• 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!

Endeavour, Victory, Royal Navy

Herr_Petomer

Landlubber
Hi guys. this is my first post on this and im in need of some help. I have downloaded the endeavour mod and i have done everything i have been told but theresult has been that the game crashes on me or i will get to play but when i buy the ship which should be the endeavour the game just goes black and eventually rashes. COuld some help me out and give me a detailed steb by stepg uide with the link to the endeavour mod and how to mod the original warship files so i can play it>

Thanks guys <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
Have you installed the supermod with all 5 updates?
dont know but the endeavour was for PotC so you must rename the model file and models from "Endeavour" to "Endeavour1".
you must edit the ships.h and ship_init files.
 
so far i have installed the re pack of the supermod and a playlogic mod i got of filefront.com

not sure if that repack has all 5 updates?
 
to play with these ships all u have to do is: BlackPearl: replace blackpearl with frigate1 rename all the files in folder blackpearl to frigate1 example: theBlackPearl_mast1 to frigate1_mast1.rename all the files and put them in

C:\Program Files\Playlogic\Age of Pirates - Caribbean Tales\RESOURCE\Models\Ships\Frigate1. now for the textures: copy the files from the folder textures of the blackpearl and put them in C:\Program Files\Playlogic\Age of Pirates - Caribbean Tales\RESOURCE\Textures\Ships\Frigate1 Hull1,Hull2 and Hull3 don't rename them. do the same with the other ships and replace them with another ships i hope this will help u!!!!! (remember always make backups)


This is what i was told to do but it just resulted in the game crashing. Is there a mod for the Victroy just for AOP?
 
restore your frigate!
You can use the original folder and rename "blackpearl" to "blackpearl1" and so on.
create a new texture folder called "BlackPearl1".

then:
AoP-program/ships/ships.h - add your ships in a ship class (you can copy a ship and rename it (example: #define SHIP_BLACKPEARL 24))
AoP-program/ships/ships_init.c - add your ships (you can copy a ship with the same cannons,weight ..., and rename it in the first two lines(
EXAMPLE:
///////////////////////////////////////////////////////////////////////////
/// BlackPearl
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_BLACKPEARL]);
refShip.Name = "Blackpearl";
refship.Soundtype = "frigate";
refShip.Class = 3;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 24;
refShip.Weight = Tonnes2CWT(800);
refShip.Capacity = 4000;
refShip.CannonsQuantity = 36;
refShip.rcannon = 16;
refShip.lcannon = 16;
refShip.fcannon = 2;
refShip.bcannon = 2;
refShip.MaxCrew = 280;
refShip.MinCrew = 24;
refShip.BoardingCrew = 100;
refShip.GunnerCrew = 40;
refShip.CannonerCrew = 60;
refShip.SailorCrew = 80;
refShip.SpeedRate = 13.0;
refShip.TurnRate = 30.0;
refShip.Price = 125000;
refShip.HP = 3600;
refShip.SP = 100;
refShip.AbordageLocation = "Boarding Deck_01";
refship.Type.Merchant = true;
refship.Type.War = false;
refShip.fWindAgainstSpeed = 2.3;
refShip.sea_enchantment = 1.1;
refShip.lowpolycrew = 20;
refShip.buildtime = 80;

refship.Rocking.y = 0.4;
refship.Rocking.az = 0.035;

refship.WaterLine = 0.8;
refship.SpeedDependWeight = 0.4;
refship.SubSeaDependWeight = 1.3;
refship.TurnDependWeight = 0.4;

refShip.Height.Bombs.Y = 3.0; refShip.Height.Bombs.DY = 2.0;
refShip.Height.Grapes.Y = 5.0; refShip.Height.Grapes.DY = 1.5;
refShip.Height.Knippels.Y = 26.0; refShip.Height.Knippels.DY = 20.0;
refShip.Height.Balls.Y = 3.0; refShip.Height.Balls.DY = 2.0;

refship.InertiaAccelerationX = 3.0; refship.InertiaBrakingX = 3.0;
refship.InertiaAccelerationY = 4; refship.InertiaBrakingY = 4;
refship.InertiaAccelerationZ = 3.0; refship.InertiaBrakingZ = 3.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
refShip.GeraldSails.rey_b1 = 1;
refShip.GeraldSails.rey_b1.vscale = 0.85;
refShip.GeraldSails.rey_b2.vscale = 0.65;
refShip.GeraldSails.rey_b3.vscale = 0.65;

refship.Track.Enable = true;
refship.Track1.ZStart = 0.30;
refship.Track1.LifeTime = 14.5;
refship.Track1.Width = "5.7, 7.9";
refship.Track1.Speed = "6.0, 8.0";

refship.Track2.ZStart = -0.15;
refship.Track2.LifeTime = 8.5;
refship.Track2.Width = "10.0, 12.0";
refship.Track2.Speed = "0.15, 0.25";
 
I have got the mods working and now im abel to play as the royal navy ligh frigate, heavy frigate and the sol 74 gun ship etc and i have the black peal too but her deck has no textures to it! is there a fix for it. THanks for the help yo ho ho. how do i convert the endeavour from potc to AOP or is there a hms victory made for aop itself? and how do i go about transfering etc. im a bit of a noob when it comes to this.
 
are you a german?!
NO AOP ENDEAVOUR! READ THIS AND THE ENDEAVOUR FROM POTC WORKS FINE IN AOP:


<!--quoteo(post=252341:date=Apr 24 2008, 11:25 AM:name=yo ho ho)--><div class='quotetop'>QUOTE (yo ho ho @ Apr 24 2008, 11:25 AM) <a href="index.php?act=findpost&pid=252341"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->restore your frigate!
You can use the original downloaded folder and rename "blackpearl" to "blackpearl1" and rename the Models too(you must only add a 1 behind the modelname).
create a new texture folder called "BlackPearl1".

then:
AoP-program/ships/ships.h - add your ships in a ship class (you can copy a ship and rename it (example: #define SHIP_BLACKPEARL 24- the number must be changed))
AoP-program/ships/ships_init.c - add your ships (you can copy a ship with the same cannons,weight ..., and rename it in the first two lines(
EXAMPLE:
///////////////////////////////////////////////////////////////////////////
/// BlackPearl
///////////////////////////////////////////////////////////////////////////
makeref(refShip,ShipsTypes[SHIP_<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->BLACKPEARL<!--colorc--></span><!--/colorc-->]);
refShip.Name = "<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Blackpearl<!--colorc--></span><!--/colorc-->";
refship.Soundtype = "frigate";
refShip.Class = 3;
refShip.Cannon = CANNON_TYPE_CANNON_LBS12;
refShip.MaxCaliber = 24;
refShip.Weight = Tonnes2CWT(800);
refShip.Capacity = 4000;
refShip.CannonsQuantity = 36;
refShip.rcannon = 16;
refShip.lcannon = 16;
refShip.fcannon = 2;
refShip.bcannon = 2;
refShip.MaxCrew = 280;
refShip.MinCrew = 24;
refShip.BoardingCrew = 100;
refShip.GunnerCrew = 40;
refShip.CannonerCrew = 60;
refShip.SailorCrew = 80;
refShip.SpeedRate = 13.0;
refShip.TurnRate = 30.0;
refShip.Price = 125000;
refShip.HP = 3600;
refShip.SP = 100;
refShip.AbordageLocation = "Boarding Deck_01";
refship.Type.Merchant = true;
refship.Type.War = false;
refShip.fWindAgainstSpeed = 2.3;
refShip.sea_enchantment = 1.1;
refShip.lowpolycrew = 20;
refShip.buildtime = 80;

refship.Rocking.y = 0.4;
refship.Rocking.az = 0.035;

refship.WaterLine = 0.8;
refship.SpeedDependWeight = 0.4;
refship.SubSeaDependWeight = 1.3;
refship.TurnDependWeight = 0.4;

refShip.Height.Bombs.Y = 3.0; refShip.Height.Bombs.DY = 2.0;
refShip.Height.Grapes.Y = 5.0; refShip.Height.Grapes.DY = 1.5;
refShip.Height.Knippels.Y = 26.0; refShip.Height.Knippels.DY = 20.0;
refShip.Height.Balls.Y = 3.0; refShip.Height.Balls.DY = 2.0;

refship.InertiaAccelerationX = 3.0; refship.InertiaBrakingX = 3.0;
refship.InertiaAccelerationY = 4; refship.InertiaBrakingY = 4;
refship.InertiaAccelerationZ = 3.0; refship.InertiaBrakingZ = 3.0;

refShip.GeraldSails.rey_b2 = 1;
refShip.GeraldSails.rey_b3 = 1;
refShip.GeraldSails.rey_b1 = 1;
refShip.GeraldSails.rey_b1.vscale = 0.85;
refShip.GeraldSails.rey_b2.vscale = 0.65;
refShip.GeraldSails.rey_b3.vscale = 0.65;

refship.Track.Enable = true;
refship.Track1.ZStart = 0.30;
refship.Track1.LifeTime = 14.5;
refship.Track1.Width = "5.7, 7.9";
refship.Track1.Speed = "6.0, 8.0";

refship.Track2.ZStart = -0.15;
refship.Track2.LifeTime = 8.5;
refship.Track2.Width = "10.0, 12.0";
refship.Track2.Speed = "0.15, 0.25";<!--QuoteEnd--></div><!--QuoteEEnd-->
 
im part german. thanks, ihave the endeavour working now:D cheers for the help. Do the Royal Navy Frigates etc not work on the online? they dont appear in the selection.
 
i normaly play on the lan with my brother or my dad and i just modded his game and when i went to play there wasnt any Royla Navy frigates or endeavour or pearl :S
 
I can't imagine a modded game working very well in online play, because both parties involved in online play need to have the same models for it to work correctly. I remember with <a href="http://www.avsim.com/vs" target="_blank">Virtual Sailor</a> what would happen if you'd select a ship the other person didn't have. The other person would see you sail around another ship instead, which made for very weird play. I don't think AoP would like it much better either. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />
 
i have made sure that both games on each pc has the same mods, same ships, they are identical but they just dont appear in the ship selection :S
 
Perhaps there's some sort of block on using custom ships in online play? I don't know how it works; I never used it. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
Back
Top