Okay, now I can't claim to know everything about this stuff, but here is something you can do to edit the ships_init.c file for a special ship:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//-------------------------------------------------------------------------
// Frigate SATANIST
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
// PS <-- makeref(refShip,ShipsTypes[SHIP_FRIGATE_SAT]);
refShip.Name = "Frigate_sat";
refShip.Nation = PIRATE; // NK
refShip.unique = true; // PRS3
refShip.id = refShip.Name; // PS
////curid = refShip.id; ShipLookupTable.id.(curid) = `n-1`; // PS
refShip.Class = 2;
refShip.Cannon = CANNON_TYPE_CANNON_LBS24;
refShip.MaxCaliber = 24;
refShip.Weight = Tonnes2CWT(1100);
refShip.Capacity = 2500;
refShip.CannonsQuantity = 44;
refShip.MaxCrew = 400;
refShip.MinCrew = 95;
refShip.SpeedRate = 14.4;
refShip.TurnRate = 35;
refShip.Price = 180000;
refShip.HP = 6500;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_CORVETTE";
refShip.Type.Trade = false;
refShip.Type.War = true;
// NK - refShip.EmblemedSails.normalTex = "shipssail_Pirates.tga";
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
refShip.WaterLine = 0.2;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 0.9;
refShip.TurnDependWeight = 0.8;
refShip.CanEncounter = false;
refShip.InertiaAccelerationX = 0.2; refShip.InertiaBrakingX = 2.0;
refShip.InertiaAccelerationY = 10; refShip.InertiaBrakingY = 4;
refShip.InertiaAccelerationZ = 4.0; refShip.InertiaBrakingZ = 2.0;
refShip.Height.Bombs.Y = 1.0; refShip.Height.Bombs.DY = 0.5;
refShip.Height.Grapes.Y = 2.0; refShip.Height.Grapes.DY = 1.0;
refShip.Height.Knippels.Y = 10.0; refShip.Height.Knippels.DY = 8.0;
refShip.Height.Balls.Y = 1.0; refShip.Height.Balls.DY = 0.5;<!--c2--></div><!--ec2-->The ship referenced above is the Satanist ship used in the Animists quest. It looks pretty cool, and the Frigate is a nice ship -
neat figurehead
To edit this file, you should use a hex editor or a plain text editor (i.e., notepad but not wordpad). You WILL need a hex editor to edit the .gm files so it's best to start off with one. You can get UltraEdit as a free download (30 or 45 day trial) at <a href="http://www.ultraedit.com/" target="_blank">http://www.ultraedit.com/</a>
Anything with the "//" mark in front of it will not be read by the game - usually notes or designations that are not germaine to the script.
<span style='color:darkred'>refShip.Name = "Frigate_sat"; </span> Select the model directory in the top window and the texture (or skin) in the middle window - you will easily be able to look at all the ships.
Anyhoo... The rest of the code for any particular ship can be edited - if you rename the ship so it will be uniquely yours, you need to keep the .gm file name the same length in letters - and create a .gm file for your new ship.
Here is an excellent tutorial about making a new ship for PotC: <a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=AddingShips&v=u0c" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...dingShips&v=u0c</a> It will give you info on the settings that you will need to make good decisions on what to change.
This is an important part of the code: <span style='color:darkred'>refShip.CanEncounter = false; </span> This will make sure your personal ship is NOT encountered anywhere else in the game.
Once you've edited the ship stats to your liking and have made a new entry in ships_init.c you should also edit PROGRAMBuildSettings.h to make your new ship your starting ship for a new game.
Here's what you change:
<span style='color:darkred'>string START_SHIP() {return "LuggerCT"; } // Note, the ship will be customized based on the player's nation.</span>
The "LuggerCT" marks the spot where you need to place the name of your custom ship. Then when you start a new game, you will start with your customized ship. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="
" border="0" alt="onya.gif" />
If you want to make a custom skin for your custom ship, take a look at this tutorial to find out how - <a href="http://robotsdontbleed.com/wacko/wakka.php?wakka=RetexturingTutorial&v=7ws" target="_blank">http://robotsdontbleed.com/wacko/wakka.php...gTutorial&v=7ws</a>
I think that should do it for ya - hope it's not too confusing! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid="
" border="0" alt="par-ty.gif" />