• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Medium Priority New fast galleons

Which fast galleon do you want to see in the game?

  • FsGaleon1

    Votes: 1 20.0%
  • FsGaleon2

    Votes: 1 20.0%
  • Both

    Votes: 3 60.0%
  • Neither

    Votes: 0 0.0%

  • Total voters
    5
First screenshot of "RN_Galeon_L":
rn_galeon_l_screenshot5.jpg
This is the shot I'll be using for the interface picture.

The masts were a bit of a problem; I couldn't get all three to show flags. Having already guessed from playing with GMViewer that this is pretty much the same model as the Golden Hind, subsequently confirmed by @Jack Rackham above, I copied the Golden Hind masts to this ship, and now the flags work. But I kept the original mizzen spar because it gives a slightly different rig. Start a game as Francis Drake, put to sea, set full sail and watch the mizzen sail closely - the trailing corner seems to slide down a rope. On "RN_Galeon_L", the rope is tied to that corner and pulls it down.
 
The masts were a bit of a problem; I couldn't get all three to show flags.
To convert a ship from AoP/CoAS, you need to:
- Replace all "fal" locators with "rope"
- Add "penn" locators to match with the "flag" locators
For details, see @Armada's "General Guide to Locators":
https://onedrive.live.com/view.aspx...230527&parId=F6B0C45B54136716!137&app=WordPdf

I copied the Golden Hind masts to this ship, and now the flags work. But I kept the original mizzen spar
Careful with that! If not all masts use the exact same numbering system, that can easily trigger "missing rope" messages in system.log .
 
I did see something of that kind during my experiments, but not when trying out the finished version. At one point I had all the masts and spars from Golden Hind, and as well as the error message, there was a visible weirdness with the ropes from the mizzen spar. Putting the original mizzen spar back cured that. Attached is "system.log" from after I'd started a FreePlay game as an "Early Explorers" English corsair with the new ship, put to sea, raised and lowered sails a few times, then quit to check the log. There are no messages about ropes. There are a lot about missing textures, but those are Tortuga's fault, not the ship's - reloading a saved storyline game in which I happened to be in Tortuga created similar messages.
 

Attachments

  • system.log
    427.5 KB · Views: 315
And so, as far as I can see, the generic English Galleon is now operational:
rn_galeon_l_selection.jpg

She is not repaint-compatible with Golden Hind - the only way you're getting Francis Drake's ship is by being Francis Drake!
rn_galeon_l_shipyard.jpg

The stern art isn't entirely appropriate for "Spanish Main", but this ship is primarily intended for "Early Explorers":
rn_galeon_l_screenshot8.jpg

To get to the main deck and then to the forecastle, you must go below the quarterdeck. I found some small windows in the stern superstructure wall. Unlike cabin windows, these do have something behind them, namely the outside world. Or, if you're on the main deck, you can turn round and look through them into the superstructure. So I made them transparent.
rn_galeon_l_below_deck.jpg rn_galeon_l_deck.jpg

@Jack Rackham: Golden Hind also has those windows, currently still opaque. As that's your ship, I'll defer to you - would you like these windows transparent on Golden Hind as well?

Meanwhile, the English Galleon is now included in the "Fast Galleons" upload:
http://piratesahoy.bowengames.com/potc/Grey Roger/FastGalleons.zip
(The version of "Ships_init.c" included there also has the 'refShip.Model' line for "FastCaravel" commented out, which should put an end to anyone repainting between that and a conventional lateen caravel.)
 
Golden Hind also has those windows, currently still opaque. As that's your ship, I'll defer to you - would you like these windows transparent on Golden Hind as well?
Yes very much. Can you fix that @Grey Roger?
 
Easy enough. The hard part was creating an alpha channel mask to cover all the little window panes while not covering any of the frames. That was already done for the new galleon. All I had to do for Golden Hind was copy the entire alpha channel from that one and paste it into the Golden Hind TGA file. And so:
goldenhind_deck1.jpg goldenhind_deck2.jpg

I've just re-uploaded "FastGalleons.zip" to the FTP site with the modified "bortoutGoldeHind.tga.tx" included.
 
There's another fast galleon variant:
marianna.jpg

"La_Marianna" is a cursed version with ragged sails, smoke screen and huge HP, judging by its entry in "Ships_init.c". I can't see any mention of it anywhere other than those files needed to make it usable; it does not seem to be used in any story or side quest. It can't be encountered at random or bought in a shipyard, and it has no "refShip.Model" line so you can't repaint any other fast galleon into it. So at present, the only way to see "La_Marianna" is to start a Free Play game with cheatmode activated so you can pick any ship, or possibly buy it from Vanderdecken.

"La_Marianna" uses an older model than the other fast galleons. It has broad staircases to move between decks, as opposed to the ladders on the newer type; and older style, thicker masts with less rigging and no sprit topmast. It could be the original stock AoP model.

If anyone wants to write a ghost story, this is your ship...
 
"La_Marianna" is a cursed version with ragged sails, smoke screen and huge HP, judging by its entry in "Ships_init.c". I can't see any mention of it anywhere other than those files needed to make it usable; it does not seem to be used in any story or side quest. It can't be encountered at random or bought in a shipyard, and it has no "refShip.Model" line so you can't repaint any other fast galleon into it. So at present, the only way to see "La_Marianna" is to start a Free Play game with cheatmode activated so you can pick any ship, or possibly buy it from Vanderdecken.
True. Somebody added it as his "personal ship", but it was never put to use.

I think @Bartolomeu o Portugues once intended to make use of her, but that hasn't happened yet.
 
Comments in "Ships_init.c" and "Build Info.txt" credit it to @yo ho ho and @GhostOfDeath91 - the latter gives no auto-completion, so I'm guessing that's no longer an active forum member.

Ghost ships aren't going into "Ardent", but if @danitim1 is still working on his storyline, perhaps he could put "La_Marianna" to some use.

Incidentally, the base hull model isn't the stock AoP one after all. It has cabin detail, so it's probably the same model as the one @Hylie Pistof and @Armada worked on before the De Zeeroovers version with the better masts entered the Build Mod. A bit of alpha-mapping on the texture file and...
marianna2.jpg

And I've just had an idea. If I use TOOL to copy the locators from the new hull model onto the old hull model, I can use new style masts with old style hull, which means I get nice rigging and cabin detail. Which means a new version of "FastGalleon3"...
 
I think "yo ho ho" made some changes to the model geometry. It is GhostOfDeath91's personal texture.
The model geometry appears to be the same as the older one produced by @Armada and @Hylie Pistof, which is the same as the original AoP one but with an added cabin.

And I've just had an idea. If I use TOOL to copy the locators from the new hull model onto the old hull model, I can use new style masts with old style hull, which means I get nice rigging and cabin detail.
Well, it was worth a try. The snag here is that the new style masts have the shrouds built into the mast models, complete with deadeyes at the lower ends. The old style masts use "vant" locators to handle shrouds, so the deadeyes are built into the hull model. So if you put new style masts onto the old style hull, you get two sets of overlapping deadeyes. That would not have mattered if there happened to be the same number of deadeyes in the same places, but there aren't. Additionally, due to limitations on how many "vant" locators can exist, the old hull has no mizzen shrouds. The new masts don't have that limitation, so there are mizzen shrouds, which start off in mid-air because the new hull has platforms to support them but the old hull does not. So "FastGalleon3" is back to using the newer hull model without a cabin and therefore with opaque windows.
 
Resurrecting this thread to suggest:
The Fast War Galleons are currently "versatile", i.e. can appear as either trade or warship. The Fast Galleons are trade only. The main differences are that the Fast War Galleons have 18lb guns, less cargo space and a bit less speed than the Fast Galleons, which also only have 9lb guns compared to the Fast War Galleons' 18lb.

It seems to me that the Fast War Galleons should be warship only and the Fast Galleons should be "versatile". 18lb is rather heavy armament for something which can appear as a merchant, but the faster, though lighter armed version could work well as a lesser warship. Besides, merchants are relatively easy to persuade to surrender, and if you can persuade a Fast War Galleon merchant to surrender, you get a rather nice ship (my favourite ship in the entire game, in fact) rather easily.

So, any objection to me changing the Fast Galleons to be both trade and war, and the Fast War Galleons to be war only?
 
I just recently started a game in an early enough time period to see those ships. Went into a shipyard and 2 of them were for sale. They were named the same but one was obviously a merchant version with the 9 pound guns and the other was the war version with the larger cannons. (12 pound?). I was surprised to see that the merchant version had a much larger crew than the war version.

So anything that separates them more is good news. Larger cannons = larger crew, less cargo capacity, a stronger hull, and a more top heavy ship.
 
They shouldn't be named the same. "ships_init.c" shows the Fast Galleon having refShip.SName = "FastGalleon" and the Fast War Galleon as refShip.SName = "FastGalleonW", which from "common.ini" should translate to "Fast Galleon" and "Fast War Galleon". But remember that stats are randomised so two ships of the same base type won't have the same crew (especially if they're different nation designs), and the "Reinforced Hull" upgrade increases the ship's maximum calibre. So if they both showed up as "Fast Galleon" but one had 12lb guns then it probably had "Reinforced Hull". (The Fast War Galleon has 18lb guns. The Fast Galleon isn't getting those even with an upgrade!)

The base crew for the Fast Galleon is min 32, max 360. For the Fast War Galleon, it's min 45, max 390. HP is 4000 and 4500 respectively. Performance is identical between the two in Arcade mode; in Realistic mode, the Fast Galleon is indeed faster than the Fast War Galleon, speed 12.5 versus 11.5. That's not my doing - you'll find those stats in "ships_init.c" already.
 
Back
Top