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New ships from SLiB mod

kevinatlanta

Sailor
Storm Modder
For those of you getting bored with the same old ships, here are eight FRESH ships ported from the Russian SLiB mod. Thanks to Pieter for posting the original file with some unused models/textures from the SLiB mod.

<div align="center">
<a href="http://img180.imagevenue.com/img.php?image=75304_corvette_sl01_122_100lo.jpg" target="_blank"><img src="http://img180.imagevenue.com/loc100/th_75304_corvette_sl01_122_100lo.jpg" border="0" class="linked-image" /></a> <a href="http://img18.imagevenue.com/img.php?image=75310_corvette_ss02_122_607lo.jpg" target="_blank"><img src="http://img18.imagevenue.com/loc607/th_75310_corvette_ss02_122_607lo.jpg" border="0" class="linked-image" /></a> <a href="http://img130.imagevenue.com/img.php?image=75316_corvette_ss03_122_188lo.jpg" target="_blank"><img src="http://img130.imagevenue.com/loc188/th_75316_corvette_ss03_122_188lo.jpg" border="0" class="linked-image" /></a>

<a href="http://img137.imagevenue.com/img.php?image=77839_battleship_ss_122_233lo.jpg" target="_blank"><img src="http://img137.imagevenue.com/loc233/th_77839_battleship_ss_122_233lo.jpg" border="0" class="linked-image" /></a> <a href="http://img154.imagevenue.com/img.php?image=77840_brig_ss_122_1186lo.jpg" target="_blank"><img src="http://img154.imagevenue.com/loc1186/th_77840_brig_ss_122_1186lo.jpg" border="0" class="linked-image" /></a> <a href="http://img18.imagevenue.com/img.php?image=77856_fleut_sl_122_1132lo.jpg" target="_blank"><img src="http://img18.imagevenue.com/loc1132/th_77856_fleut_sl_122_1132lo.jpg" border="0" class="linked-image" /></a>

<a href="http://img15.imagevenue.com/img.php?image=77862_galleon_sl_122_610lo.jpg" target="_blank"><img src="http://img15.imagevenue.com/loc610/th_77862_galleon_sl_122_610lo.jpg" border="0" class="linked-image" /></a> <a href="http://img7.imagevenue.com/img.php?image=77870_manowar_sl_122_890lo.jpg" target="_blank"><img src="http://img7.imagevenue.com/loc890/th_77870_manowar_sl_122_890lo.jpg" border="0" class="linked-image" /></a> <a href="http://img131.imagevenue.com/img.php?image=77875_manowar_ss_122_600lo.jpg" target="_blank"><img src="http://img131.imagevenue.com/loc600/th_77875_manowar_ss_122_600lo.jpg" border="0" class="linked-image" /></a>
</div>

The files are available on the <a href="http://www.piratesahoy.com/forum/index.php?showtopic=10288" target="_blank">Build Mod FTP server</a> in the "KevinAtlanta" folder.

Also added the file to a free download host:
<a href="http://rapidshare.com/files/52991948/b14a6_SLiBships_v1_KevAtl.zip" target="_blank">http://rapidshare.com/files/52991948/b14a6...s_v1_KevAtl.zip</a>

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> http://rapidshare.com/files/52991948/b14a6_SLiBships_v1_KevAtl.zip<!--c2--></div><!--ec2-->

Just click on FREE, enter the code on the next page, and download. RS.com does not work for some people - if that's you, use the FTP server. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Contents of b14a6_SLiBships_v1_KevAtl.txt :
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->New Ships From SLiB Mod
-------------------------
Added by KevinAtlanta on September 2, 2007
ShipInit.c and common.ini compatible with Build Mod 14 Alpha 6+

BACKUP YOUR GAME FOLDER/FILES BEFORE APPLYING ANY MOD!!!

Installation iunstructions:
Copy the contents of the folders in this archive to their respective
POTC folders on your hard drive (leave the folder structure intact).  
These mods are best used when you start a new game, although it may
work with an F11 reset on a saved game in progress.

All ships were tested to be working as configured. The updated ShipInit.c
and common.ini files included in this archive are from the b14_alpha6.zip
file. If you have added any new changes (e.g., pb_modifications.zip), you
will need to update those two files manually in order to keep your new /
additional ships working. You can find the changes by searching for the
text "KevAtl" in those files within your text editor. Alternatively, you
can use the WinMerge program; which will show all changes side-by-side and
allow you to merge changes into your files in a step-by-step process.

This ship mod includes the following new ships:
    Battleship SS
    Brig SS
    Corvette SS
    Corvette SL
    Fleut SL
    Galleon SL
    Manowar SL
    Manowar SS

// New SLiB Ships - September 2, 2007. Added by KevAtl
// SL = SLiB (standard ship)
// SS = SLiB Sport (less HP, less cargo, slightly faster ship)

Files included in this archive:
    \PROGRAM\Ships\Ships_init.c        <----- Updates/overwrites existing file
    \RESOURCE\INI\TEXTS\ENGLISH\common.ini    <----- Updates/overwrites existing file
    \RESOURCE\MODELS\Ships\Battleship5\*.*    <----- New files / no overwrites from here down
    \RESOURCE\MODELS\Ships\Brig3\*.*
    \RESOURCE\MODELS\Ships\Corvette4\*.*
    \RESOURCE\MODELS\Ships\Corvette5\*.*
    \RESOURCE\MODELS\Ships\Fleut3\*.*
    \RESOURCE\MODELS\Ships\Galeon3\*.*
    \RESOURCE\MODELS\Ships\Manowar4\*.*
    \RESOURCE\MODELS\Ships\Manowar_spa\*.*
    \RESOURCE\Textures\Ships\*.*

<<<---  Kevin Atlanta  --->>><!--c2--></div><!--ec2-->

Enjoy!

kevin


PS: I'm working on porting some new weapons from this same mod! Watch the forum for more info.
 
Oh yeah! We want shotgun! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
<!--quoteo(post=213473:date=Sep 2 2007, 05:59 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 2 2007, 05:59 PM) [snapback]213473[/snapback]</div><div class='quotemain'><!--quotec-->Oh yeah! We want shotgun! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I already have the shotgun in my game - and I'm testing it out now... It's a 3 shot pump shotgun - along with a cool new sound effect (shotgun fire followed by a pump/slide/cocking sound). It's kinda weird (and out of place) having a 20th century gun in a 17th century game. I'm still not sure how I feel about it yet... But it is FUN!!!

<div align="center">
<a href="http://img129.imagevenue.com/img.php?image=72167_shotgun1_122_31lo.jpg" target="_blank"><img src="http://img129.imagevenue.com/loc31/th_72167_shotgun1_122_31lo.jpg" border="0" class="linked-image" /></a> <a href="http://img187.imagevenue.com/img.php?image=72169_shotgun2_122_544lo.jpg" target="_blank"><img src="http://img187.imagevenue.com/loc544/th_72169_shotgun2_122_544lo.jpg" border="0" class="linked-image" /></a>
</div>

Some of the other weapons include a reinforced club (looks like a baseball bat for those of us in the USA), a 3 pronged hand-held "rake" that kinda looks like a Freddy Kruger hand extension, some pre-historic brass knuckles, and a hooked fire-poker looking gizmo. I'm having trouble getting the textures to show up properly (it's kinda hit and miss when the textures show up) and I'm trying to work that out before a release.

The new blades will be there as well - I think there are 6-8 new look swords. I'm researching now for proper (or at least close to proper) names for them.

kevin
 
This is GREAT, Kevin! Nice to see that those files I uploaded are being put to some use! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

As for the shotgun: I'd say add it in and we can use it as some sort of hidden easter egg somewhere. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=213471:date=Sep 2 2007, 08:27 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Sep 2 2007, 08:27 PM) [snapback]213471[/snapback]</div><div class='quotemain'><!--quotec-->I'm working on porting some new weapons from this same mod! Watch the forum for more info.<!--QuoteEnd--></div><!--QuoteEEnd-->Perhaps you could use one of them as Sir Francis Drake's Sword. This sword is already in the game, but looks the same as a Corsair's Pride. It would be nice to use one of the new models for this instead. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=213618:date=Sep 4 2007, 01:54 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 4 2007, 01:54 PM) [snapback]213618[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=213471:date=Sep 2 2007, 08:27 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Sep 2 2007, 08:27 PM) [snapback]213471[/snapback]</div><div class='quotemain'><!--quotec-->I'm working on porting some new weapons from this same mod! Watch the forum for more info.<!--QuoteEnd--></div><!--QuoteEEnd-->
Perhaps you could use one of them as Sir Francis Drake's Sword. This sword is already in the game, but looks the same as a Corsair's Pride. It would be nice to use one of the new models for this instead. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Will do - I'll find one that will work for Sir Francis Drake's sword and will fit the current damage stats as is. I have also added a unique saber (one-of-a-kind like the Drake one) for another famous personality from around that time period. It's currently available in one of the early locations.

FYI - I already have all the swords in game and I'm doing some "sanity" testing right now to ensure that they have the "right" damage stats. I've found pretty decent name analogues for all the blades and I will be doing the interface pix in the next couple of weeks. It's kind of a pain, since each blade has 6 different version of the interface pix.

kevin
 
<!--quoteo(post=213624:date=Sep 4 2007, 10:23 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Sep 4 2007, 10:23 PM) [snapback]213624[/snapback]</div><div class='quotemain'><!--quotec-->Will do - I'll find one that will work for Sir Francis Drake's sword and will fit the current damage stats as is. I have also added a unique saber (one-of-a-kind like the Drake one) for another famous personality from around that time period. It's currently available in one of the early locations.<!--QuoteEnd--></div><!--QuoteEEnd-->

Thanks Kevin ! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Indeed. Thanks a lot, Kevin! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
if it's available in one of the early locations, i hope you've made sure that it isn't too easy to get. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Either that or that it isn't too good. Having a really good blade in the beginning of the game doesn't make for great game balancing.
 
this does of course not matter if you can get it off a character which you can only fight at a high level, or you get it in a quest from that character at a high level. but as we all know, this character shouldn't be easy to beat anyway, as what is stopping you from killing him to instantly get the thing? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

it seems my internet-curse is lifted! well, guess you all know what that means don't you?
 
Are the SLiB mod swords qualityized? Or do they only have one weapon quality? If they only have one quality, you don't really need to qualitize them yourself. We can just use them with one quality.

BTW: What to do with the blades that have a magical glow to them? What magical feature would these blades have?
 
<!--quoteo(post=213738:date=Sep 6 2007, 06:01 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Sep 6 2007, 06:01 AM) [snapback]213738[/snapback]</div><div class='quotemain'><!--quotec-->if it's available in one of the early locations, i hope you've made sure that it isn't too easy to get. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=213779:date=Sep 7 2007, 07:11 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 7 2007, 07:11 AM) [snapback]213779[/snapback]</div><div class='quotemain'><!--quotec-->Either that or that it isn't too good. Having a really good blade in the beginning of the game doesn't make for great game balancing.<!--QuoteEnd--></div><!--QuoteEEnd-->

<!--quoteo(post=213787:date=Sep 7 2007, 10:08 AM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Sep 7 2007, 10:08 AM) [snapback]213787[/snapback]</div><div class='quotemain'><!--quotec-->this does of course not matter if you can get it off a character which you can only fight at a high level, or you get it in a quest from that character at a high level. but as we all know, this character shouldn't be easy to beat anyway, as what is stopping you from killing him to instantly get the thing? <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

How's this for not easy to attain (hint: Assassin Quest / Amerigo Vieira):

<div align="center"><a href="http://img167.imagevenue.com/img.php?image=98569_Amerigo_122_879lo.jpg" target="_blank"><img src="http://img167.imagevenue.com/loc879/th_98569_Amerigo_122_879lo.jpg" border="0" class="linked-image" /></a></div>

Why shouldn't the "best swordsman in all the archipelago" (Amerigo) not have one of the finest swords (if not THE best)? You get the sword by killing him or hiring him as an officer. If you let him go, no sword (although it might be a good idea to work into the code that if you let him go, you get the sword as a reward for being a "good hearted" pirate). And there is a back story that this blade is cursed, which fits nicely with Amerigo believing that he is cursed. Although, I haven't figured out any good way to implement a "curse" on the blade. That's probably best left until later, IMHO.

One thing that I think can be done is to reduce the characters LUCK skill (if he takes the blade), although I'm not sure exactly how to do it. I think I could use some code similar to the reputation loss code in "Amerigo Vieira_dialog.c", but I'm not sure of the syntax (or to make sure that LUCK is not less than 0):

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->    ChangeCharacterReputation(pchar, -10);<!--c2--></div><!--ec2-->

Anyhow, I'm looking at using that quest (Mateus Santos/Assassin) for my new blade and I'm trying trying to fix any errors in the quest logic. I already found one (and fixed it) that REQUIRED you to have a free slot to hire Amerigo instead of kill him. If you didn't he was magically gone from your officers list after being hired. I also found a requirement that the player character PERSONALLY have a leadership skill of 6 or higher to hire Amerigo, and I couldn't undertand the logic. If you want to hire him (and not kill him), why not allow that. Any thoughts on my removing that leadership requirement to hire Amerigo???

<!--quoteo(post=213811:date=Sep 7 2007, 02:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 7 2007, 02:20 PM) [snapback]213811[/snapback]</div><div class='quotemain'><!--quotec-->Are the SLiB mod swords qualityized? Or do they only have one weapon quality? If they only have one quality, you don't really need to qualitize them yourself. We can just use them with one quality.

BTW: What to do with the blades that have a magical glow to them? What magical feature would these blades have?<!--QuoteEnd--></div><!--QuoteEEnd-->

By qualitized, I think you mean for the WEAPONS_MOD. Yes they are at the moment, but if they will work as a standard weapon only, we could just do the one quality thing. I didn't know a blade would work that way. I thought it had to have one for WEAPONS_MOD=1 and WEAPONS_MOD=0. That would save me a good deal of time creating the interface pix.

Lastly, there are 2 blades with that blue "glow". I've used them as if that were a patina on a very old (ancient) blade - so one of them is for Francis Drake's sword and the other is for the new one I've introduced (see above photo). Both those blades are unique (one-of-a-kind). FYI - in lower light conditions, or in a cave, the glow actually turns into what looks like a patina (again, kind of like in the above photo).

kevin
 
well, with the new skill system, leadership increases pretty slowly. removing the leadership requirement might be a good idea, as well for other situations where you need it in quests, although this will probably not be always possible. either that, or the speed needs to be increased. it stalls at 5 or 6.
 
<!--quoteo(post=213813:date=Sep 7 2007, 11:08 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Sep 7 2007, 11:08 PM) [snapback]213813[/snapback]</div><div class='quotemain'><!--quotec-->One thing that I think can be done is to reduce the characters LUCK skill (if he takes the blade), although I'm not sure exactly how to do it.<!--QuoteEnd--></div><!--QuoteEEnd-->Find this code in PROGRAM\ITEMS\initItems.c:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        switch(id)
        {
            case "blade18": Unique = true; break; // PB: Saber of Nicholas Sharp
            case "blade28": Unique = true; break; // Bartolomeu: Francis Drake's Sword
            case "blade29": Unique = true; break; // KevAtl: Saber of Cortés 08-26-2007
        }<!--c2--></div><!--ec2-->Add:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "yourblade": blade.skill.sneak = -1; break;<!--c2--></div><!--ec2-->Note: This is only required for weapons that are part of the weaponsmod.

<!--quoteo(post=213813:date=Sep 7 2007, 11:08 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Sep 7 2007, 11:08 PM) [snapback]213813[/snapback]</div><div class='quotemain'><!--quotec-->Any thoughts on my removing that leadership requirement to hire Amerigo???<!--QuoteEnd--></div><!--QuoteEEnd-->Fine by me. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=213813:date=Sep 7 2007, 11:08 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Sep 7 2007, 11:08 PM) [snapback]213813[/snapback]</div><div class='quotemain'><!--quotec-->By qualitized, I think you mean for the WEAPONS_MOD. Yes they are at the moment, but if they will work as a standard weapon only, we could just do the one quality thing. I didn't know a blade would work that way. I thought it had to have one for WEAPONS_MOD=1 and WEAPONS_MOD=0. That would save me a good deal of time creating the interface pix.<!--QuoteEnd--></div><!--QuoteEEnd-->Find the code for the Boriablade. That blade is added as an unqualitized blade. You can do the same for your newly added blades. This way you can also simply add the skill modifications by adding a line <i>itm.skill.sneak = -1;</i> to the code.

<!--quoteo(post=213813:date=Sep 7 2007, 11:08 PM:name=KevinAtlanta)--><div class='quotetop'>QUOTE(KevinAtlanta @ Sep 7 2007, 11:08 PM) [snapback]213813[/snapback]</div><div class='quotemain'><!--quotec-->Lastly, there are 2 blades with that blue "glow". I've used them as if that were a patina on a very old (ancient) blade - so one of them is for Francis Drake's sword and the other is for the new one I've introduced (see above photo). Both those blades are unique (one-of-a-kind).<!--QuoteEnd--></div><!--QuoteEEnd-->I would like it if those blue glow blades would really have some sort of special power or curse to them. We could make one of those blades unbreakable. The bladedamage mod will make blades degrade in quality over time, but we could add an exemption to that for one of those "magical" blades. Perhaps we could also somehow make the other blade extra strong against supernatural enemies, such as skeletons.
 
if a sword would be made stronger against certain enemies, maybe it would be a good idea to slightly increase the strength of that enemy?
 
New weapons mod added today...

See this thread:
<a href="http://www.piratesahoy.com/forum/index.php?showtopic=10952" target="_blank">http://www.piratesahoy.com/forum/index.php?showtopic=10952</a>

kevin
 
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