• New Horizons on Maelstrom
    Maelstrom New Horizons


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Fun mod

<!--quoteo(post=169682:date=Nov 2 2006, 06:02 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Nov 2 2006, 06:02 PM) [snapback]169682[/snapback]</div><div class='quotemain'><!--quotec-->But what if me wants to mimic that fella, what'shisname? Nelson! Yarr, that'll be the guy! And sail straight through the enemy line, firing both broadsides at two different ships at the same time? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> I do that as often as I can. But there's a limitation in the game engine where it only checks the reload time for a broadside when it begins loading. If you're almost done loading one broadside and fire the other, then start to reload, we could detect that and limit the reload time on the second broadside. But we wouldn't be able to speed it up when the first broadside was reloaded a few seconds later. Since reloading both broadsides happens seldom enough, it's better not to restrict it that way.

Hook
 
lol. but i'm doing that all the time [well, i was before my game was destoryed...]. i wait for just the right moment when both the enemy ships are in my firing range, and blast them out of the water. do you mean to say that if i do that, one broadside will reload slower? or that both will reload slower than normal? or did i just missunderstand your entire post? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
they mean (i think)you can't fire 2 broadsides at the same time btw as soon the new pearl is in the build and stable i'll fix his stats up to 6 men min and 700 max ok?
 
Like I said, that would be inadvisable, because every battle would cause you to lose more than 50% of your crew.

You can check this effect in action - change min and max crew of any ship to your values, then lead it into the battle. You'll see crew bar plummeting down with each enemy shot.

Unless you want to hire 600 crewmen after each battle, then be my guest <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

As far as I can tell, there were about 30-40 cursed pirates in Barbossa's crew, and they seemed to have to trouble sailing.
 
well, i guess there's only one way to find out. Yuke? could you try it with the MOW? let's see how it reacts. alot of HP. maybe it'll effect the damage done to the crew. remember, the Black Pearl is a highly armoured ship, with 100,000 HP. if it does alot of damage to the MOW's crew, then we scrap the idea.....no disrespect intended, Kazeite. i just would really like to sail a Black Pearl that is accurate to the film.
 
but nelson then it wouldn't be a fun mod <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> then it would be a realism mod
 
<!--quoteo(post=169704:date=Nov 3 2006, 04:24 PM:name=Lord Nelson)--><div class='quotetop'>QUOTE(Lord Nelson @ Nov 3 2006, 04:24 PM) [snapback]169704[/snapback]</div><div class='quotemain'><!--quotec-->
no disrespect intended, Kazeite. i just would really like to sail a Black Pearl that is accurate to the film.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not offended. I want that myself. I personally set min crew to 6 in the first version of <i>Pearl</i>s stats. But since the game calculates crew losses in such way, the minimal crew must be raised.

Besides, six people is probably only her sailing crew. You're gonna need more crewmen to man those 36 cannons <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
true....36x2x24+6=1,734!!!!!
that's ALOT of crew.........0_o
i think we need to rethink our strategy........ <img src="style_emoticons/<#EMO_DIR#>/jackhat.gif" style="vertical-align:middle" emoid=":j2" border="0" alt="jackhat.gif" />
ok, why not scrap the calculations and make it......30 min crew? what would that give us?
 
Wha?... No, no.... You've got <b>Hook</b>s formula all mixed up.

You divide the weight of the cannon in half, reduce it to ten if it's bigger, and then you multiply by the number of guns.

It'd be more like 24/2=12 (capping to 10)*36=360.

Plus 100 for the sailing crew, and we reach much more reasonable 460 <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
well a min crew of 40 souns reasonable and a max crew of hmmm let us say 700 is fine

speed hmmm:50 knots i did it with my hms suprise and the game did'nt crash

watch :<img src="http://i108.photobucket.com/albums/n30/yukerator/ENGINE2006-11-0122-08-26-42.jpg" border="0" alt="IPB Image" />
this is at 50 knots how come the bloody ship reached 71 knots then?

HMS Surprise by Inzane
//-------------------------------------------------------------------------
makeref(refShip,ShipsTypes[n]);
n++;
refShip.Name = "Surprise";
refShip.All = "Frigate1";
refShip.SName = "Surprise";
refShip.id = refShip.Name;
refShip.Nation = ENGLAND;
//curid = refShip.id; ShipLookupTable.id.(curid) = n-1; // PS
refShip.Class = 1;
refShip.Cannon = CANNON_TYPE_LONG_LBS12;
refShip.MaxCaliber = 32;
refShip.Weight = Tonnes2CWT(1000);
refShip.Capacity = 6000;
refShip.CannonsQuantity = 50; // KNB fix cannon qty
// NK cannon qtys 05-04-18 -->
refShip.Cannons.Borts.cannonf.qty = 8;
refShip.Cannons.Borts.cannonb.qty = 8;
// NK <--
refShip.MaxCrew = 300; // LDH was 240 12Sep06
refShip.MinCrew = 80;
refShip.SpeedRate = 50;
refShip.TurnRate = 35;
refShip.Price = 150000;
refShip.HP = 1000000;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_FRIGATE";
refShip.Walk = "Surprise";

refShip.Type.Trade = false;
refShip.Type.War = true;

refShip.WaterLine = 0.3;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 1.0;
//refShip.TurnDependWeight = 0.8;

refShip.InertiaAccelerationX = 0.2; refShip.InertiaBrakingX = 2.0;
refShip.InertiaAccelerationY = 10; refShip.InertiaBrakingY = 4;
refShip.InertiaAccelerationZ = 4.0; refShip.InertiaBrakingZ = 2.0;

// LDH change to default 12Sep06
// 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;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;


the game didn't crash <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

BTW in the fun mod i would also chang mucho of the boarding loc's caus i hate the stocK boarding loc's
 
Both broadsides will reload at the same rate, as if only one broadside were being reloaded. There's no way in the game to "shift crews from one broadside to the other" when loading after loading has started, so we ignore the fact that the other broadside is also being loaded when calculating the reload time.

Hook
 
hook what do you think of my suprise <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Kazeite could change the model to put two outboard motors on the back for you <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
good idea! why not make it!? or better still, make the Cigarette! <img src="style_emoticons/<#EMO_DIR#>/cool.gif" style="vertical-align:middle" emoid="8)" border="0" alt="cool.gif" />
 
pieter created the cigarette for virtual sailor <a href="http://www.s31clan.com/pietersmods/vsshipyard/" target="_blank">http://www.s31clan.com/pietersmods/vsshipyard/</a> check this out
 
No, I didn't. Juergen Klemp made the model. I just changed the colours. That was <i>waaay</i> back when I couldn't model myself.
 
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