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Things I haven't released yet

<!--quoteo(post=228533:date=Dec 30 2007, 12:27 AM:name=Julian)--><div class='quotetop'>QUOTE(Julian @ Dec 30 2007, 12:27 AM) [snapback]228533[/snapback]</div><div class='quotemain'><!--quotec-->Whould there be possible in terms of coding to actually have the same character face/building but automatically upgrade the suit of clothes when being promoted, then?<!--QuoteEnd--></div><!--QuoteEEnd-->Something like <i>this</i>, you mean? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->void AssignPromotionModel()
{
    ref pchar = GetMainCharacter();
    switch(GetCurrentLocationNation())
    {
        case ENGLAND:
            switch(GetRank(pchar, GetCurrentLocationNation()))
            {
                case 1: // Midshipman
                    if(pchar.model == "cnorrington")        pchar.model = "Mdnorrington";
                break;
                case 2: // Lieutenant
                    if(pchar.model == "depp")                pchar.model = "47_Ltsparrow";
                    if(pchar.model == "Mdnorrington")        pchar.model = "Ltnorrington";
                //    if(pchar.model == "blaze")                pchar.model = "47_Blaze_brtlt";
                break;
                case 4: // Captain
                    if(pchar.model == "47_Ltsparrow")        pchar.model = "47_Cptsparrow";
                    if(pchar.model == "Ltnorrington")        pchar.model = "cnorrington";
                //    if(pchar.model == "47_Blaze_brtlt")        pchar.model = "47_Blaze_brtcpt";
                break;
                case 5: // Commodore
                    if(pchar.model == "47_Cptsparrow")        pchar.model = "47_Cosparrow";
                    if(pchar.model == "cnorrington")        pchar.model = "Conorrington";
                //    if(pchar.model == "47_Blaze_brtcpt")    pchar.model = "47_Blaze_brtco";
                break;
            }
        break;
    }
}<!--c2--></div><!--ec2-->
I wrote that several days ago at the request of Thomas the Terror. It has not yet been tested though. Might require some more work. But it should be possible.
Right now the code would only change the models for Jack Sparrow, Norrington and Nathaniel (when Thomas releases his new skins). Possibly we could also add some generic models here for when the player uses a different model. One thing I do wonder about: What to do when the player doesn't <i>want</i> a navy model? I should test this code and see what happens. Ideally, the pchar model would be switched to the navy outfit, but you'd keep your previous model available in the outfit selection screen so that you can revert right back if you don't want the new model. We could even make it so that if you don't have the appropriate navy model for the second promotion, apparently you deliberately switched back and you won't get another navy outfit either.

While we're at the topic of assigning models to the player when being promoted: We could also have the governor reward the player with other things, such as ships, swords and officers. This is what Thomas the Terror came up with for England:
<b>Midshipman:</b> British Cutter
<b>Lieutenant:</b> 16 Gun Brig/Sloopbrig
<b>Captain:</b> Sloop of War + Lieutenant (officer)
<b>Commodore:</b> Heavy/Light Frigate + (Lieutenant) Sloopbrig + Small sword
<b>Vice Admiral:</b> Lieutenants Sloopbrig => Light Frigate
<b>Admiral:</b> British Suprior Warship + Captain + Heavy Frigate + Lieutenant + Sloop of War + Medallion (+3 cannons)
<b>Knight:</b> Royal Special sword

Of course similar things should be thought up for the other nations, otherwise serving England would become <i>too</i> profitable in comparision with the other nations.
In any case: This could also play into the rewriting of the blade code where you can only get the really special blades by promotion from the governor.
I think we might need a seperate thread for this.
 
Floating Brick is on the ftp. Alpha 6 and above: just put it in your Pirates of the Caribbean folder. If you have build 13 and alike, add this to your ships.init:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//-------------------------------------------------------------------------
// Royal Navy Fourth Rate Ship by Thomas the Terror
//-------------------------------------------------------------------------
    //makeref(refShip,ShipsTypes[SHIP_WARSHIP_FRANCE]);
    // PS -->
    makeref(refShip,ShipsTypes[n]);
    n++;
    // PS <-- makeref(refShip,ShipsTypes[SHIP_FRIGATE_PIRATE+11]);
    refShip.Name            = "RN_Fourth_Rate";
    refShip.Nation              = ENGLAND;
    refShip.All                = "Fearless";
    refShip.id                = "RN_Fourth_Rate";
    ////curid = refShip.id; ShipLookupTable.id.(curid) = n-1; // PS
    refShip.Class            = 2;
    refShip.Cannon            = CANNON_TYPE_LONG_LBS24;
    refShip.MaxCaliber        = 24;
    refShip.Weight            = Tonnes2CWT(2000);
    refShip.Capacity        = 3500;
    refShip.CannonsQuantity = 44; // KK: 19 on each bort+4 stern+2 bow
    // NK cannon qtys 05-04-18 -->
    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 4;
    // NK <--
    refShip.MaxCrew         = 580;
    refShip.MinCrew         = 116;
    refShip.SpeedRate        = 12.0;
    refShip.TurnRate        = 26;
    refShip.Price            = 250000;
    refShip.HP                = 9500;
    refShip.SP                = 100;
    // KK refShip.AbordageLocation = "BOARDING_FRIGATE";

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

    refShip.WaterLine = 0.0;
    refShip.SpeedDependWeight = 0.3;
    refShip.SubSeaDependWeight = 0.9;
    //refShip.TurnDependWeight = 0.8;

    refShip.InertiaAccelerationX    = 3.0;    refShip.InertiaBrakingX     = 2.0;
    refShip.InertiaAccelerationY    = 14;    refShip.InertiaBrakingY     = 5;
    refShip.InertiaAccelerationZ    = 5.0;    refShip.InertiaBrakingZ     = 3.0;

    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_b2    = 1;
    refShip.GeraldSails.rey_b3    = 1;<!--c2--></div><!--ec2-->
 
Thanks, Thomas! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
it's a bit easy to get to admiral in the game, so getting such a good ship that quickly would make it too easy. despite that, it sounds like a great mod and the ranks make sense. it's just that it makes it a bit too easy.
 
well, if you take a nation with a lot of enemies and just sink every foe in sight, it's pretty easy. besides, what would you do with the ship if you have more than enough ships already? sell it, of course, but i can see a problem because of the fact that there's isn't a captain on board. it will sink. so if you have a better ship than you get from the governor and you don't assign it to an officer or simple can't give it to an officer, the ship will just sink.
 
Probably the ship would just replace your current ship. So perhaps we should then add a dialog option to kindly decline the gift.
 
i wonder what would happen if you say that to that hot-headed spanish governor? <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
MADRE MARIA! IDIOTA, I GIVE YOU THIS NICAH SPAAHNISH SHIP, AND YOU TOERN IT DOWN?! I SHALL HANG YOU FOR THIS REMARK! SI, SI GUARDS!
 
let's copy that and put it in the game! <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> it would be funny if he'd offer you some war galleon in the latest period of the game. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> the ship's name: Santa Maria. now where did i hear of that ship before?
 
WHAHAHAAAA! <img src="style_emoticons/<#EMO_DIR#>/24.gif" style="vertical-align:middle" emoid=":rofl" border="0" alt="24.gif" />

I just tested the Fourth Rate and Third Rate in the game and they seem to work fine to me.
I have not observed anything wrong with the crew walking in front of or behind the ship's deck. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
Request for modellers: could someone cut a tricorner hat of one of the corsair models? I need it for my Meshes in Tool, I want to try to give man6 a tricorner hat (because Jack's face looks so much better on it) so I can make a better Officer Jack.
 
Perhaps you should try to PM Kazeite; just in case. Or perhaps even High Sea Lass; she did say she'd like to try and get back into things again for a bit.
 
News:

2 new things:
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/JackYoung4.jpg" border="0" class="linked-image" /><img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/JackYoung2.jpg" border="0" class="linked-image" />
Gentleman/Young Jack (EITC Jack)

<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/DutchSoldiernew5.jpg" border="0" class="linked-image" />
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/images_nypl_org1.jpg" border="0" class="linked-image" />
Dutch soldier
 
Thomas and me did some experimenting with alpha maps on character models. No luck at all. I made the blaze alpha map 100% pure black and there was no change ingame. It does even less than when Petros tried last time: At least he got things to turn gray. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
 
<!--quoteo(post=229423:date=Dec 31 2007, 11:47 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Dec 31 2007, 11:47 AM) [snapback]229423[/snapback]</div><div class='quotemain'><!--quotec-->Thomas and me did some experimenting with alpha maps on character models. No luck at all. I made the blaze alpha map 100% pure black and there was no change ingame. It does even less than when Petros tried last time: At least he got things to turn gray. <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /><!--QuoteEnd--></div><!--QuoteEEnd--> <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

Are you talking about the palka body parts?
I got those to go invisible.

Regular character gm go gray.
 
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