• 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!

A Build Question

KevO44

Lord High Admiral of the Seven Seas
Storm Modder
Pirate Legend
So anyway I wanted to start a new file and I went to programs, "Build Settings". And if I'm correct I found how to change your ship in the beginning of the game. I wanted to start with the Mephisto but the game won't let me. Everytime I start a new file, I talk to Malcom and go ashore, but when I get to the dock and look into the port, my ship ain't there. But after the movie of the French invading Oxbay the game allows me to sail. The thing is though when I enter "sail mode" there is no ship, and I can't do anything.

Can a modder check and see what I might have done wrong.... :blah:


//MAINCH START PARAMS
#define START_RANK 1
#define START_MONEY 1000
string START_SHIP() {return "Frigate_sat" + PIRATE; } //omit the nation and the _ if ship has no nation
//check ships_init.c for all ships' IDs.
 
perhaps ...... string START_SHIP() {return "Frigate_sat" +PIRATE; }
instead of .. string START_SHIP() {return "Frigate_sat" + PIRATE; }
don't know ..... gonna try it :blah:
 
Ok, I'll try it and tell you if it worked, see ya in 5 mins
 
Try this:

//MAINCH START PARAMS
#define START_RANK 1
#define START_MONEY 1000
string START_SHIP() {return "FrigateNKSup"; } //omit the nation and the _ if ship has no nation
//check ships_init.c for all ships' IDs. :cheeky

Ship ID's have been changed a little in the new build.

Now I don't know if this is the Mephisto, I never did that quest...

If you want the green frigate, use this:

//MAINCH START PARAMS
#define START_RANK 1
#define START_MONEY 1000
string START_SHIP() {return "Frigate2_"+ENGLAND; } //omit the nation and the _ if ship has no nation
//check ships_init.c for all ships' IDs.

Hope this helps! :yes :cheers
 
Oh well, I guess I can just do the Mephisto quest. :dio
 
It might be, but I want the Mephisto, not the regular frigates... :yes
 
I also have a question on the new build but not the ships, is the weapon mods also part of the items mods? If I turn off the weapons will that disable the use of the new skill inhancing items?
 
Ok Cat, please go into POTC folder, and then into `Programs-ships`-ships.int

And if you scale down to the Frigate section

//-------------------------------------------------------------------------
// Frigate SATANIST
//-------------------------------------------------------------------------
// PS -->
makeref(refShip,ShipsTypes[n]);
n++;
// PS <-- makeref(refShip,ShipsTypes[SHIP_FRIGATE_SAT]);
refShip.Name = "Frigate_sat";
refShip.Nation = PIRATE; // NK
refShip.id = refShip.Name + "_" + refShip.Nation; // PS
curid = refShip.id; ShipLookupTable.id.(curid) = `n-1`; // PS
refShip.Class = 2;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 24;
refShip.Weight = Tonnes2CWT(1100);
refShip.Capacity = 2500;
refShip.CannonsQuantity = 44;
refShip.MaxCrew = 400;
refShip.MinCrew = 95;
refShip.SpeedRate = 15.4;
refShip.TurnRate = 45;
refShip.Price = 180000;
refShip.HP = 6500;
refShip.SP = 100;
refShip.AbordageLocation = "BOARDING_CORVETTE";

// NK - refShip.EmblemedSails.normalTex = "shipssail_Pirates.tga";

refShip.WaterLine = 0.2;
refShip.SpeedDependWeight = 0.3;
refShip.SubSeaDependWeight = 0.9;
refShip.TurnDependWeight = 0.8;

refShip.CanEncounter = false;

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 = 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;

//-------------------------------------------------------------------------

CAN ANYONE HELP ME :yes
 
string START_SHIP() {return "corvette3_" + PIRATE; } //omit th
I tried this ...... just because I love that corvette

but try
string START_SHIP() {return "Frigate_sat_" + PIRATE; }
this might work
 
YAY IT Worked

Arg, I thank ye Jack Sparrow Jr, you have helped me beyond belief. :cheers :p: :cry
 
<!--`QuoteBegin-Izzie`+--><div class='quotetop'>QUOTE(Izzie)</div><div class='quotemain'><!--QuoteEBegin-->I also have a question on the new build but not the ships, is the weapon mods also part of the items mods? If I turn off the weapons will that disable the use of the new skill inhancing items?[/quote]

I'm not sure I understand the q. in a prober way ........
 
<!--`QuoteBegin-jack_sparrow_jr`+--><div class='quotetop'>QUOTE(jack_sparrow_jr)</div><div class='quotemain'><!--QuoteEBegin-->string START_SHIP() {return "corvette3_" + PIRATE; } //omit th
I tried this ...... just because I love that corvette[/quote]

I also love this Corvette.....but when I try I get reduced SpeedRate & TurnRate :cheers

I am getting 15.7 instead of the usual 17.2 SpeedRate
42 instead of the usual 50 TurnRate

any thoughts???
 
Back
Top