Luke, OK I downloaded your Pinnace of War file to use as an additional guide. In the Program/Ships/Ships h file did you name it SHIP_PINNACE2, or did you add anything to that file?
MK
MK
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Luke, OK I downloaded your Pinnace of War file to use as an additional guide. In the Program/Ships/Ships h file did you name it SHIP_PINNACE2, or did you add anything to that file?
MK
OK Luke, Bare with me. Sorry for all the questions, but if I can just get this first one right I can really help you get these done. I know I'm close, but the deck tga is throwing me. Is that just a generic deck tga? You have three files in each Hull folder. One say bortoutpinnace2.tga and one says bortouttartane2.tga Can I just copy those and rename them, or do I need specific ones for the Batavia, cause I can't find them if I do. I think they are generic...am I right?
MK
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);
pchar.Ship.Type = GenerateShip(SHIP_*NEWSHIP*, 0);
///////////////////////////////////////////////////////////////////////////
/// Frigate
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_FRIGATE]);
refShip.Name = "Frigate";
refship.Soundtype = "frigate";
refShip.Class = 2;
refShip.Cannon = CANNON_TYPE_CANNON_LBS24;
refShip.MaxCaliber = 32;
refShip.Weight = Tonnes2CWT(1000);
refShip.Capacity = 3000;
refShip.CannonsQuantity = 46;
refShip.rcannon = 20;
refShip.lcannon = 20;
refShip.fcannon = 2;
refShip.bcannon = 4;
refShip.MaxCrew = 300;
refShip.MinCrew = 40;
refShip.BoardingCrew = 150;
refShip.GunnerCrew = 30;
refShip.CannonerCrew = 92;
refShip.SailorCrew = 300;
refShip.SpeedRate = 14.3;
refShip.TurnRate = 38.0;
refShip.Price = 430000;
refShip.HP = 4400;
refShip.SP = 4000;
//refShip.AbordageLocation = "Boarding Deck_01";
refship.Type.Merchant = false;
refship.Type.War = true;
refShip.fWindAgainstSpeed = 2.0;
refShip.sea_enchantment = 1.2;
refShip.lowpolycrew = 20;
refShip.buildtime = 100;
refship.Rocking.y = 0.4;
refship.Rocking.az = 0.035;
refship.WaterLine = 0.60;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 1.0;
refship.TurnDependWeight = 0.3;
refship.WindAgainstSpeed = 3.6;//boal
refship.CabinType = "Cabin"; // boal 28.03.05
refship.DeckType = "Big";
refship.InertiaAccelerationX = 5.0; refship.InertiaBrakingX = 5.0;
refship.InertiaAccelerationY = 4; refship.InertiaBrakingY = 4;
refship.InertiaAccelerationZ = 5.0; refship.InertiaBrakingZ = 5.0;
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;
refShip.GeraldSails.rey_b1 = 1;
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
refShip.GeraldSails.rey_b1.vscale = 0.9;
refShip.GeraldSails.rey_b2.vscale = 0.7;
refShip.GeraldSails.rey_b3.vscale = 0.7;
refship.Track.Enable = true;
refship.Track1.ZStart = 0.20;
refship.Track1.LifeTime = 14.5;
refship.Track1.Width = "3.7, 3.9";
refship.Track1.Speed = "7.0, 8.0";
refship.Track2.ZStart = -0.15;
refship.Track2.LifeTime = 8.5;
refship.Track2.Width = "8.0, 9.0";
refship.Track2.Speed = "0.15, 0.25";
///////////////////////////////////////////////////////////////////////////
// Amsterdam
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_Amsterdam]);
refShip.Name = "Amsterdam";
refship.Soundtype = "frigate";
refShip.Class = 2;
refShip.Cannon = CANNON_TYPE_CANNON_LBS32;
refShip.MaxCaliber = 42;
refShip.Weight = Tonnes2CWT(1000);
refShip.Capacity = 4800;
refShip.CannonsQuantity = 50;
refShip.rcannon = 22;
refShip.lcannon = 22;
refShip.fcannon = 2;
refShip.bcannon = 4;
refShip.MaxCrew = 450;
refShip.MinCrew = 80;
refShip.BoardingCrew = 270;
refShip.GunnerCrew = 37;
refShip.CannonerCrew = 108;
refShip.SailorCrew = 290;
refShip.SpeedRate = 14.2;
refShip.TurnRate = 35.0;
refShip.Price = 440000;
refShip.HP = 4800;
refShip.SP = 4000;
refShip.AbordageLocation = "Boarding Deck_02";
refship.Type.Merchant = false;
refship.Type.War = true;
refShip.fWindAgainstSpeed = 2.0;
refShip.sea_enchantment = 1.2;
refShip.lowpolycrew = 20;
refShip.buildtime = 100;
refship.Rocking.y = 0.4;
refship.Rocking.az = 0.035;
refship.WaterLine = 0.5;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 0.9;
refship.TurnDependWeight = 0.8;
refship.WindAgainstSpeed = 3.6;//boal
refship.CabinType = "Cabin"; // boal 28.03.05
refship.DeckType = "Big";
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 = 3.0; refShip.Height.Bombs.DY = 1.5;
refShip.Height.Grapes.Y = 4.5; refShip.Height.Grapes.DY = 1.0;
refShip.Height.Knippels.Y = 24.0; refShip.Height.Knippels.DY = 17.0;
refShip.Height.Balls.Y = 3.0; refShip.Height.Balls.DY = 1.5;
refShip.GeraldSails.rey_b3 = 1;
refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3.vscale = 0.9;
refShip.GeraldSails.rey_b2.vscale = 0.7;
refship.Track.Enable = true;
refship.Track1.ZStart = 0.20;
refship.Track1.LifeTime = 14.5;
refship.Track1.Width = "3.7, 3.9";
refship.Track1.Speed = "7.0, 8.0";
refship.Track2.ZStart = -0.15;
refship.Track2.LifeTime = 8.5;
refship.Track2.Width = "8.0, 9.0";
refship.Track2.Speed = "0.15, 0.25";
#define SHIP_TYPES_QUANTITY 78
#define SHIP_TYPES_QUANTITY_WITH_FORT 79
case "Amsterdam":
BI_intNRetValue[0] = 4+3*8;
BI_intNRetValue[1] = 4+3*8 + 1;
BI_intNRetValue[2] = BI_ICONS_TEXTURE_SHIP1;
break;[code]
Go to Age of Pirates 2\Program\scripts and open the file, ShipsUtilites (its easier to copy and paste a code than type it) so copy what ever class you want the ship to be generated at. For this ship she's a class 2 so look for the start of the class 2 ships been generated about iTest_ship = rand(70); so add the following code here.
[code]if (iTest_ship == 10) FillShipParamShipyard(NPChar, GenerateStoreShip(SHIP_Amsterdam), "ship15");
(iTest_ship == 12)
[SHIP_Amsterdam]
sTextureName = ships\Amsterdam.tga
wTextureWidth = 128
wTextureHeight = 128
picture = ship,0,0,128,128
sTextureName = ships\
sTextureName = ships\Amsterdam.tga
string = Amsterdam,"Amsterdam"
string = AmsterdamGen,"Amsterdam"
string = AmsterdamAcc,"Amsterdam"
string = AmsterdamDat,"Amsterdam"
Amsterdam {
The Amsterdam was designed as a highly-armed, yet light and fast vessel. Trade-offs being trade-offs, corvettes therefore have a weak hull. Still, they are able to keep up with lighter vessels and trade blows with heavier ones. As a rule, the corvette is used for patrol and escort missions.
}
pchar.Ship.Type = GenerateShip((SHIP_LUGGER + rand(2) - 1), 0);
SHIP_Amsterdam), 0);
SHIP_Amsterdam
makeref(refShip,ShipsTypes[SHIP_Amsterdam]);
If I apply the new ship doesn't that mean I have to start a new game?
I don't know about the other files you are perhaps right about those but the Scripts file you can edit and add new lines in to it without having to start over, i already did this testing some ships out like the Xebec and Battle Xebec which wasn't been generated at shipyards.If I apply the new ship doesn't that mean I have to start a new game?
Correct me if i'm wrong but i think any ship you add needs code lines editing in program/battleinterface, scripts and ships files, and when new lines are added you need to start over a new game to tke them into account, so yes unfortunately.
You could however see a modded ship in your savegame by replacing the model of an existing one by the new, but i don't see the usefullness of doing this.
I don't know about the other files you are perhaps right about those but the Scripts file you can edit and add new lines in to it without having to start over, i already did this testing some ships out like the Xebec and Battle Xebec which wasn't been generated at shipyards.If I apply the new ship doesn't that mean I have to start a new game?
Correct me if i'm wrong but i think any ship you add needs code lines editing in program/battleinterface, scripts and ships files, and when new lines are added you need to start over a new game to tke them into account, so yes unfortunately.
You could however see a modded ship in your savegame by replacing the model of an existing one by the new, but i don't see the usefullness of doing this.