Those should ensure that the ship never appears in the game!
The "refship.nation" lines indicate the likelihood of the ship appearing under each nation's flag. For example, the lines currently used for "SP_FirstRate" are:
Code:
refShip.england = 0.0; //
refShip.france = 0.0; //
refShip.holland = 0.0; //
refShip.portugal = 0.0; //
refShip.pirate = 0.0; //
refShip.spain = 0.04; //
refShip.america = 0.0; //
refShip.sweden = 0.0; //
That's for PoTC, which includes America or, optionally, Sweden in some periods. All nations are set to 0 except Spain, so this ship can only appear as part of a Spanish group. If you set all "refship.nation" lines to "false", which is 0, then the ship can't appear in anyone's fleet!
PoTC also has different time periods:
Code:
refShip.period.0 = 0.0; //
refShip.period.1 = 0.0; //
refShip.period.2 = 0.0; //
refShip.period.3 = 0.0; //
refShip.period.4 = 0.3; //
refShip.period.5 = 0.5; //
That means you can't meet this ship before 1770, which is the first year of the second-last period. You don't want to see
Santisima Trinidad if you're playing in, say, 1690, given that the ship wasn't launched until 1769!
As for other lines:
refShip.Name - this is the model's name. This must match whatever you call your new ship.
refShip.id - generally the same as
refShip.Name
refShip.All - any stats which aren't explicitly defined for this ship will be taken from here instead. In your example, anything not specifically set for "SP_Warship" will use the data for "Lineship1".
refShip.SName - this links to "RESOURCE\INI\TEXTS\ENGLISH\common.ini" and controls what you will see in the shipyard interface, looking through the spyglass, etc. "SoL4R2" translates through "common.ini" to "4th Rate Ship of the Line", so if you meet a "SP_Warship" on the high seas, that's what you'll see when you point your spyglass at it.
refShip.walk - this is the ship's walk file in PoTC. For "SP_Warship",
refShip.walk = "Warship"; means the model will be looking for "PROGRAM\SEA_AI\walk\Warship_walk.c". Additionally, there need to be lines for "Warship" in "PROGRAM\SEA_AI\shipWalk.c". CoAS handles its crew walking in a completely different way so its version of "Ships_init.c" won't have this line.