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Editing Ships & Cannons

Luke159

Buccaneer
Storm Modder
I find that the ships within COAS are too weak, since when has a Sloop been able to loot Galleons or Packet Brigs been able to capture Battleships?

I want to edit the ships so that there stats are better and make more sense but because of what my plans are the cannons strangth will need to be edited so that they can do more damage, how do i go about editing the ships and the cannons stats?

I also noticed in COAS, programs, cannons, cannon.init file that there are calibures of cannons you can't buy or upgrade too see bellow for the whole file.

Code:
void InitBaseCannons_CalcSpeedV0(ref rCannon, float fFireRange)
{
rCannon.FireRange = fFireRange;
rCannon.SpeedV0 = sqrt(fFireRange * 9.81 / sin( 2.0 * MakeFloat(rCannon.FireAngMax)) );
}

void InitCannons()
{
ref rCannon;

/*makeref(rCannon,Cannon[CANNON_TYPE_CULVERINE_LBS8]);
rCannon.type = CANNON_NAME_CULVERINE;
rCannon.name = "caliber8";
rCannon.picture = "cannons1";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 8;
rCannon.ReloadTime = 30;
rCannon.Cost = 80;
rCannon.Weight = 18;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 0.8;
rCannon.hp = 40.0;
InitBaseCannons_CalcSpeedV0(&rCannon,500.0);   */

makeref(rCannon,Cannon[CANNON_TYPE_CULVERINE_LBS12]);
rCannon.type = CANNON_NAME_CULVERINE;
rCannon.name = "caliber12";
rCannon.picture = "cannons1";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 12;
rCannon.ReloadTime = 30;
rCannon.Cost = 250;
rCannon.Weight = 7;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 1.0;
rCannon.hp = 40.0;
InitBaseCannons_CalcSpeedV0(&rCannon,450.0);

makeref(rCannon,Cannon[CANNON_TYPE_CULVERINE_LBS16]);
rCannon.type = CANNON_NAME_CULVERINE;
rCannon.name = "caliber16";
rCannon.picture = "cannons2";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 16;
rCannon.ReloadTime = 45;
rCannon.Cost = 350;
rCannon.Weight = 10;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 2.0;
rCannon.hp = 45.0;
InitBaseCannons_CalcSpeedV0(&rCannon,550.0);

makeref(rCannon,Cannon[CANNON_TYPE_CULVERINE_LBS24]);
rCannon.type = CANNON_NAME_CULVERINE;
rCannon.name = "caliber24";
rCannon.picture = "cannons3";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 24;
rCannon.ReloadTime = 60;
rCannon.Cost = 450;
rCannon.Weight = 15;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 3.0;
rCannon.hp = 50.0;
InitBaseCannons_CalcSpeedV0(&rCannon,650.0);

makeref(rCannon,Cannon[CANNON_TYPE_CULVERINE_LBS32]);
rCannon.type = CANNON_NAME_CULVERINE;
rCannon.caliber = 32;
rCannon.name = "caliber32";
rCannon.picture = "cannons4";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 75;
rCannon.Cost = 650;
rCannon.Weight = 20;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.45;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 4.0;
//rCannon.TradeOff = true;
rCannon.hp = 55.0;
InitBaseCannons_CalcSpeedV0(&rCannon,750.0);

/*makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS8]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.name = "caliber8";
rCannon.picture = "cannons5";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 8;
rCannon.ReloadTime = 30;
rCannon.Cost = 80;
rCannon.Weight = 18;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 1.0;
rCannon.hp = 40.0;
InitBaseCannons_CalcSpeedV0(&rCannon,400.0); */

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS12]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.name = "caliber12";
rCannon.picture = "cannons5";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 12;
rCannon.ReloadTime = 20;
rCannon.Cost = 150;
rCannon.Weight = 6;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 1.5;
rCannon.hp = 45.0;
InitBaseCannons_CalcSpeedV0(&rCannon,350.0);

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS16]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.name = "caliber16";
rCannon.picture = "cannons6";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 16;
rCannon.ReloadTime = 30;
rCannon.Cost = 250;
rCannon.Weight = 8;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 2.5;
rCannon.hp = 50.0;
InitBaseCannons_CalcSpeedV0(&rCannon,450.0);

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS24]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.name = "caliber24";
rCannon.picture = "cannons7";
rCannon.Sound = "cannon_fire";
rCannon.caliber = 24;
rCannon.ReloadTime = 40;
rCannon.Weight = 12;
rCannon.Cost = 350;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 4.0;
rCannon.hp = 55.0;
InitBaseCannons_CalcSpeedV0(&rCannon,550.0);

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS32]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.caliber = 32;
rCannon.name = "caliber32";
rCannon.picture = "cannons8";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 50;
rCannon.Cost = 550;
rCannon.Weight = 16;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.45;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 5.0;
//rCannon.TradeOff = true;
rCannon.hp = 60.0;
InitBaseCannons_CalcSpeedV0(&rCannon,650.0);

/*makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS36]);
rCannon.type = CANNON_NAME_SPECIAL_CANNON;
rCannon.caliber = 36;
rCannon.name = "caliber36";
rCannon.picture = "cannons10";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 120;
rCannon.Cost = 500;
rCannon.Weight = 90;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 8.0;
rCannon.TradeOff = true;
rCannon.hp = 65.0;
InitBaseCannons_CalcSpeedV0(&rCannon,800.0);    */

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS42]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.caliber = 42;
rCannon.name = "caliber42";
rCannon.picture = "cannons11";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 60;
rCannon.Cost = 850;
rCannon.Weight = 22;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.45;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 6.0;
rCannon.TradeOff = true;
rCannon.hp = 70.0;
InitBaseCannons_CalcSpeedV0(&rCannon,800.0);

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS48]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.caliber = 48;
rCannon.name = "caliber48";
rCannon.picture = "cannons12";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 50;
rCannon.Cost = 1000;
rCannon.Weight = 30;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.45;
rCannon.DamageMultiply = 10.0;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.TradeOff = true;
rCannon.hp = 80.0;
InitBaseCannons_CalcSpeedV0(&rCannon,1400.0);

/*makeref(rCannon,Cannon[CANNON_TYPE_MORTAR]);
rCannon.type = CANNON_NAME_MORTAR;
rCannon.caliber = 92;
rCannon.name = "caliber92";
rCannon.picture = "cannons13";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 240;
rCannon.Cost = 2000;
rCannon.Weight = 160;
rCannon.FireAngMax = 0.80;
rCannon.FireAngMin = -0.35;
rCannon.DamageMultiply = 25.0;
rCannon.TimeSpeedMultiply = 0.8;
rCannon.BigBall = 1;
rCannon.SizeMultiply = 5.0;
rCannon.HeightMultiply = 1.0;
rCannon.TradeOff = true;
rCannon.hp = 80.0;
InitBaseCannons_CalcSpeedV0(&rCannon,650.0);    */

Now looking closer i see the following for the last few cannons.

Code:
rCannon.TradeOff = true;

In the cannons above the ones stated bellow they don't have that line of code so i'm woundering by removing it would that make the option to use these cannons available ingame and if so whay would they have been disabled them in the first place?

Code:
	makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS32]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.caliber = 32;
rCannon.name = "caliber32";
rCannon.picture = "cannons8";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 50;
rCannon.Cost = 550;
rCannon.Weight = 16;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.45;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 5.0;
//rCannon.TradeOff = true;
rCannon.hp = 60.0;
InitBaseCannons_CalcSpeedV0(&rCannon,650.0);

/*makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS36]);
rCannon.type = CANNON_NAME_SPECIAL_CANNON;
rCannon.caliber = 36;
rCannon.name = "caliber36";
rCannon.picture = "cannons10";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 120;
rCannon.Cost = 500;
rCannon.Weight = 90;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.35;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 8.0;
rCannon.TradeOff = true;
rCannon.hp = 65.0;
InitBaseCannons_CalcSpeedV0(&rCannon,800.0);    */

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS42]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.caliber = 42;
rCannon.name = "caliber42";
rCannon.picture = "cannons11";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 60;
rCannon.Cost = 850;
rCannon.Weight = 22;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.45;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.DamageMultiply = 6.0;
rCannon.TradeOff = true;
rCannon.hp = 70.0;
InitBaseCannons_CalcSpeedV0(&rCannon,800.0);

makeref(rCannon,Cannon[CANNON_TYPE_CANNON_LBS48]);
rCannon.type = CANNON_NAME_CANNON;
rCannon.caliber = 48;
rCannon.name = "caliber48";
rCannon.picture = "cannons12";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 50;
rCannon.Cost = 1000;
rCannon.Weight = 30;
rCannon.FireAngMax = 0.60;
rCannon.FireAngMin = -0.45;
rCannon.DamageMultiply = 10.0;
rCannon.TimeSpeedMultiply = 1.0;
rCannon.BigBall = 0;
rCannon.SizeMultiply = 1.0;
rCannon.HeightMultiply = 1.0;
rCannon.TradeOff = true;
rCannon.hp = 80.0;
InitBaseCannons_CalcSpeedV0(&rCannon,1400.0);

/*makeref(rCannon,Cannon[CANNON_TYPE_MORTAR]);
rCannon.type = CANNON_NAME_MORTAR;
rCannon.caliber = 92;
rCannon.name = "caliber92";
rCannon.picture = "cannons13";
rCannon.Sound = "fort_cannon_fire";
rCannon.ReloadTime = 240;
rCannon.Cost = 2000;
rCannon.Weight = 160;
rCannon.FireAngMax = 0.80;
rCannon.FireAngMin = -0.35;
rCannon.DamageMultiply = 25.0;
rCannon.TimeSpeedMultiply = 0.8;
rCannon.BigBall = 1;
rCannon.SizeMultiply = 5.0;
rCannon.HeightMultiply = 1.0;
rCannon.TradeOff = true;
rCannon.hp = 80.0;
InitBaseCannons_CalcSpeedV0(&rCannon,650.0);    */
 
editing cannons is as easy as editing ships cargo space and speed,just put in any numbers ya want
far as re enabling cannons for sale i'm not sure,could be as simple as
changing the false to a true,but i have this funny feeling there's other areas of code you'd have to change,shouldn't be too hard but ya may have to get pics for the cannons interfaces too.really
nothing hard,just time consuming. :shrug
 
Not sure where to get the pictures from, perhaps POTC or AOP 1?

A file that will need editing will be spy glass.c in battle interface since it tells you which cannon types the ships are carrying and what there calibures are. Then the shipyard for each town will need to be edited so they sell the calibures, luckily there isn't different sized cannons balls and other shot types otherwise this could become a much bigger mod.

If you are anyone else can think of other files that will need editing and what to put please say as this will be the first real modifications to COAS i will have made.

Oh one last thing how do i edit the cannon smoke, i think it doesn't last long enough and i miss the cannon smoke from POTC.
 
soon as i get a chance i'll take a look at the code and see if i can find every place the cannons
are referenced.and what type of reference it is.but i think the files you mentioned are bout it.
far as smoke goes i'm not sure.but if ya did some searching ya may find the answer on the forums
think it may simply be a number you can change somewhere.but not sure.anyway good luck,and i'll help
best i can.if and when i have time. :dance



edit to add that i'm not sure on the interface pics.ya could if ya wanted for now use the 42 pound pics for the higher caliburs,and the 24 for the 32.least till ya found some proper pics or made them in Photoshop or something. :shrug
 
ok i found another reference to cannon size in programs/scripts/shiputilities.c
i'll keep looking for all references :onya
 
I have found some files in Age of Pirates 2\RESOURCE\Particles ship_smoke and other such files like Small_Smoke and Large_Smoke etc, however they are XPS documents and i have no idea how to open them.

Another thing is i'm sure i read some where that you need to add the cannons in both programs and resources folders where in those folders i don't know but thats adding cannons, but by adding cannons that means the current cannons can be unlocked or should be made to be available to use in the game since they are alreay listed in some files as seen in above posts.
 
ok i found another reference to cannon size in programs/scripts/shiputilities.c
i'll keep looking for all references :onya
Thats interesting it has some reference to what looks similar to the file called cannons.H in Age of Pirates 2\Program\CANNONS.
 
yeah the more look at the code the more redundant it looks xD: maybe as a just incase
type dealie mabopper and yeah ya have to edit the resource folder too.it's alot of work
just not really hard work. especially for something like this,cause you have
prexsisting examples to copy from.don't have to figure what to put where from scratch :shrug
 
you have
prexsisting examples to copy from.don't have to figure what to put where from scratch :shrug

True, perhaps the POTC files will give some insight into this aswell, i'm sure they had 18 pounders but anyway i will search the forum and see what i can find while POTC is installing and build 13 and 14 alpha .10 downloads. Hopefully there will not be too much difference between the games and it might come in handy to get the pictures for the different cannons calibures that are yet to have pictures installed for them.
 
you have
prexsisting examples to copy from.don't have to figure what to put where from scratch :shrug

True, perhaps the POTC files will give some insight into this aswell, i'm sure they had 18 pounders but anyway i will search the forum and see what i can find while POTC is installing and build 13 and 14 alpha .10 downloads. Hopefully there will not be too much difference between the games and it might come in handy to get the pictures for the different cannons calibures that are yet to have pictures installed for them.




yeah the games codes are fairly similar some deferences but they are close enough that mastery of
one games code will help with the other game.some things in potc are less complicated
but other things are more so.depending on what build it was added ;)
 
yeah the games codes are fairly similar some deferences but they are close enough that mastery of
one games code will help with the other game.some things in potc are less complicated
but other things are more so.depending on what build it was added ;)

Well i played Sea Dogs 1 whilest i was hooked to Port Royal 2 a very long time ago, thats what made me look at POTC when i saw it standing all on its own on a shelf in a computer store. I played POTC without any build for a about a week I couldn't get into POTC then one day i started searching for forums discussing POTC and came across this forum. I think i was looking for game play tips and way's to make money fast.

Anyway, i saw build 13 final and installed that and thats when i started looking at POTC in a whole new way, before i installed the build i would play POTC here and there but most of my time was either flying planes on FSX or playing PR2. After build 13 final was installed the other games was shelved for my new addiction had fully kicked in and POTC became the new thing for me. That is the build that adds new smoke effects to the cannon fire from both ships and forts so if i can find the infomation i need from build 13 final i might be able to pinpoint what i need to do in COAS.:D
 
yeah,i got into age of sail games via sid myers pirates,the new one,i had game tap
at the time and was looking for a game to play,found it,and was hooked.


then i found aop
it was fun, specially with supermod then found this site and learned of potc
and the buildmods,
and after that i played pirates of the burning sea and potc online


now i'm hooked on coas,but what they have done and are doing with build 14 is keeping
that game just as fun,and now maybe we'll have secrets of the far seas.
and if we can learn the code and get more interested in modding,
we could have a buildmod for coas,it's already started,i'm excited bout it already :woot
 
Interesting, look at what i found.

i've only seen the 46 lbs once when in a mission with morgan to attack belize.i looked up his ship when he joined me and i saw his frigate has 46 lbs.got me puzzled too that would be a fine improvement on my MoW ^^ if ever it does exist

This was found in an old topic started as a question about which cannon calibure you would rather use, see here for that topic. The reply that came from was the 9th post.

http://forum.piratesahoy.net//index.php?/topic/13766-canon-type/page__hl__cannon%20smoke__fromsearch__1

So if it is indeed the question that 46 pounders are on that ship then they are in the game already and just need to be opened for use in the game, perhaps his ship is fitted with them and all that needs to be done is the shipyards to have the options to sell the cannon.
 
yeah and i did some looking in resources and found 1 reference to cannons,and it only
mentioned 16 and 24 pounders,no other type was mentioned,so i think adding
the other cannons should be simple enough,just add them to every reference
of cannons and viola more cannons to run from xD:
 
That's the basic way of coding (when learning) trial and error ;)

Best way is look for the refrences and see if you can get it to work similar ;)
 
I've edited the spy glass so that it will now show the new or hopefully soon to be new cannon sizes and there calibures. It seems Culverins don't come in anything larger than a 32 pounder so the only new Culverin will be the 8 pounder. The new cannons will be 36, 48 and 92 pounders, i would expect the health of the cannons will need to be edited also for the new cannons coming into the game because at the moment anything above 24 pounders will have problems and the cannons will fall out, so perhaps giving the lower cannons more health and the last two cannon calibures ie 42 and 48 pounders the health of the current 32 and 42 pounders have. The 92 pounders could be fort guns which would make better sense since i can't recall ever hearing about a ship carrying 92 pounders as there main cannons perhaps transorting them but that would have been about it. Then again perhaps giving the ability to upgrade from 48 to 92 pounders in the pirate settlement would be a better plan. Of course adding new cannons might mean that the Culverins would need to have 36 and 42 pounders made available.

The ranges for the cannon calibures would perhaps look something like.

8, 350
12, 450
16, 550
24, 650
32, 750
36, 850
42, 950
48, 1050
92, 1300 (forts would have a higher vantage point so could hit further than a ship with similar cannon and calibure types hence the reason i feel the 92 pounders should only be available for forts.The ships.int file has also seen my editing taking shape, at the moment its all trial and error, in POTC the Black Pearl has a HP level of 100,000 which made the ship very hard to sink. In real life ships could be only a few 100 yards from one another for long periods of time and be blasting one another to pieces yet still sail away looking as if they had been hit from a distance. Its my opinion that the game doesn't allow for long naval battles and would rather have them fourght out quick so i have started increasing the hp levels of each ship giving the trade ships like Caravel's, Fluyt's and Galleons higher hp levels than other ships in there class for the simple reasons as they was built to withstand cannon fire and lets not forget that most of the Spanish ships was made up of Galleons like the War Galleon etc and the English also had there own Galleon's and did every nation and they would use them to bolster up there military fleets while some used the Galleons as there main forces in the fleets due to there ability to take such heavy damage and low costs ment they could have a large amount in each fleet.

So for that reason those trade ships have a much higher hp level than military ships in there class, however the Caravel is the weakest of them followed by the Fluyt and then the Pinnace and finally the Light Galleon. The Heavy Galleon been a very strong ship. Some speeds have been ultered too, this is beacuse in the movie POTC the Interceptor was the fastest ship in the Carribean apart from the Black Pearl which was faster, so that has been included to show that and there hp levels increased. Since the Black Pearl although based on a Frigate its more like a Galleon has had its cargohold increased and hp level increased to a much higher level.

The new edits will mean that (if all goes well) what would have taken 20 minutes to sink a MOW using say a MOW yourself will now take far longer and will result in you been in those in smaller ships thinking the logical way and getting the hell out of dodge or in thisw case range of those cannons. The quest ships have had a little editing done aswell so that they don't end up been weak and pointless ships to keep. There HP levels, speed and cargoholds have been edited so that you will still see the benifits of keeping them. The cannon strengths will need to be edited since the ship HP levels have been increased now and the forts HP level has been increased much higher as a test its been taking up from 55,000 hp (or there abouts) to 98,000 hp that is because the MOW has a hp of 100,000 now and other war ships and ships of the line have a hp level of between 50,000 and 90,000. I did say it would end up been longer battles. The one thing i find very annoying is how fast the masts are destroyed. I know they was very weak but i find the masts fall too quick and need a little editing. So what seemed like it might be a small update looks to be getting ever so large with more updates needed to be made than expected.
 
that's how buildmods get started,one small little "correction" then before you know it
you have 7 or so new storylines over a 300 new ships new character models and
aspects to the game that you thought was impossible xD: i guess there's no
reference to the 68 pounders the forts are using now? cause that'd be cool
for the 100+ gun ships,i know in real life a few carried like 2 to 5 70 pounders i think
so says Wikipedia anyways and they never lie ;)
 
Well i need to learn how to get things into the game and make them work as planned before i can think of storylines but i understand what you mean, i first need to learn how to walk before running so to speak.

As for cannons of 68 IBS, HH.M.S. Victory had i believe 2 68 pounders in Lord Nelsons cabin or somewhere on the stern so it was possible for them to be used not many was carried by any one ship at a time but it was possible to use them so it would be nice to see them been used in the game.:D

I'm almost sure that the coding for the smoke coursed from cannons firing is in Age of Pirates 2\RESOURCE\Particles but i need to find out know how to open those XPS documents before i can have a look at them.
 
yeah i'd like to find a program to open the .ogg files too,so i can listen to the music
without playing the game xD: sure they have programs but your guess is good as mine
on which one to use :shrug


also,while i thinking bout it, maybe eventually we can
do something bout the boardings too,cause i took out
a 66 gun ship of the line and a man o war light
with 1 interceptor on boardings without cheating :ixi
so i agree it is kinda easy to win against ai in certain situations
and too hard in others
 
Thats the bad side of the boarding perks hence the reason i only go for the musket fire perk and i leave the other boarding perks alone. If the Ai graple me then most often then not its an easy win even when i have less men to the enemy. I had once a Packet Brig filled with about 130 crew the Black Pearl grappled me which can hold over double my crew and i still won all i got to kill was 2 men my crew found and killed the rest before i could get to them.

As for your OGG files this might help you, i have an application that will convert them for you to files that either windows media player or VLC media player will play. but take a look at this.

http://www.shareapic.net/content.php?id=8842874&owner=DjCo2

Page might take a while to load, but its worth waiting for.

Oh i have just done a little testing for the new ships hp levels, i was using the MOW with 42 pounders in place, i joined a battle between 3 French ships and 3 Spanish ships, the Spanish had 1 Black Pearl, 1 Corvette and 1 Constitution. After the 3 French ships had been sunk which was boarded and sunk by the Black Pearl and Corvette the Spanish rather than turning there intentions on me as they so often would sailed away as fast as they could, they had the upper hand having 3 ships but the MOW has a hp level of 100,000 while the Corvette has a 21,000 hp, the Black Pearl is 70,000 and the Constitution is 40,000 so in hp levels they had the upper hand, in amount of cannons they had the advantage and they had the advantage of been able to hit me from multimple dirrections which the Ai are good at, but not they sailed away firing a few broadsides as they sailed by. i had 2000 hp damage but that was all, i took the Corvette's health down by at least 50% the other ships was out of range by that point so they never got to taste my 42 pounders, there will be a next time though.:p
 
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