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Solved Fixing the Build Mod Ships

Thanks for the info. I'm collecting ships as I encounter them and am currently working on Lineship1, which looks like she has never been touched in 8 years. Then come the Warships. Then?
 
Hmm well If I were you I would wait on the lineships and warships and focus on more high detail ships, because the number of types of lineship and warships might be cut back once Kriswood's Centurion or Sisko's St Albans are in game(mounting 60 and 56 guns respectively) they should fill the role held by the lineships right now quite nicely. :keith I plan on trying to get the centurion ingame once my own 3 ships are ingame (they are progressing faster than before :wp ) so the Centurion should set sail within the next couple months ;) So I would rather see other ships fixed, but thats just my opinion
 
The Lineships/Warships have 40/44 guns so are in a different class. I've already replaced the spanker and am now stringing ropes on the Lineship. It's not like I'm creating a whole new ship.

If I didn't test them in game I could knock out the repaired spankers at the rate of a ship a day, but then someone else would have to play test them. And that still leaves the question of flags/pennants open.

Past experience has shown me that the console is unreliable and quits working, then wrecks the install, so I get the ships by playing the game. The really big ships are rare and hard to come by.
 
The Lineships/Warships have 40/44 guns so are in a different class. I've already replaced the spanker and am now stringing ropes on the Lineship. It's not like I'm creating a whole new ship.

If I didn't test them in game I could knock out the repaired spankers at the rate of a ship a day, but then someone else would have to play test them. And that still leaves the question of flags/pennants open.

Past experience has shown me that the console is unreliable and quits working, then wrecks the install, so I get the ships by playing the game. The really big ships are rare and hard to come by.
Ok, I mean thats fine for the early 1700s i guess :) though I'd like to take a look at their encounter chances for the later periods, because the 40 and 44 gun two-deckers were replaced by frigates that looked more like the constitution, revoulutionnaire, suprise, etc I'd certainly be wiling to test the late period ships :doff and as for flags, all the ones I mentioned should have an ensign on the spanker and a pennant on the mainmast, which was standard practice at the time, and simple too :onya
 
I'm about done with those Lineships and La Licorne. Basically just waiting for some decent weather to take screenies. I got a 3rd rate but it turns out I already fixed the spankers on that group.

So Vanderdecken is my next stop. Does he have anything interesting? :nerbz

For repairing spankers I should be able to just go down the list and post them here. Flags/pennants are trial and error in the Ships_init.c, so having the ship in game is a necessity. :j3
 
Ok, here is the first set. They are three French ships. If they work as planned I'll go down the list to the next nation.


I visited Vanderdecken and bought the 108 gun Dauntless (Endeavor). The spanker is wrong and will get fixed. BUT!! When I tried to sail this ship she would only spin to the left. I'm still dizzy! :eww An officer sailed her just fine tho. :slap

It turned out she didn't have enough crew. She sails fine now.
 
The Lineship1 and 47 are on the FTP in my "after beta 2" sub folder.

I'm finishing La Licorne and starting on the Endeavor. Maybe I should start a thread in the modeling forum for this one.
 
Ok, here is the first set. They are three French ships. If they work as planned I'll go down the list to the next nation.


I visited Vanderdecken and bought the 108 gun Dauntless (Endeavor). The spanker is wrong and will get fixed. BUT!! When I tried to sail this ship she would only spin to the left. I'm still dizzy! :eww An officer sailed her just fine tho. :slap

It turned out she didn't have enough crew. She sails fine now.
I'll see how they look :onya
I made the following changes to cannons.h, to make the carronade to cannon ratio more realistic, i already triied it and it works, so it should be included in the next build ;) (they used to be based at 12pdr carronade=6pdr long gun)
case CANNON_TYPE_CARRONADE_LBS12:
return 4;
break;
case CANNON_TYPE_CARRONADE_LBS18:
return 6;
break;
case CANNON_TYPE_CARRONADE_LBS24:
return 9;
break;
case CANNON_TYPE_CARRONADE_LBS32:
return 12;
break;
case CANNON_TYPE_CARRONADE_LBS42:
return 18;
break;
case CANNON_TYPE_CARRONADE_LBS68:
return 24;
break;

ftp://potc@pyratesahoy.com@ftp.pyratesahoy.com/Capt%20Armstrong/Cannons.h
 
Those are some big carronades! It has been a long time since they were discussed. They certainly would not be realistic in the early periods. I wonder if a period cannons mod could be made to work?
 
Putting some if-statements in place would be easy enough, but I'm not sure if that'd mess things up elsewhere.
Write down what you'd want and I can see if I can quickly set it up. Then we'll find out soon enough if it works.
 
well the carronade was only invented in the 1770s, so maybe it could be unavailbele for periods before then? They definately are the more realistic values though, carronades were beasts ;)
 
PROGRAM\CANNONS\Cannons_init.c just add some if-statements around the carronades:
Code:
if(GetCurrentPeriod() >= PERIOD_REVOLUTIONS)
{
// ALL CARRONADES
}
 
Nice! Ok so I just tested the french 1st rate, and the spanker works great! :onya having more trouble finding the superbe because repaints don't seem to work for that ship, I have the British version but, there are no repaint options for it in the shipyard :?
 
D'oh! That's my fault; I added the British version and gave it all the correct stats, except for the line which enables repaints. Same goes for the new Bellona versions. :eek:ops

You could fix this yourself with this line of code, inserted just below the encounter chances for both ships in ships_init.c:
Code:
refShip.Model = "Superbe";
The same can be done for the three Bellona models, by using the name "Bellona", for example.
As long as the name has not already been used, and is implemented for all versions, then repaints should be made possible after reinitialising the game (F11).
 
If anyone has made the above fix, can you please post your ships_init.c file so I can include it for the next patch?
 
well I did , but my ships_init.c file is heavily modified, with ships I dont like unencounterable and ones I do more likely to encounter, along with some improved gun caliber settings for various ships
 
I did it too, but it is untested, plus I quit playing this install when the open sea mod came out and do not remember what other changes have been made. Most likely they are added ships and modified flags.

A Winmerge will find the differences.
 
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