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Solved Fixing the Build Mod Ships

In the game I'm playing now I am sailing class 4 & 5 vessels and the only pirate ships I meet are the fleut of war and Batavia, with a rare Xebec now and then. Soon I will pick a fight with a national navy or two just to get better opponents.

The fleut of war had no walk file at all. It was using some generic walk file that didn't work so well. Now it will use the fleut 2 walk file which is better.
 
Oh wait, you just set her walk file correctly in ships_init.c ; I thought you were saying you made a whole new one. Never mind.
 
Stuff I'm not including in today's compilation (due to being a little confused at this time):
Postillionen
Neptunus 4, 5, 6 early
Neptunus 7 early
 
The Postillionen needs to be kept up front so that a modeler can finish her. The early Neptunus is done except for deciding on the time periods for her. Oh wait. Maybe I could update the lateen.
 
Anyway, I've got my current file uploaded already and won't reupload it until I get back in two or three weeks.
In the meantime, feel free to do whatever you feel needs to be done so I can include it in the final release later on.

It would be easiest for me if you could put all the work you do in one single file with the full, correct ships_init.c file included, based on the Beta 2.2 WIP 1 file.
That way, when I get home, all I'd need to do is to perform one WinMerge and be done with it.
 
Comments on beta 2.2 WIP-1.

The Diligente tartane still has the huge bow wave! :facepalm That is a very unique vessel and really needs to be fixed.

I commented a while back about how physically big the class 5 pinnaces are and how they should be uprated to reflect their size. So now the most common ships in the game are the pinnace escorted by a full frigate. So I'm going to uprate them to class 3 specs in ships_init.c
My question is: should the cannon size also be uprated from 9 pounders to 12 or even 18 pounders? The total number of 24 will stay the same.
 
Which version of La Diligente is in beta 2.2WIP-1? The version that I have has cannons modeled but no gun locators. It also has the "model can not be read" bug for the cannon GM. Not to mention the huge bow wave.
 
I thought I had put in the correct Dilligente and tested her before releasing Beta 2.1, but maybe I messed up.
Anyway, we should use Armada's final fixed version. Can you check if that one is good all the way through?

As far as I'm aware, there are virtually no changes in the Beta 2.2 WIP 1 files that should make the game harder.
 
I already checked the Dilligente fix and can confirm that it functions correctly. The bow wave works and the cannons fire properly. :onya
I didn't touch the cannons GM because it's just for 'decoration', effectively, so it doesn't matter than TOOL can't open it. All locators are on the hull model.
 
What makes WIP-1 harder are the pirate ships. Now they are the English Bark, pinnace, and frigate. When one is just starting out they are a tough combination with the bark being fast, maneuverable and hard to hit, the pinnace being able to take a lot of abuse, and the frigate with all of those big guns being an all around pain. So it takes a long time to build oneself up to the point of being able to stand up to them. The best option early on is to get a fast ship with great upwind performance and run from them.

I picked up the new caravel redonda (caravelr) and its cargo capacity just seemed too small and it is a poor sailing ship. So I did some light reading and it seems they were mostly in the 150-200 ton range and very pleasant handling ships. So I tweaked it a bit, making it sail into the wind a bit better, but still not great, and increased its cargo capacity to 1250. I don't know what 150-200 tons translates into in POTC, so went to the GMViewer and looked at some hulls. It turns out this ship is pretty sleek under the waterline.
Anyway, as near as I can tell it is larger than the Lugger, Hoy, Dilligente tartane, Bark, and maybe the Bounty. It is smaller than the BarkHeavy, Light Pinnace, and Caravel. So I want to position it between those ships unless someone has a better idea.
 
I've been playing the open Sea mod all year until this install, and I miss the larger distance between ships at the start of random battles. Currently I am playing a standard game with no special mods just like anyone else and the battles start with the ships too close IMO.
 
Another thing that is different is that in the standard game one hour sailing time = 1 day. In the OS mod 1 hour = 1 hour. I like that better.
 
Another thing that is different is that in the standard game one hour sailing time = 1 day. In the OS mod 1 hour = 1 hour. I like that better.

I don't play with the Open Sea mod - but just out of curiosity.

If in the OS mod sailing time 1 hour = 1 hour. If you are sailing round an island how far do you manage to travel ?
I assume it is the same distance as in the normal game. So you could sail all the way round Barbados ( for example ) in 2-3 hours

:keith
 
It takes me quite a bit longer than that to sail around an island. That is one reason I don't smuggle. I always run out of time before I get to the smugglers. My ships normally go 1-2 knots except for the very rare times that a good wind comes along.

EDIT: I forgot about arcade mode sailing. It is probably best to leave the time scale alone.
 
Hylie, could you upload your renamed GM files for the 6th Rate and nation-specific Postillionen, please?
 
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