Value = West
Value = NorthWest

[ITEM]
Type = __VAR
Value = Gold
Value = Food
Value = Luxuries
Value = Goods
Value = Spice
Value = Sugar
Value = Cannon

[SHIPTYPE]
Type = __VAR
Value = War Canoe
Value = Sloop
Value = Brigantine
Value = Coastal Barque
Value = Fluyt
Value = Merchantman
Value = Frigate
Value = Fast Galleon
Value = Trade Galleon
Value = Pinnace
Value = Sloop of War
Value = Brig
Value = Barque
Value = Large Fluyt
Value = Large Merchantman
Value = Large Frigate
Value = War Galleon
Value = Royal Galleon
Value = Mail Runner
Value = Royal Sloop
Value = Brig of War
Value = Ocean Barque
Value = West Indiaman
Value = East Indiaman
Value = Ship of the Line
Value = Flag Galleon
Value = Treasure Galleon

[ORDINAL]
Type = __VAR
Value = 10th
Value = 1st
Value = 2nd
Value = 3rd
Value = 4th
Value = 5th
Value = 6th
Value = 7th
Value = 8th
Value = 9th
Value = 10th
Value = 11th

[UPGRADE]
Type = __VAR
Link = UPGRADED
Value = Copper plating
Value = Cotton Sails
Value = Triple Hammocks
Value = Iron Scantlings
Value = Chain Shot
Value = Grape Shot
Value = Fine-grain powder
Value = Bronze Cannon

[UPGRADED]
Type = __VAR
Link = UPGRADE
Value = turn more quickly
Value = sail faster
Value = carry more crew
Value = resist damage
Value = damage enemy sails
Value = damage enemy crew
Value = fire farther
Value = fire more accurately

[SPEC]
Type = __VAR
Link = SPECED
Value = Carpenter
Value = Sailmaker
Value = Cooper
Value = Gunner
Value = Surgeon
Value = Navigator
Value = Quartermaster
Value = Cook

[SPECED]
Type = __VAR
Link = SPEC
Value = make hull repairs at sea
Value = make sail repairs at sea
Value = preserve food in sturdy barrels
Value = train gunners in rapid firing
Value = heal wounded crewmen
Value = increase our fleet's speed
Value = enforce discipline at sea
Value = prepare tasty meals at sea

[TOP10]
Type = __MALE

[NPCNAME]
Type = __MALE

[NPCADJECTIVE]
Type = __VAR
Value = libertine
Value = embezzler
Value = spy
Value = blackmailer
Value = traitor

[EVILNAME]
Type = __MALE

[FAMTEXT]
Type = __MALE

[PROP1]
Type = __VAR
Link = PROP2
Link = PROP3
Link = APROP1
Link = APROP2
Link = RAREPROP1
Link = RAREPROP2
Value = Set of Balanced Swords
Value = One-shot Pistol
Value = Leather Vest
Value = Fencing Shirt (puffy)
Value = Quality Spyglass
Value = Dutch Rutter
Value = Weather Glass
Value = 3-stringed Fiddle
Value = False Mustache
Value = Medicinal Herbs
Value = Shrunken Head
Value = Golden Cross
Value = Ruby Ring
Value = Calfskin Boots
Value = French Chapeau
Value = Lockpicking Kit
Value = Signaling Mirror

[APROP1]
Type = __VAR
Link = PROP1
Link = PROP2
Link = PROP3
Link = APROP2
Link = RAREPROP1
Link = RAREPROP2
Value = a Set of Balanced Swords
Value = a One-shot Pistol
Value = a Leather Vest
Value = a Fencing Shirt (puffy)
Value = a Quality Spyglass
Value = a Dutch Rutter
Value = a Weather Glass
Value = a 3-stringed Fiddle
Value = a False Mustache
Value = Medicinal Herbs
Value = a Shrunken Head
Value = a Golden Cross
Value = a Ruby Ring
Value = Calfskin Boots
Value = a French Chapeau
Value = a Lockpicking Kit
Value = a Signaling Mirror

[RAREPROP1]
Type = __VAR
Link = PROP1
Link = PROP2
Link = PROP3
Link = APROP1
Link = APROP2
Link = RAREPROP2
Value = these rare Balanced Swords
Value = this rare One-shot Pistol
Value = this rare Leather Vest
Value = this rare Fencing Shirt (puffy)
Value = this rare Quality Spyglass
Value = this rare Dutch Rutter
Value = this rare Weather Glass
Value = this rare 3-stringed Fiddle
Value = this rare False Mustache
Value = these rare Medicinal Herbs
Value = this rare Shrunken Head
Value = this rare Golden Cross
Value = this rare Ruby Ring
Value = these rare Calfskin Boots
Value = this rare French Chapeau
Value = this rare Lockpicking Kit
Value = this rare Signaling Mirror

[PROP2]
Type = __VAR
Link = PROP1
Link = PROP3
Link = APROP1
Link = APROP2
Link = RAREPROP1
Link = RAREPROP2
Value = Set of Perfectly Balanced Swords
Value = Brace of Pistols
Value = Metal Cuiraiss
Value = Silk Fencing Shirt
Value = Fine Telescope
Value = Spanish Rutter
Value = Precision Barometer
Value = Concertina
Value = Theatrical Disguise
Value = Incan Mystic Salve
Value = Carved Shaman Stick
Value = Sacred Relic
Value = Diamond Necklace
Value = Dancing Slippers
Value = Ostrich Feather Hat
Value = Skeleton Key
Value = Signal Flare

[APROP2]
Type = __VAR
Link = PROP1
Link = PROP2
Link = PROP3
Link = APROP1
Link = RAREPROP1
Link = RAREPROP2
Value = a Set of Perfectly Balanced Swords
Value = a Brace of Pistols
Value = a Metal Cuiraiss
Value = a Silk Fencing Shirt
Value = a Fine Telescope
Value = a Spanish Rutter
Value = a Precision Barometer
Value = a Concertina
Value = a Theatrical Disguise
Value = Incan Mystic Salve
Value = a Carved Shaman Stick
Value = a Sacred Relic
Value = a Diamond Necklace
Value = Dancing Slippers
Value = an Ostrich Feather Hat
Value = a Skeleton Key
Value = a Signal Flare

[RAREPROP2]
Type = __VAR
Link = PROP1
Link = PROP2
Link = PROP3
Link = APROP1
Link = APROP2
Link = RAREPROP1
Value = these rare Perfectly Balanced Swords
Value = this rare Brace of Pistols
Value = this rare Metal Cuiraiss
Value = this rare Silk Fencing Shirt
Value = this rare Fine Telescope
Value = this rare Spanish Rutter
Value = this rare Precision Barometer
Value = this rare Concertina
Value = this rare Theatrical Disguise
Value = this rare Incan Mystic Salve
Value = this rare Carved Shaman Stick
Value = this rare Sacred Relic
Value = this rare Diamond Necklace
Value = these rare Dancing Slippers
Value = this rare Ostrich Feather Hat
Value = this rare Skeleton Key
Value = this rare Signal Flare

[PROP3]
Type = __VAR
Link = PROP1
Link = PROP2
Link = APROP1
Link = APROP2
Link = RAREPROP1
Link = RAREPROP2
Value = these master-crafted weapons attack with lightning speed
Value = this new-fangled weapon is useful during close combat
Value = this rugged garment provides some protection during sword fighting
Value = this loose-fitting shirt allows you quicker dueling moves
Value = this fine instrument improves visibility on the high seas
Value = this reveals the location of many hidden settlements
Value = this instrument aids sailing near storms and hurricanes
Value = this instrument improves crew morale on long voyages
Value = this will help you to trade with merchants in enemy cities
Value = this will help to prolong your life
Value = this will impress the native indian leaders
Value = this will improve relations with the Jesuit missionaries
Value = this will help win the heart of the governor's daughter
Value = these will improve your dancing skills
Value = this will help guarantee an invitation to the ball
Value = this will help you escape from captivity
Value = this will signal passing ships

[BEAUTY]
Type = __VAR
Value = rather plain
Value = attractive
Value = beautiful

[QUAYLE]
Type = __VAR
Value = Pickpocket
Value = Pauper
Value = Clerk
Value = Fisherman
Value = Mortician
Value = Bartender
Value = Constable
Value = Butler
Value = Farmer
Value = Parson
Value = Merchant
Value = Innkeeper
Value = Shipwright
Value = Fencing Master
Value = Magistrate
Value = Surgeon
Value = Mayor
Value = Bishop
Value = Governor

[DIFFICULTY]
Type = __VAR
Link = ADIFFICULTY
Link = SHARE
Value = Apprentice
Value = Journeyman
Value = Adventurer
Value = Rogue
Value = Swashbuckler

[ADIFFICULTY]
Type = __VAR
Link = DIFFICULTY
Link = SHARE
Value = an Apprentice
Value = a Journeyman
Value = an Adventurer
Value = a Rogue
Value = a Swashbuckler

[SHARE]
Type = __VAR
Link = DIFFICULTY
Link = ADIFFICULTY
Value = 5
Value = 10
Value = 20
Value = 30
Value = 50

[MONTH]
Type = __VAR
Value = January
Value = February
Value = March
Value = April
Value = May
Value = June
Value = July
Value = August
Value = September
Value = October
Value = November
Value = December

[HAPPY]
Type = __VAR
Value = MUTINOUS
Value = UNHAPPY
Value = CONTENT
Value = HAPPY
Value = VERY HAPPY

[DUELINGSKILL]
Type = __VAR
Value = IDLE
Value = High Chop
Value = Jump
Value = Swing
Value = Parry
Value = Dodge
Value = Duck
Value = Low Slash
Value = Quick Thrust
Value = Taunt

[RELATIVE]
Type = __VAR
Link = ARELATIVE
Value = sister
Value = uncle
Value = aunt
Value = grandfather

[ARELATIVE]
Type = __VAR
Link = RELATIVE
Value = a sister
Value = an uncle
Value = an aunt
Value = a grandfather

[LOSTCITY]
Type = __VAR
Value = Incas
Value = Aztecs
Value = Maya
Value = Olmec

[TREASURE]
Type = __VAR
Value = Skull
Value = Blood
Value = Devil's
Value = Black
Value = Knife
Value = Cutlass
Value = Hangman's
Value = Gallows
Value = Lookout
Value = Dagger
Value = Blade
Value = Powder
Value = Captain's
Value = Governor
Value = Anchor
Value = Shark
Value = Jellyfish
Value = Thunder
Value = Rum
Value = Cutthroat

[ROCK]
Type = __VAR
Value = Rock
Value = Point
Value = Stone
Value = Head
Value = Reef
Value = Shallows
Value = Cape

[TEMPLE]
Type = __VAR
Value = Coast
Value = Bay
Value = Beach
Value = Cove
Value = Marsh
Value = Creek
Value = Landing

[TOTEM]
Type = __VAR
Value = Hill
Value = Springs
Value = Valley
Value = Hollow
Value = Clearing
Value = Glade
Value = Knoll

[FALLS]
Type = __VAR
Value = Falls
Value = Spray
Value = Drop
Value = Falls
Value = Pool
Value = Drop
Value = Pool

[SHIPWRIGHTBUTTON]
Type = __VAR
Value = Ignore
Value = Repair
Value = Sell
Value = Upgrade
Value = Go To Next Ship
Value = Go To Previous Ship
Value = Exit
Value = Go To Ship #1
Value = Go To Ship #2
Value = Go To Ship #3
Value = Go To Ship #4
Value = Go To Ship #5
Value = Go To Ship #6
Value = Go To Ship #7
Value = Go To Ship #8

[SAVEGAME_SLOT]
Type = __VAR
Value = slot1
Value = slot2
Value = slot3
Value = slot4
Value = slot5
Value = slot6
Value = slot7
Value = slot8
Value = slot9
Value = slot10
Value = slot11
Value = slot12
Value = slot13
Value = slot14
Value = slot15
Value = quick
Value = arrival
Value = battle
Value = quit

[REPUTATION]
Type = __VAR
Value = cowardly
Value = promising
Value = well-known
Value = famous
Value = notorious
Value = infamous

[HEALTH]
Type = __VAR
Value = excellent
Value = fine
Value = good
Value = fair
Value = poor
Value = poor
Value = failing
Value = failing

[TRADER]
Type = __VAR
Value = Merchant
Value = Plunder!
Value = Overboard

[ECONOMY]
Type = __VAR
Value = Poor
Value = Modest
Value = Prosperous
Value = Wealthy

[URBAN]
Type = __VAR
Value = Farmers
Value = Landowners
Value = Colonists
Value = Citizens
Value = Craftsmen
Value = Merchants

[DAMAGE]
Type = __VAR
Value = Minor Damage
Value = Some Damage
Value = Lost a Mast
Value = Hull Leaking
Value = Ship Sinking

[KEYBOARD]
Type = __VAR
Link = NAVKEYHELP
Link = ONLANDKEYHELP
Link = BATTLEKEYHELP
Link = DANCEKEYHELP
Link = DUELKEYHELP
Value = 7
Value = 8
Value = 9
Value = 4
Value = 5
Value = 6
Value = 1
Value = 2
Value = 3

[DANCEKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = NAVKEYHELP
Link = ONLANDKEYHELP
Link = BATTLEKEYHELP
Link = DUELKEYHELP
Value = Turn\nLeft
Value = \nFwd
Value = Turn\nRight
Value = \nLeft
Value = --
Value = \nRight
Value = Turn\nRight
Value = \nBack
Value = Turn\nLeft

[DUELKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = NAVKEYHELP
Link = ONLANDKEYHELP
Link = BATTLEKEYHELP
Link = DANCEKEYHELP
Value = \nChop
Value = \nJump
Value = \n
Value = \nThrust
Value = \nParry
Value = \nTaunt
Value = \nSlash
Value = \nDuck
Value = \n

[NAVKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = ONLANDKEYHELP
Link = BATTLEKEYHELP
Link = DANCEKEYHELP
Link = DUELKEYHELP
Value = \nPause
Value = Full\nSails
Value = Change\nView
Value = Turn\nLeft
Value = \nAttack!
Value = Turn\nRight
Value = Fleet\nStatus
Value = Reefed\nSails
Value = \nMap

[ONLANDKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = NAVKEYHELP
Link = BATTLEKEYHELP
Link = DANCEKEYHELP
Link = DUELKEYHELP
Value = \nPause
Value = Move\nForward
Value = \nSpyglass
Value = Turn\nLeft
Value = Return\nto Ship
Value = Turn\nRight
Value = Fleet\nStatus
Value = \n
Value = \nMap

[BATTLEKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = NAVKEYHELP
Link = ONLANDKEYHELP
Link = DANCEKEYHELP
Link = DUELKEYHELP
Value = Chain\nShot
Value = Full\nSails
Value = Change\nView
Value = Turn\nLeft
Value = \nFIRE!
Value = Turn\nRight
Value = Grape\nShot
Value = Reefed\nSails
Value = Round\nShot

[LBATTLEKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = NAVKEYHELP
Link = ONLANDKEYHELP
Link = DANCEKEYHELP
Link = DUELKEYHELP
Link = LBATTLETURNKEYHELP
Value = \nMove
Value = \nMove
Value = \nMove
Value = \nMove
Value = \nFIRE!
Value = \nMove
Value = \nMove
Value = \nMove
Value = \nMove

[LBATTLETURNKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = NAVKEYHELP
Link = ONLANDKEYHELP
Link = DANCEKEYHELP
Link = DUELKEYHELP
Link = LBATTLEKEYHELP
Value = \nTurn
Value = \nTurn
Value = \nTurn
Value = \nTurn
Value = \n
Value = \nTurn
Value = \nTurn
Value = \nTurn
Value = \nTurn

[LBATTLESKEYHELP]
Type = __VAR
Link = KEYBOARD
Link = NAVKEYHELP
Link = ONLANDKEYHELP
Link = DANCEKEYHELP
Link = DUELKEYHELP
Link = LBATTLEKEYHELP
Value = Next\nUnit
Value = Skip\nTurn
Value = \nZoom
Value = Toggle\nGrid
Value = Center\nView
Value = Switch\nTarget
Value = \n
Value = \n
Value = \nRetreat!

[LAND_PARTY]
Type = __VAR
Value = Pirates
Value = Buccaneers
Value = Infantry
Value = Cavalry
Value = Artillery
Value = Archers
Value = Grenadoes
Value = Scouts
Value = Guards
Value = Officers

[MAPLEGEND]
Type = __VAR
Value = Mona Passage
Value = Jamaica Channel
Value = Windward Passage
Value = Guadeloupe Passage
Value = Dominica Passage
Value = St.Lucia Channel
Value = St.Vincent Passage
Value = Windward Islands
Value = Anguila Passage
;Value = Puerto Rico
Value = Straits of Florida
Value = Yucatan Channel
;Value = Isle de los Pinos
;Value = Jamaica

[SHOT]
Type = __VAR
Value = Round Shot
Value = Chain Shot
Value = Grape Shot
Value = FIXING

[PAUSEMENU]
Type = __VAR
Value = Ignore
Value = Status
Value = Fleet Status
Value = Personal Status
Value = Captain's Log
Value = Treasure Map
Value = World Map
Value = Top 10 Pirates
Value = Pirate-O-Pedia
Value = System Options
Value = Load/Save
Value = Ignore
Value = Return To Game
Value = Ignore
Value = Ignore

[UNIQUES]
Type = __VAR
Value = Antigua often has decently-priced goods for sale.
Value = Caribbean traders will often find an excellent market for spice here.
Value = Sugar often fetches a good price here.
Value = Sugar is often quite plentiful here.
Value = The merchants usually will deal only with reputable Spanish traders.
Value = Coro often has goods for sale.
Value = As the main port city for the province of New Andalusia, Cumana is often in need of goods.
Value = The wealthy merchants of Curacao are usually looking for spices and sugar to transport back to Europe.
Value = Eleutheran merchants are often in the market for luxuries.
Value = The local merchants are usually broke and have little to sell.
Value = Gibraltar merchants usually offer moderate prices for luxuries.
Value = The merchants usually will deal only with reputable Spanish traders.
Value = Food sometimes is available here.
Value = Merchants in this modest port are often looking to purchase goods.
Value = This port is often highly-regulated, and merchants will usually deal only with reputable Spanish traders.
Value = Local merchants usually don't have much to sell.
Value = There's usually a good market for luxuries and goods here.
Value = This town is too small and too poor to hold much interest for a trader.
Value = Merchants from this town often have a lot of sugar for sale.
Value = When available, food is usually pretty inexpensive here.
Value = Food is often plentiful here.
Value = Nassau is too poor and too small to be of much interest.
Value = Merchants here will usually trade only with reputable Spanish sailors.
Value = Panama is often very highly regulated. Its merchants will trade usually only with reputable Spanish sailors.
Value = Merchants in this town often offer competitive prices for goods.
Value = Merchants in this town are often in the market for goods.
Value = Port Royale is a haven for English merchants smuggling to and from the Spanish Main.
Value = Merchants in this important city are often reluctant to trade with foreigners.
Value = There is little of interest to a trader in this primitive city.
Value = Luxuries and goods often find a ready market in this inland town.
Value = Rio de la Hacha often has spice and sugar available in quantity.
Value = Prices for all goods except food are high, and most times the law is vigorously enforced.
Value = There's usually little to buy or sell at this garrison town.
Value = This town often will pay good prices for luxuries.
Value = Like all the great cities, prices are high and trade law is vigorously enforced.
Value = Large farmsteads nearby mean this city often has low food prices.
Value = There's usually little for sale here, and the locals are too poor to buy much, either.
Value = Merchants of St. Eustatius usually offer high prices for goods and luxuries.
Value = Spice often fetches a good price in St. Kitts.
Value = Sugar is often plentiful at this port.
Value = Prices and quantities for trade items fluctuate wildly here.
Value = Prices and quantities of most trade goods are quite low in this backwater town.
Value = This isolated town often offers good prices for luxuries and goods.
Value = Food is often plentiful and reasonably-priced here.

[SPECIALSKILL]
Type = __VAR
Value = Skill at Fencing
Value = Skill at Gunnery
Value = Skill at Navigation
Value = Skill at Medicine
Value = Wit and Charm

[ERAS]
Type = __VAR
Value = 1600 - Merchants and Smugglers
Value = 1620 - The New Colonists
Value = 1640 - War for Profit
Value = 1660 - The Buccaneer Heroes
Value = 1680 - Pirates' Sunset
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