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ship gun mod idea

Inzane

Master Mariner
Storm Modder
I had a idea where when you hit the side of the ship you destroy that gun or guns locator,I got the idea from build 12. when you destroy the masts.this would be more realstic.and make boarding easy in a real battle.and add new tactics that are useless in the games current state.when I built the frigate I did it without the build.and after I installed it and played it a few times it gave me a ton of ideas that I can put into my models.And try to make a standard for all new ship models.
One idea is modeling broken mast bases.A second idea is having destroyable parts on a ship other than the masts.Like the rudder, If destroyed you lose all control over steering.and relaying trying to out run your enemy to get to safety.one more idea is being able to blow holes in the hull. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> hopefully we can make this happen
 
The problem here--with AFAICS all of your suggestions--as with some things mentioned in the Surprise thread--is that the game engine doesn't support it, and we can't modify the game engine.

Now, _if_ we can swap models in realtime or with only a slight screen delay we'll be able to show rudder damage or other things like that, but of course without any animation between states.
In terms of knocking guns out--maybe you could create a few different models for each ship, each with different numbers of guns; and _if_ we can swap models we could swap between those models...but that would mean multiple--and if you include rudder damage and broken masts that's (number of ships) ^ (number of things that change), i.e. exponential--new models necessary.

I mean, I'd love to see this stuff too, but I don't see how, realistically, any of it can be done.

Now, if you don't care at all about graphics they're all possible--simply decrease the damage each cannon does to pretend fewer cannon (this is done now based on number of crew, actually, so a ship with few crew can only man a portion of the guns), rudder hits giving an attribute to the character's ship attrib tree that the maxturnrate calc checks for...
 
Ah! An idea, she strikes!
Sure we can reduce the number of guns firing. Add a counter to each arc for the ship, and reset when guns loaded, and stop adding the AIBAll and the particle systems if counter > actual_num_guns.

WHY DIDN'T I THINK OF THIS EARLIER. ARGH! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />

{Sorry for shouting, but _jeez_ I feel dumb...been trying to figure this out for a bloody _year_!}
 
I'm with Alan, I don't think models are necessary. The ideas would be sweet `in-game` though! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Ah! An idea, she strikes!
Sure we can reduce the number of guns firing. Add a counter to each arc for the ship, and reset when guns loaded, and stop adding the AIBAll and the particle systems if counter > actual_num_guns.

WHY DIDN'T I THINK OF THIS EARLIER. ARGH!  :facepalm  :facepalm  

{Sorry for shouting, but _jeez_ I feel dumb...been trying to figure this out for a bloody _year_!}[/quote]LOL,I got a idea to add to that.you have to buy new cannons when you lose them <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
GREAT!!! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Yes, buy new cannons after they've been knocked out. Makes perfect sense... And we wouldn't need the models, no... Just to know or that the enemy ship has rudder damage and see the effects of it by the poor way the ship is handled from that point on, well... That would add a nice touch of realism to the whole `ship-to`-ship battle. I always hate it that when you knock out ALL the masts on a ship, that it still manages to turn and sail... Okay... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/huhh.gif" style="vertical-align:middle" emoid=":eek:k" border="0" alt="huhh.gif" /> I like this a LOT! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Ah! An idea, she strikes!
Sure we can reduce the number of guns firing. Add a counter to each arc for the ship, and reset when guns loaded, and stop adding the AIBAll and the particle systems if counter > actual_num_guns.

WHY DIDN'T I THINK OF THIS EARLIER. ARGH!  :facepalm  :facepalm  

{Sorry for shouting, but _jeez_ I feel dumb...been trying to figure this out for a bloody _year_!}[/quote]

Don´t you worry, sometimes you just need somebody else to point you on the right path. It´s a great idea, I wonder, can it be explored? Say, a gun needs four crewmen to operate, can we set a gun (no need to be a SPECIFIC gun, but reduce the counter by one if there are less than four times active guns crewmembers - and perhaps less the minimum crew required for the sailing operation) to inactive if there are not enough crewmembers? I mean, considering how many guns are in the open, a lot of gun crew would be killed by falling debris (that´s why usually gun decks were covered). That way we could get the fighting empty ships problem solved, couldn´t we?
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> Great.
 
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