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Adding new ships to game?

br8nd4n

Landlubber
Hello again!

I've been reading the forums and noticed people like Thomas The Terror and Kazeite have been working hard and have created new ship mods. Well done guys!

How do I put them into my game though? I am running the Supermod 1.1 with all 5 updates. Where do I get the ships from? Where do I put them in the game ie. which folders? Does it replace existing ships or will there be new ships as well as the original ones? Finally, will I have to start a new game to use the new ships?

Thanks very much, sorry for all the questions but Im really enjoying playing the game.

Cheers
 
Ahoy, brothers of the coast.

What kind of new ships are these ?

<img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

Ahoy.
<img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Well there was the British Brig added to the fantastic SuperMod, and Thomas The Terror has kindly created extra ships and skin mods here:

<a href="http://hosted.filefront.com/thomastheterror" target="_blank">http://hosted.filefront.com/thomastheterror</a>

I havent had chance to try them yet, but I just wondered how they fit into the game, hence my original post.
 
Thank ya for the link, <b>br8nd4n</b>.

Impressing.....yap.
Theres more in work here i have ever expected.... <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />

Ahoy, meanwhile.

<img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
files you need to edit:
- Age of Pirates/program/ships/ships.h
- Age of Pirates/program/ships/ship.init
- Age of Pirates/resource/INI/texts/english/common
- Age of Pirates/resource/models/ships
- Age of Pirates/resource/textures/ships

Model:
First, choose a model for you ship, like sloop1
rename that model to you likings, for example:
rename sloop1 to sloop_rn1
NOTE: the model has to end on a 1 and no Capital letters.
Open the map, and rename all the sloop1`s into sloop_rn1
So sloop1_rey_a2 becomes sloop_rn1_rey_a2.

Textures:
Copy the folder sloop1, and rename it sloop_rn1

Ships.h:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->#define SAILS_COLOR_QUANTITY 8
#define SHIP_TYPES_QUANTITY 21
#define SHIP_TYPES_QUANTITY_WITH_FORT 50 // must be (SHIP_TYPES_QUANTITY + 1)

#define SHIP_TARTANE 0

#define SHIP_WAR_TARTANE 1

//6
#define SHIP_LUGGER 2
#define SHIP_SLOOP 3
#define SHIP_CUTTER 4
#define SHIP_GALEOTH_H 5

//5
#define SHIP_SCHOONER 6
#define SHIP_BARQUE 7
#define SHIP_CARAVEL 8

//4
#define SHIP_FLEUT 9
#define SHIP_BRIG 10
#define SHIP_GALEON_L 11
#define SHIP_BRIG_RN 12

//3
#define SHIP_CORVETTE 13
#define SHIP_GALEON_H 14
#define SHIP_PINNACE 15

//2
#define SHIP_BLACKPEARL 16
#define SHIP_FRIGATE 17

//1
#define SHIP_LINESHIP 18
#define SHIP_WARSHIP 19
#define SHIP_BATTLESHIP 20

#define SHIP_MANOWAR 21

//
#define SHIP_BOAT 48
#define SHIP_FORT 49

#define SHIP_NOTUSED 1000
#define SHIP_NOTUSED_TYPE_NAME "Not Used"
#define SHIP_NAME_NOTUSED "Noname"

object ShipsTypes[SHIP_TYPES_QUANTITY_WITH_FORT];
object SailsColors[SAILS_COLOR_QUANTITY];


ref GetShipByType(int iType) { return &ShipsTypes[iType]; }<!--QuoteEnd--></div><!--QuoteEEnd-->

and then change it into:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->#define SAILS_COLOR_QUANTITY 8
#define SHIP_TYPES_QUANTITY 22
#define SHIP_TYPES_QUANTITY_WITH_FORT 50 // must be (SHIP_TYPES_QUANTITY + 1)

#define SHIP_TARTANE 0

#define SHIP_WAR_TARTANE 1

//6
#define SHIP_LUGGER 2
#define SHIP_SLOOP 3
#define SHIP_CUTTER 4
#define SHIP_GALEOTH_H 5
#define SHIP_SLOOP_RN 6

//5
#define SHIP_SCHOONER 7
#define SHIP_BARQUE 8
#define SHIP_CARAVEL 9

//4
#define SHIP_FLEUT 10
#define SHIP_BRIG 11
#define SHIP_GALEON_L 12
#define SHIP_BRIG_RN 13

//3
#define SHIP_CORVETTE 14
#define SHIP_GALEON_H 15
#define SHIP_PINNACE 16

//2
#define SHIP_BLACKPEARL 17
#define SHIP_FRIGATE 18

//1
#define SHIP_LINESHIP 19
#define SHIP_WARSHIP 20
#define SHIP_BATTLESHIP 21

#define SHIP_MANOWAR 22

//
#define SHIP_BOAT 48
#define SHIP_FORT 49

#define SHIP_NOTUSED 1000
#define SHIP_NOTUSED_TYPE_NAME "Not Used"
#define SHIP_NAME_NOTUSED "Noname"

object ShipsTypes[SHIP_TYPES_QUANTITY_WITH_FORT];
object SailsColors[SAILS_COLOR_QUANTITY];


ref GetShipByType(int iType) { return &ShipsTypes[iType]; }<!--QuoteEnd--></div><!--QuoteEEnd-->

Ships.init:
Copy sloop and paste it behind it, with space between it:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--> ///////////////////////////////////////////////////////////////////////////
//// Sloop
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_SLOOP_RN]);
refShip.Name = "Sloop_rn";
refship.Soundtype = "lugger";
refShip.Class = 6;
refShip.Cannon = CANNON_TYPE_CANNON_LBS8;
refShip.MaxCaliber = 8;
refShip.Weight = Tonnes2CWT(170);
refShip.Capacity = 500;
refShip.CannonsQuantity = 16;
refShip.rcannon = 6;
refShip.lcannon = 6;
refShip.fcannon = 2;
refShip.bcannon = 2;
refShip.MaxCrew = 80;
refShip.MinCrew = 10;
refShip.BoardingCrew = 40;
refShip.GunnerCrew = 5;
refShip.CannonerCrew = 32;
refShip.SailorCrew = 80;
refShip.SpeedRate = 14.0;
refShip.TurnRate = 45.0;
refShip.Price = 19500;
refShip.HP = 900;
refShip.SP = 100;
refShip.AbordageLocation = "Boarding Deck_02";
refship.Type.Merchant = true;
refship.Type.War = false;
refShip.fWindAgainstSpeed = 5;
refShip.sea_enchantment = 2.0;
refShip.lowpolycrew = 8;
refShip.buildtime = 20;

refship.Rocking.y = 0.45;
refship.Rocking.az = 0.02;

refship.WaterLine = -0.0;
refship.SpeedDependWeight = 0.3;
refship.SubSeaDependWeight = 0.3;
refship.TurnDependWeight = 0.3;

refShip.Height.Bombs.Y = 1.5; refShip.Height.Bombs.DY = 0.5;
refShip.Height.Grapes.Y = 2.3; refShip.Height.Grapes.DY = 1.0;
refShip.Height.Knippels.Y = 15.0; refShip.Height.Knippels.DY = 10.0;
refShip.Height.Balls.Y = 1.5; refShip.Height.Balls.DY = 0.5;

refship.InertiaAccelerationX = 8.0; refship.InertiaBrakingX = 8.0;
refship.InertiaAccelerationY = 8; refship.InertiaBrakingY = 8;
refship.InertiaAccelerationZ = 8.0; refship.InertiaBrakingZ = 8.0;

refship.Track.Enable = true;
refship.Track1.ZStart = 0.20;
refship.Track1.LifeTime = 9;
refship.Track1.Width = "2.0, 2.5";
refship.Track1.Speed = "5.2, 6.2";

refship.Track2.ZStart = -0.05;
refship.Track2.LifeTime = 7;
refship.Track2.Width = "3.0, 4.0";
refship.Track2.Speed = "0.15, 0.25";<!--QuoteEnd--></div><!--QuoteEEnd-->

And tweak the other settings to your liking.

English/common.ini
Then copy:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->string = Sloop,"Sloop"<!--QuoteEnd--></div><!--QuoteEEnd-->
And paste it between the first and the last ship.
and change the copy into:
string = Sloop_rn,"British Sloop"

Then add a description:
copy:
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->string = Sloop_descr,"The sloop was constructed with reconnaissance, coastal patrol and trade in mind, and it excels at those applications thanks to it's small draft and excellent maneuverability."<!--QuoteEnd--></div><!--QuoteEEnd-->
And change it into:
string = Sloop_rn_descr,"What ever you like."

Now change the string in characters.init
from: SHIP_LUGGER to SHIP_SLOOP_RN
Now you get your ship at the start of the game.

FINISHED
 
Thomas The terror,

You're obviously a very clever man when it comes to modding and I would really like to try your extra ships. BUT I don't know how to get it to work:

I have supermod 1.1 installed with all 5 updates. I have downloaded your mods dutch fleut, royal navy, black pearl and british ships and unpacked them into the relevant folders in the AOP directory however it now crashes on startup with the engine.exe file.

I don't particularly want to change my start ship from a lugger. Please can you tell me what the ship.h, ship.ini etc. files should look like so the game will work please?

Thanks very much in advance for your help.

PS. can all these ships be added to the supermod by Cyberops in the next update? I'm sure everyone would want to play with them.
 
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