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Pirates of the Mediterranean

Capitan

Landlubber
The first(to my knowledge) POTC total conversion project set in Roman times in stead of England we will have Rome instead of France we will have Carthage instead of Frigates we will have Triremes ect ect ect and to make this idea reality I will need modellers, skinners, ect so who can help?
 
Maybe if you have neither modellers nor skinners nor etc. you should start with something less ambitious ?
Pick a small thing like a new ship, a new character or a quest, and we'll help you make it.
Read the threads to see what we're doing.
 
There was a fellow on these forums a long while back who was doing something similar - had some Romans or Trojans or something like that, that he'd presumably put into the game... He hasn't been here for quite some time, unfortunately.

We need modelers here, too... Capitan, if you are a modeler and working on a project like this - what have you done so far? I'd be VERY curious to see it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /> no i'm not a modeler I lack both the time and money for such programs I have however written the all inits and associated files
 
That must have been a huge task! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> More power to ya, matey! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

There are way too few modelers here, but you might try some other modding sites that do the type of era you are looking for; perhaps they will have the kind of models you need, and you can use Inez Dias's Tool to help you get them into the game.

Hope this helps! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
here's a list of all ships in the game (note:this list may expand in the future)

Fishing Boat= no catapults
Boat= 2 catapult
Longboat= 12 catapults
Tradeship= 16 catapults
Galley= 18 catapults
War Galley= 24 catapults
Pentekonter= 30 catapults
Unireme= 32 catapults
Bireme= 36 catapults
Trireme= 44 catapults
Quadrereme= 50 catapults
Quinquereme= 60 catapults
Corvus= 70 catapults

I have yet to find more ancient ships but I will
 
yea it would need AI boarding not sure how work that in though and also here's a list of weapons

12lb culverine = Light Ballista
16lb culverine = Ballista
24lb culverine = Scorpion

12lb cannon = Catapult
16lb cannon = Onanger
24lb cannon = Heavy Onanger

Cannonballs = Boulders
Grapes = Pebbles
Chains = going to delete 'em
Bombs = Greek Fire
 
I'd suggest having can--err, catapult, specific ammo types.
I.e. ballistae shoot bolts, catapults chuck rocks, naptha guns fire naptha.

At some point soon I'd like to write AI boarding...
 
your probably right but how to implement that? I mean if you can't get ammo to be specifically fired by only one type of catapult or ballista then catapults could fire bolts and that would look extremly dumb
 
Sure you can set up `cannon-specific` ammo in the code. Add a flag to each ammo type giving the cannon caliber, then in the function that displays ammo choices only show ammo types that support the current caliber.
Then change where the default load is set to be a switch based on caliber.
Then change the AI `choose-new`-ammo routine based on that (only choose `caliber-specific` ammo) and also on the new stats of the ammo and their uses (warning: my code there may seem kinda complex and confusing; I'll be happy to help you modify it to fit your mod). Or you can just enforce only one caliber per ship and one ammo per caliber, thus not requiring an ammo _choosing_ algorithm.

Assuming you're working off the build's codebase; if not there won't be anything in the `ammo-choose` function. But the rest should still apply.
 
anyone got a good 3d model freeware cause I figure I better start making the models for the Triremes and other ships
 
Blender is usually well recommended...
Older versions of TrueSpace are freeware.
There's always gmax or Maya PLE; for the former you export the model in, say, Quake 3 format, and use something like 3D Exploration to convert it out of that; for MPLE I dunno how to export.
 
i've decided to use gmax for the models and i'm using this picture as the basis for the model
<img src="http://nicolas.beaudet.free.fr/Motifs/images/trireme.jpg" border="0" class="linked-image" />
 
awesome! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />
 
More power to you, and i hope that you can and will finish it <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Great looking ship! Gonna be a lot of work, looking forward to seeing how it comes out! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> anything i can do to help?
 
They have a pretty Trireme (I think) at the Virutal Sailor website. Pieter Bolen said he knows people there, so maybe they'll give permission to use it.
One problem I see is how would you get the oars moving ?
 
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