• 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!

KB- Tuning ships ALPHA

<!--quoteo(post=150100:date=Jun 2 2006, 02:46 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 2 2006, 02:46 PM) [snapback]150100[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=150072:date=Jun 2 2006, 04:14 PM:name=YourObed't Serv't LordNe)--><div class='quotetop'>QUOTE(YourObed't Serv't LordNe @ Jun 2 2006, 04:14 PM) [snapback]150072[/snapback]</div><div class='quotemain'><!--quotec-->
I tried to use winmerge and edit it, but i couldn't figure out which difference was because of the different builds we had, and what was the mod.
<!--QuoteEnd--></div><!--QuoteEEnd-->
(Almost?) all differences in this mod are marked with "//KB - Tuning ships", so you'll know which pieces of code are part of this mod and which pieces are not.
<!--QuoteEnd--></div><!--QuoteEEnd-->
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" /> Apparently, not all are marked with "//KB- Tuning ships", because i got an error message after WinMerging the files THREE BLOODY TIMES <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" /> <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />

P.S. If someone has figured out how to use this with the Build 13 mod, please post here or e-mail it to me at, jcc721@hotmail.com
 
I'll make it compatible soon. Maybe I'll have time tomorrow; not sure.
 
Hey, Pieter,
I WinMerged it AGAIN, and this time, the game started, but when I try to open the normal shipyard menu, it shows the Maximus "Choose Character Mod" newgame screen.
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
What happened?
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Also, when I have gunpowder, I have gunpowder in my ship, it says that the cannons can't load, on account of the fact that I have no gunpowder.
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
<!--quoteo(post=150442:date=Jun 6 2006, 11:32 PM:name=YourObed't Serv't LordNe)--><div class='quotetop'>QUOTE(YourObed't Serv't LordNe @ Jun 6 2006, 11:32 PM) [snapback]150442[/snapback]</div><div class='quotemain'><!--quotec-->
Hey, Pieter,
I WinMerged it AGAIN, and this time, the game started, but when I try to open the normal shipyard menu, it shows the Maximus "Choose Character Mod" newgame screen.
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
What happened?
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
Also, when I have gunpowder, I have gunpowder in my ship, it says that the cannons can't load, on account of the fact that I have no gunpowder.
<img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->


I told it to all of you... it's never a simple fact to include a mod... always there are really odd side-effects.

That's a lesson I learnt looking at other's mistakes... mainly Microsoft ones :)
 
<img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Hear, hear kblack....you are so right. I think we are really close to a stable mod and Build 13. The main bug issue that I see, as it stands right now, is the drastic crew losses at the start of a new game. Once you reach level 30 or there abouts they go away or dont seem to bother you anymore, so some setting somewhere is screwed! Pieter has referred to this, and a possible solution once he re-installs some mod, but has left without giving it to us to test. Until then we do not need anything new introduced to cause new concerns, as bad as I want some of these mods as well

Anyway...keep up the good work, and hopefully we'll close this up soon
 
I didn't leave without giving it to you to test. I did make it available, it's available from <a href="http://pieter.piratesahoy.org/downloads/latest_bugfixes.zip" target="_blank">here</a>. And I didn't leave either; I have just been a tad bit inactive because I was too busy with schoolwork this week. But I did keep an eye on everything here. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

But you already have that bugfix, as far as I know. I don't have any other fixes yet. I haven't even had time to try and make any.
 
<img src="style_emoticons/<#EMO_DIR#>/poet.gif" style="vertical-align:middle" emoid=":hmm" border="0" alt="poet.gif" />

Well then if the fix for the crew losses is in that fix, we are in trouble.....cause they are still around. I am referring to the boarding mod you said "may" fix this problem when you put it back in the build. As far as I knew, this had not been done yet......there are some noticable improvements with this latest fix, but not the dreaded Crew losses, they continue
 
Just a thought, having a color bar might be help full. Typing in a number in the shipyard interface, and it corrolates with a color, 1=dark charcol black, 2= red 3= etc. Maybe if its posible not to change texture but just the Hue and staturation, and brightness of already made textures, of certain parts of the ship, stern, hull, masts, decks.
 
<!--quoteo(post=150131:date=Jun 2 2006, 05:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 2 2006, 05:10 PM) [snapback]150131[/snapback]</div><div class='quotemain'><!--quotec-->
I'll make it compatible soon. Maybe I'll have time tomorrow; not sure.
<!--QuoteEnd--></div><!--QuoteEEnd-->
With all due respect, is this done yet?
I'm waiting anxiously.
 
I'm working on Build 13 for the time being. Once Build 13 is done, I will make a Build 13.1 including this mod. Is that OK with you?
 
Great!!! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
When we reinforce the hull, shouldn't it increase our cannon-weight capacity by one rank? Or did that not make it into the final release?
 
wow dude this thread hasnt been posted in for over 3 years

I dont think the reinforced hull and stuff is working at the current time propally
 
It is good that you can install and uninstall some of these upgrades. But I believe that the ship selling price should increase in proportion to the upgrades installed. Not a direct increase in value (i.e. spend 130,000 on Bronze chasers and the sell price for the ship goes up 130,000) but some sort of percentage should go into the ship.
 
Agreed, you have to manually "sell" the upgrades right now. I'm also thinking the bronze cannon should be far more expensive than the bronze chasers (since logically there are far more broadside guns than chasers!)

Might I at the same time also inquire as to the purpose of "flushing" a ship? And a real life example if ye please!
 
Indeed the value probably SHOULD increase.
But who could we get to try and achieve that?

In naval architecture, a flush deck refers to when the upper deck of a vessel extends unbroken from stem to stern. There is no raised forecastle or lowered quarterdeck. Ships of this type may be referred to as "flush deckers".
I *think* this would increase cargo capacity?
I think the upgrade descriptions need to be made clearer, because I'm not quite sure what some of them do either. :wacko:
 
Well for starters just reduce the price of chasers and increase that of broadside bronzes. I could do something with the descriptions myself if there was demand for such.
 
There is a demand for better upgrade descriptions, yes. I demand it. ;)

The descriptions are in RESOURCE\INI\TEXTS\ENGLISH\interface_strings.txt
Code:
cplates_desc{Copper plates protect hull of ship from seaweed and other nuisances.}
bcannons_desc{Bronze cannons are expensive, but they have greatly improved accuracy comparing to those made of iron.}
gchasers_desc{Bronze chasers have increased fire range and accuracy and they are best used to destroy mast and rigging of escaping ship.}
nsails_desc{Cotton sails and strengthened ropes will give additional speed to the ship.}
ltopmasts_desc{Long top-masts made of 'palosanto' wood will increase ship's speed, however they require care and special maintenance.}
stays_desc{Stays, triangular sails between masts, improve sailing properties of the ship, increasing speed and turning rate, as well as make possible tacking closer to the wind.}
rhull_desc{Hull can be reinforced by strengthening frames, beams and knees. However, reverting to the previous state is impossible.}
flushed_desc{'Flush' captured ship.}
There's dozens of tweaks for the "Ship Upgrades" mod in PROGRAM\InternalSettings.h:
Code:
//****** KB Tuning Ships *****

// ( These ones came from shipyard.c )
#define sailCostPercent		10  //int 0-100
#define hullCostPercent		20  // int 0-100


// ---- ADD ONS ---- All need shipyards. All can take out.

//Copper plates
#define CPSPEEDRANGEMAX		5	// int 0-100
#define CPSPEEDRANGEMIN		0	// int 0-100
#define CPTURNINGRANGEMAX	2	// int 0-100
#define CPTURNINGRANGEMIN	0	// int 0-100
#define CPINERTIARANGEMAX	0	// Not implemented
#define CPINERTIARANGEMIN	-5	// Not implemented
#define CPTIMEMULT		1	// Time to repair all hull multiply by CPTIMEMULT
#define CPDISP			5	// int 0-100 Chance of being available
#define CPCOSTMULT		0.5	//Ships price * CPCOSTMULT

//Bronze cannons
#define BCACC			10.0 //float 0-100 increase of accuracy
#define BCRELOAD		10.0 //float 0-100 decrease of reload time
#define BCCRITICALCANNON	2.0 //float Multiplies the chance of loss a normal cannon 
#define BCWEIGH			-5	//Not implemented
#define BCDISP			10	// Availability 
#define BCCOSTMULT		2.5	// Cannons price per BCCOSTMULT

//Good chasers
#define GCACCADD		25.0	//float 0-100 - increase of accuracy
#define GCRANGEADD		1.1	//increase of speed - be careful: too big and the Fantoms will not aim correctly
#define GCSAILCRIT		15.0	//float 0-100 - % of sail crit - to be added to CSAILCRIT
#define GCMASTCRIT		30.0	//float 0-100 - % of mast crit
#define GCDISP			10	// int 0-100 Chance of being available
#define GCCOSTMULT		50	// GCCOSTMULT * rcannons.cost(depending cannons fitted) * 2

// Common chasers 
#define CSAILCRIT		5.0	//float 0-100 - % of sail crit
#define CSAILCRITDMG		4.0     // Damage multiplier if sail crit , either with chasers or good chasers
#define CMASTCRIT		15.0	// float 0-100 - % of mast crit

// Guns
#define MASTCRIT		8.0	//float 0-100 - % of mast crit

//New sails and ropes
#define NSSPEEDRANGEMAX		5	//int 0-100 
#define NSSPEEDRANGEMIN		0	//int 0-100 
#define NSSAILHPRANGEMAX	10	//int 0-100 % of damage reduction
#define NSSAILHPRANGEMIN	0	//int 0-100 
#define NSINERTIARANGEMAX	0	//Not implemente
#define NSINERTIARANGEMIN	-10	//Not implemente
#define NSTIMEMULT		1	// Time to repair all rigging multiply by NSTIMEMULT
#define NSDISP			25	// int 0-100 Chance of being available
#define NSCOSTMULT		10	// Cost of repair all rigging multiply by NSCOSTMULT

//Long top-masts
#define TMSPEEDRANGEMAX		10	//int 0-100 
#define TMSPEEDRANGEMIN		0	//int 0-100 
#define TMINERTIARANGEMAX	0	//Not implemente
#define TMINERTIARANGEMIN	-10	//Not implemente
#define TMSAILCRIT		4	//int 0-100 increase of % of mastcrit
#define TMTIMEMULT		1	// Time to repair all rigging multiply by TMTIMEMULT
#define TMDISP			15	// int 0-100 Chance of being available
#define TMCOSTMULT		5	//Cost of repair all rigging multiply by TMCOSTMULT

//Staysails
#define SSTACKRANGEMAX		0.0	// float 0 - 1 Degrees of improve ClosestPoint - remmeber that ClosestPoint goes from 0 to 1
#define SSTACKRANGEMIN		-0.1	// float 0 - 1 Degrees of improve ClosestPoint - remmeber that ClosestPoint goes from 0 to 1
#define SSTURNINGRANGEMAX	5	// int 0-100
#define SSTURNINGRANGEMIN	0	// int 0-100
#define SSTIMEMULT		1	// Time to repair all rigging multiply by SSTIMEMULT
#define SSDISP			3	// int 0-100 Chance of being available	// Rare
#define SSCOSTMULT		10	//Cost of repair all rigging multiply by SSCOSTMULT

//Reinforced Hull --- No way back!!!!
#define RHHULLHPRANGEMAX	10	//int 0-100
#define RHHULLHPRANGEMIN	0	//int 0-100
#define RHINERTIARANGEMAX	10	//Not implemente
#define RHINERTIARANGEMIN	0	//Not implemente
#define RHCALIBERADD		1	// Number of calibers up
#define RHTIMEMULT		1	// Time to repair all hull multiply by RHTIMEMULT
#define RHDISP			50	// int 0-100 Chance of being available	// Rather easy
#define RHCOSTMULT		0.2	// Cost of repair all hull multiply by RHCOSTMULT

// Pirate "flush" of ships - reduce the superstructure of captured ships in order to make them more "frigate-like"
// Need pirate or smuggler shipyard
// Just One way and only once in a ship
// Should change the model of ship in certain cases???

#define FLUSHSPEEDRANGEMAX	10	//int 0-100
#define FLUSHSPEEDRANGEMIN	-2	//int 0-100	
#define FLUSHTURNINGRANGEMAX	10	//int 0-100
#define FLUSHTURNINGRANGEMIN	-5	//int 0-100
#define FLUSHHULLHPRANGEMAX	1	//int 0-100
#define FLUSHHULLHPRANGEMIN	-5	//int 0-100
#define FLUSHLOADRANGEMAX	-1	//int 0-100
#define FLUSHLOADRANGEMIN	-7	//int 0-100
#define FLUSHEDCOSTMULT		0.3	//int 0-100
#define FLUSHEDTIMEMULT		1	//int 0-100
#define FLUSHEDPROB		10	// int 0-100 Chance of being on in a fantom
#define FLUSHEDPROB_IFPIRATE	20	// int 0-100 Chance of being on in a fantom  // if ship.nation = pirate
 
That shouldn't take long to do at all!

#define TMINERTIARANGEMAX 0 //Not implemente
#define TMINERTIARANGEMIN -10 //Not implemente

Not implemented? I'll have to note this in the seakeeping review quest of mine. So it IS possible to affect ship handling with upgrades.
One (probable RL) benefit of a flush-deck vessel is of course, reduced topweight.
 
Back
Top