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Mods & bugs & the .exe
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Captain Riddle
Swabbie
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PostPosted: Fri Feb 27, 2015 2:35 am    Post subject: Mods & bugs & the .exe Reply with quote

So it's been forever since I've been here and I can't find anything about this on search--

IIRC, years ago people never did any mods outside relatively light stuff like graphical changes, because of rules against talking about messing with the executable and such.

Is that still a thing? And if not.... did anyone ever come up with anything solving these two issues?

1. Surgeon reduces the change in crew after a battle by half, not crew losses -- for example, if you don't lose anyone, but pick up four guys from the water, you only gain two with a surgeon.

2. The last patch prevented the player from attacking a city they had previously changed the nationality of, unless the computer has conquered it on its own. Limits opportunity for plunder and mayhem...

I imagine (2) is changeable with a bit of hex editing, might look into it myself someday if it hasn't been done already.... (1) might not be possible to fix because it would require crew losses and gains to be tracked separately, which they probably aren't.
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jlangsdo
Cutthroat
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PostPosted: Fri Feb 27, 2015 3:46 pm    Post subject: Reply with quote

Mods to the executable do appear on this site, in the form of patches that can be used to reversibly change your executable. I would feel very uncomfortable posting an entire patched executable, as that would be close to giving away the game.

I haven't seen fixes for the bugs you noted, though they might be within the realm of possibility for some of the modders out there.
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ronnraymore
Seaman
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PostPosted: Fri Oct 30, 2015 4:02 pm    Post subject: Mods to combat fire button? Reply with quote

Has anyone moved the Fire button from the 5 to another position? moving 6 (right turn) to 5 and Fire to 6 would prevent many untimely cannon firings during maneuvering.

How about a mod to block out the area defining the ships, like the landmarks on the land search? Preventing escorts from firing or moving through target ships would vastly improve the authenticity of battle.

Ships of the period in convoys did not move about in a V formation (like Canadians)...they move in line in restricted waters, with each captain maneuvering to avoid dangers. In open water they took stations downwind of the Flag and spread out in a diamond with the most valuable prizes in the center...to prevent other pirates from grabbing them. The flag being upwind is positioned to swoop down on any predator and dispatch them (alpha male that the Pirate Captain is....arrgh!)) Smile

Sword fighting is a moronic AtariMario farce unless to use only thrust. Other attacks result in 10' jumps into the rigging, grabbing a line that is lose but not in sight and swinging around Tarzanish while jabbing my avatar with his sword...even the 300+LB fat Captain in the brown monk robes?( The other back flip with sword in hand, landing on both hands and springing back to slash is equally absurd (the imaginings of a mentally 10-year -old programmer obsessed with Mario and Donkey Kong?)

If these can be fixed it will go a very long way to restore the intent of the original Sid Meier programming game logic (Adventure/ action) The description posted by the developer cites reality as the key driver in the development...someone lost track of what that means.
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ronnraymore
Seaman
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PostPosted: Fri Nov 06, 2015 4:30 pm    Post subject: Mods improvements Reply with quote

Changing the location of the fire button from 5 to another number should be easy just swap out.

Sword fighting change the impossible and idiotic backflip to a jump back to avoid a slash; a dodge to the side to avoid a chop...much more realistic and the actual avoidance tactics used in fencing. Also when at the gangway opening a jump back would cause the defender to fall into the water instead of flipping back into the air and springing back????? How stupid are these AtariMario programmers?

Use the same code to form exclusion zones around the ship that is used in the landmark search routine...how simple can that be?
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AdamMil
Cutthroat
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PostPosted: Sat Nov 21, 2015 1:28 am    Post subject: Re: Mods improvements Reply with quote

ronnraymore wrote:
Changing the location of the fire button from 5 to another number should be easy just swap out... Use the same code to form exclusion zones around the ship that is used in the landmark search routine...how simple can that be?
Unfortunately, all changes are difficult, taking hours, days, or weeks, when you don't have the source code.
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ronnraymore
Seaman
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PostPosted: Wed Nov 25, 2015 3:29 pm    Post subject: OK...soooo...how about inactivating the 5 button as in dance Reply with quote

What about it? No stalwart pirates out there have the knowledge to do a simple button inactivation? I can fire using the space bar...don't need no stinkin' 5 button...arrrrghhhh!(
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Roland
Helmsman
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PostPosted: Wed Nov 25, 2015 6:56 pm    Post subject: Reply with quote

Remapping the numpad was discussed in this old thread:
http://www.hookedonpirates.com/forums/viewtopic.php?t=500

I think you need to edit the file keymap.ini.
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ronnraymore
Seaman
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PostPosted: Fri Jul 01, 2016 3:18 pm    Post subject: File key map Reply with quote

Did that with no effect. Went into the key map file and changed the numbers around, with no change when I resumed play...any other ideas out there?
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parksbanyon
Gunner
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PostPosted: Sat Jul 02, 2016 11:03 pm    Post subject: keypad Reply with quote

I always change the following keymap.ini :
C:\Users\user\Documents\My Games\Sid Meier's Pirates!\KeyMap.ini

works for me. There is also a laptop.ini in the assets folder.
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ronnraymore
Seaman
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PostPosted: Tue Jul 26, 2016 3:29 pm    Post subject: DVD .exe locked out Reply with quote

The DVD version does not allow access to the .exe...where I believe the keymap is located.
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fleetp
Boatswain
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PostPosted: Tue Jul 26, 2016 4:47 pm    Post subject: Re: DVD .exe locked out Reply with quote

ronnraymore wrote:
The DVD version does not allow access to the .exe...where I believe the keymap is located.


I don't think it's because you have the DVD version. I beleive it's the Windows settings on your computer. Give yourself read/write permission to the program files folder.

You might not need to modify the exe file to get at the keymap.ini file.
I don't know about your installation of SMP, but the keymap.ini file on my system is in the \Users\mynamel\Documents\My Games\Sid Meier's Pirates! folder

Here's the path:
Drive letter\Users\mynamel\Documents\My Games\Sid Meier's Pirates!\KeyMap.ini


EDIT: I just read your other post. Are you asking here about wanting the keymap or a key code?
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ronnraymore
Seaman
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PostPosted: Thu Jul 28, 2016 2:24 pm    Post subject: Already have Admin. status Reply with quote

Try again... I run the game as Administrator, so it should not be an issue.

If the keymap is in the .exe I'm locked out by the nefarious alterations by one of the interlopers that changed the program.

I haven't checked the User file...will try that route.
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fleetp
Boatswain
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PostPosted: Thu Jul 28, 2016 3:32 pm    Post subject: Re: Already have Admin. status Reply with quote

Deleted duplicate post. Rolling Eyes

You can also search your computer for keymap.ini
There will probably be two of them; one is a shortcut file. Wink

I'm very surprised you can't find the keymap file now, since on July 2 2016 you said "Did that with no effect. Went into the key map file and changed the numbers around, with no change when I resumed play..."
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ronnraymore
Seaman
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PostPosted: Mon Aug 01, 2016 3:26 pm    Post subject: Keymap file Reply with quote

Yep, I tried the easy way and found the keymap file in the program(86) structure, made the changes to move the fire from 5 to 8 and the full sails from 8 to 5 so as to not interfere with the actions should the mouse pointer stray over the line while I'm focused on the action, to no effect. While the Keymap file now reads the fire button= 8 the onscreen keypad shows no change. Hunh?(

After not being able to access the .exe to make the revisions suggested in the earlier posts, even though I hold administrative privileges with full write capability, I thought it might be a hidden file in the DVD version I'm playing.

So, I found and bought the 2CD Atari version since others have commented that they have no trouble finding the .EXE file on their 2CD version. I was astonished to find that the available files are still exactly the same limited files I found with the DVD version.

I tried accessing the Keymap through the Win structure:

I always change the following keymap.ini :
C:\Users\user\Documents\My Games\Sid Meier's Pirates!\KeyMap.ini

and found no difference, the fire button in ship battle is 8 not the five that the onscreen virtual keypad shows.

I also went into the programs (86)/firaxis games structure and found the same listing.

Anyone have an idea of why I cannot get into the .exe or mod the keymapping? I've tried everything I know and with admin privs I should have full reign to make changes. If the files are hidden how do I reveal them? I need a priates guru to guide me through this and since I have both cd and dvd versions one should be open to mods....right?(

Arrr..maties,
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fleetp
Boatswain
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PostPosted: Mon Aug 01, 2016 5:02 pm    Post subject: Reply with quote

Deleted duplicate post. Rolling Eyes

PLEASE don't post the same thing in more than one sub-forum. Duplicates will be deleted.

Hmm, still can't find the pirates!.exe file?
Try following the procedures at this link.
http://www.howtogeek.com/howto/windows-vista/show-hidden-files-and-folders-in-windows-vista/
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