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[REL] Real Time Battle Light

Luke159

Buccaneer
Storm Modder
Well this is part of the real time battle mod/fix, its clear that there needs to be two types one for the hardcore gamer who thrives on long lasting battles that can take real hours before a ship finally is taken out of action (not game hours either), then there are those who want this but don't want the battles to last for so long so the light version is there to cover that. The edits made in the light version are almost the same as the heavy version but in this case no ship hp value's are altered and the sail hp value's are increased a little depending on the ships class for exaple the class 6 ships have sail hp's of 400 a 300 hp increase nothing like the heavy version which is 4000. Then class 5 ships are only 600 while in the heavy version those value's depend on the ship and range from 6000. All other edits like cargoholds and ship speeds are exactly the same as the heavy version. The ammo damage ratio is the same as the heavy version at the moment, with more testing i will see if those stats need to be increased so that extra damage is done compared to the heavy version hopefully not or if so not too much. The crew damage stats won't rise neither will the sail damage, don't forget the higher the cannon calibure the more damage the ammo will do anyway i haven't edited that part since its not something that i see as a problem.

This mod/fix will be ready after further testing has been completed, perhaps by mid week next week this mod will be ready for use, til then i will keep you all informed of how its going, the good news in testing so far is everything seems to work as expected, however i'm yet to enter a battle where there are several ships attacking me, that part i look forward to.

Real Time Battle Version 1.3

Update to cannons.
RTBL Cannon Mod

RTBL Version 1.4 (final release)
Real Time Battle Light Version 1.4
Or
Real Time Battle Light Version 1.4.rar
 
Luke, When its ready I will test it. I just finished a frustrating battle. I had been sunk by the Dutchman and bought a brig, assembled new officers and took cash out of the bank (BTW it really pays to put money in the bank, I had put 600K in the Willemstad bank and when I withdrew it I had three and a half million piasters) I put half back in the bank and used the other to get back on my feet. Your health is terrible after you wash up after the Dutchmans clobbered you. I had done as Fred Bob said and put all my good ships (3 Dutch Escort ships with all bermuda upgrades with the best looking chicks as captains) in at another port with all my good stuff.

Anyhow my little brig runs into a pirate Frigate that had taken someones wife I'd agreed to get back, so I boarded and took it. Didn't have the manpower to keep both so kept the Frigate. Made port at Fort de France to fix and reprovision. As soon as I left port I ran into a large English fleet (7 ships) and the French are Neutral to the English so no help from the Fort. I quickly destroyed a Pinnace with bombs and boarded a Slamander behind it. Took the Salamander and put one able officer aboard with no crew as a diversion and additional fire support. I made for a Man of War (the Wappen von Hamburg variant) and took it. Not enough manpower for both ships and the Frigate was heavily damaged at this point. Moved my flag to the Man o War and sunk a Mermaid Grief with three broadsides of bombs. Most of my rigging was in good shape, so I sailed nor-norwest about three points against the wind thinking I'd put some distance between me and the other ships busy against the deversion Salamander. I had one more ship north of me, a colonial Frigate and I closed and boarded. I barely won with the loss of an officer and had only a handful of men left - definately not enough to take on another ship. I continued to run north with the 24 men remaining slowly reloading chainshot. The Frigates rigging was in bad shape so I stayed on the Man o War. My Salamander got sunk finally with the captain escaping in a life boat. The last three ships, a Pinnace and two Battle Corvettes slowly tried to overtake me. I had knocked one mast off the Pinnace so it slowly faded out of sight and then the Battle Corvettes took down my mizzenmast. Still my other two masts and sails were in good shape and I had lots of canvas and planks on board. :sail

I ran from them for THREE DAYS! During this time I made attempts to try to sharp shoot their masts and rigging and finally managed to bring down a foremast. They were doing the same to me and not too long after brought down my main mast. They finally managed to damage me enough to sink me. Dang what an anticlimactic ending! I actually thought I was going to pull it off for quite awhile. Now after a couple hours (three game days time with much of that sped up x6 between loading) I was
frustrated. :modding

My end observations are: 1) I should not have been that successful with a single ship against so powerful a fleet from the beginning. 2) The enemy should not have had the kind of success they did against my masts at the distant range they were at. I can see bringing down the mainmast of a Man O War at fairly close distances, even 500 meters to a kilometer off possibly. But these corvettes were 1500 to 2500 meters distance. 3) Even with only twenty souls left, I should have been able to keep her afloat with a few men at the pumps. 4) a little better AI would have had those corvettes closing knowing the wounded and running state I was in, and boarding me - not standing off and battering me. They would want their warship back.

Your mods sound like they will benefit my style of play and I will be glad to assist with testing. :will

You know a hull filling with water mod would be cool. As the hull took more damage, especially holes at/below the waterline, your ship would start settling lower in the water and your speed and helm would lower. You could have a pump behavior/capability in the mod where when that damage started to effect you, you could dedicate a certain amount of manpower to the pumps, which would keep you from sinking and possibly even bring the ship higher in the water and more answerable/maneuverable to the helm. Just a thought. :yes

V/R AS
 
That must have been a very excitting let alone dramatic battle, playing tactical almost won you the battle, a pitty your Frigate was so badly damaged as that could have saved you from the sad ending. At least you got as far as you did and you captured a MOW. The bad news though is as you pointed out, you should never have escaped and if you had tried you shouldn't have been able to take down so many ships. This is why i started doing the real time battle mod, the heavy version is still having work done to it but i figured if i get the light version sorted out first it will be easier to finish the heavy version after all i doubt many people will use the heavy version.

I have some good news for those who wanted more cannons, yes i finally got one cannon to work i have tried all but the 92 pounders and only the 48 pounders work, it seemed like i had been testing cannons all day when in fact it had been for half the day. At least a reward for all that time spent trying to get cannons to work, you can now purchase 48 pounder cannons from the shipyard and fit them to your ships as long as they can mount those monsterous guns that is.

Thanks modernknight1, the more testing done the better and the sooner this can be released. You said how easy your masts was damaged, well i was in a battle where i had on my left 1 MOW, 1 Battleship and 1 Galleon on my right i had 1 MOW and 1 Heavy Ship Of The Line. All was enemy to me and i was in a MOW. it took several broadsides from the ships to take down one of my masts and i lost the second mast not long after, these ships was pritty close to me aswell. None of them tried to board me but then i had 1080 crew which would explain why they kept out of grappling range. The Galleon lost a mast first i then took a mast down on each of the MOW and 2 masts down on the Heavy Ship Of The Line. I lost 200 crew (would have been more if grapeshots had been used) however the closest of the ships was using bombs which can kill a lot of crew (well use to, till i edited it). The masts are the area of my main testing focus at the moment, i want them to be able to stand up to a battle and not be wipped out within minutes of a battle starting. I know in my testing i was obviously going to loose the masts quickly but i wanted to see how long it took before they did wipe the masts out.

It took them 1 game hour to take my first mast down and i was anchered right in the center of them. More testing will hopefully help see if the masts hp needs to be altered and if so how. The mod is bellow for those who do wish to test it out. You do need to start a new game for the mod to work which is annoying and is why i want this mod finished asap so that those who do want to use it can without the worry of updates been released every few day's.

Again thanks modernknight1, hope you like the new light version. :onya


Real Time Battle Version 1.3
 
Battle started at 7am, i moved into center position so that i could test heavy fire coming from as many directions as possible (see pictures for info on what ships was where) At 7:30am i lost my first mast 30 minutes later the second mast fell.
Right Side, Man Of War 102 32 calibure cannon & Battleship 80, 16 calibure 16 calibure culverins


Left side, Man Of War 102, 32 calibure cannons, Galleon 20, 12 calibure cannons & Heavy Ship Of The Line 64, 16 calibure cannons.


This is my ship at 9am.





At this point my game crashed, well it had been running for next to 4 hours which is the normal amount of time before the game crashes. I normally save but because i had just started testing the new mod i didn't bother to save. I was orginally playing my save game (giving myself a little break from the testing) obviously i had already made the edits before i loaded my saved game so all i had to do was start a new game for the new edits to work. I will do further testing soon, hopefully the masts will last longer now that a few edits was made to the damage that the rigging sustains vie the different shot types.

I had the game crash after changing starting ships cannon calibure, i wanted the MOW's to have the 48 pounders mounted already for my testing, the problem was i hadn't made a crutial edit which coursed my game to keep shutting down at the final splash screen, thats now been fixed and testing has been done to make sure the game loads every time without a problem. The MOW's and all class 1 ships can mount 48 pounders, the lower the class of ship the lower the calibure of cannon they can mount or i hope that will be the case, testing for that will start soon.

Here is the latest update for this mod which i will also edit the first post so that no confussion is made over which one is installed. The readme file will explain things a little more.

Real Time Battle Version 1.3
 
Very cool!!! :will I had downloaded your previous, but hadn't dropped it in yet. I just downloaded your latest and will stick it on my laptop tonight. I'll test a little in my office during my hour lunch break tomorrow. My game shows a lot of stability. Crashes usually occur about 8 to 10 hours typically for me. I still have the Virtual C error 6025 pop up crash occasionall. I've isolated the crash to the Colonial Frigate(Wicked Wench) only. It only occurs when that particular ship loses a mast. I'm hoping your mast HP mod will stop that from occurring as often. :shrug

V/R AS
 
Thanks MK, i look forward to hearing what you think of it. :onya

Battle starts at 7pm against a Dutch fleet consisting of 1 Sloop, 1 Barquentine 16, 24 Ibs, 1 Ship Of The Line 66, 42 Ibs, 1 Light Frigate 40, 24 Ibs and 1 Heavy Galleon 36, 12 Ibs.
I moved into the center of the group so that the enemy could hit me from multiple directions. My shot type is the chainshot because for testing reasons i want them to hit my ship as much as possible and not be sunk by me, but at the same time i want to shoot back lol, so its safer for them for me to fire chainshots at them. I'm using the Man Of War 102, 48 Ibs.

Ships on the right.
Heavy Galleon
Barquentine

Ships on the left.
Ship Of The Line
Light Frigate

Ships at my rear.
Sloop (running away)

At 8pm I destroyed two masts on the Heavy Galleon while the Barquentine started circling me.

8pm





9pm
The Barquentine continue's to circle me although with a few more holes in her sails. The Light Frigate that was on my left has now taken up a position on the rear of my ship, i think she is trying to run away like the Sloop continue's to do. The damage i have taken isn't that bad even though i have been taking constant broadsides from all the ships apart from the Sloop who is too scared to even sit just inside her range and fire at me. I also took the time to rise the crews moral, well we are been shot at. xD:





10pm
The Barquentine either tried to take my bow spirit down or trying to get past me but was too close, i think option 1 is the safe bet. Anyway because of that the Barquentine lost all her masts and only has the bow spirit left so she won't be circling me any more. I managed to take out one mast from the Ship Of The Line and the Light Frigate has moved into a blind spot of mine which means i can't shoot at her. :evil: In the last 3 hours i have lost 13 crew which is really good however no ships have been firing grapeshots at me but they have been using bombs which kill the crew too. So far i'm impressed with the edits made but there is still a long way to go in this battle and i have plenty of chain shots remaining.





11pm
They have finally got my ship hull bellow 10,000 hp. I think most of that is due to the Barquentine firing bombs at point blnk range, i have cleared the deck of all masts on the Ship Of The Line, she now has the bow spirit left which i'm not to bothered about. The Heavy Galleon has lost all masts apart from the bow spirit aswell. That leaves two ships with masts, the Light Frigate and the Sloop. If i can clear there masts then i will be happy.


12 am
Well one more hour passes and the Barquentine switches to grapeshots killing the crew a little faster but not as fast as before the edits was made. The Light Frigate is almost demasted and my hull is still above 9000 hp, i expect that to be around 8,700 hp by 1am. Most importantly none of my masts have fallen yet.


1 am
More damage done to my ship, not so much damage done to the enemy ships, i decided i would sit and watch rather than sit and shoot. Its hard to see now any way. The ships hull is now bellow 9000 hp as expected and the crew is down a little more to 951 from 962 so 11 crew was killed in one hour. The ship hp is down by about 200 or so hp. If i was to let them sink me it could take 24 real hours. :D


Testing will restart tomorrow i need some sleep.
 
Testing continue's from where we left off last night.

2am
I decided i would save what little chainshots i had left for when i could see again, so from now till day light i will just take what ever it is they can throw at me. The damage i have taken isn't as bad as it would seem really and crew is still high although moral does take a little dip every so often but what else would you expect when we they are one of the test subjects xD:. The hull is down by almost a further 400 hp, the enemy must be running out of ammo by now, perhaqps thats why the Barquentine switched from bombs to grapes, anyway i guess we shall find out if the enemy ever do run out of ammo :rolleyes:


3am
Well not much to report the ship is taking damage but nothing big has happened really, all the masts are still standing and we still have over 800 crew on board. The hull has taken a larger amount of damage on in this hour but i don't think its anything to worry about really. The question is which will happen first the ship sink or a mast fall, at this rate it looks like the ship will sink first but there is still a lot of life left in this MOW yet.


4am
The Sloop which had stayed far enough away from any edmidiate danger was now running, we don't know why maybe it had been firing at us and was now out of ammo, the only way to coloberate that would be to catch it and well that will never happen in this ship. Upon closer observation we took not that the Sloop was doing a common tactic of hit and run, as the Sloop came in close enough to fire at us and then started to sail away again after firing one broadside at us. This hour brings with it the heaviest amount of damage done in one hoiur to the hull, with the hull dropping 1000 hp and 66 crew been killed. It looks like this battle could end before night fall, we shall see. The one thing i'm looking forward to is the ability to actually see the damage since it was almost impossible to see during the night.



 
It seems you can only have so many imagies per post and i have once again run over that limit. :(

5am
At 5:32 the first mast fell, its only taken 10 and a half hours to get this far, i think this is showing the masts as been much more stronger than in the vanila game, more testing will need to be done here to make sure though. The one thing i do see as a problem is no cannons have fallen out which by now i should have had at least 10 cannons fall out maybe more, so the code for them will need to be altered so that they are not as strong, at the time i didn't think too much about that part as i wanted to get the testing done on the masts, ships, crew and sail hp i should have lowered the cannon hp aswell. I will make the changes to the cannons after this battle and start a new test.


6am
With one mast gone and all the ships in new positions i think an update as to who is where and what the damage to the ship is like. The ship hp value is now down to 6000, its taken 11 hours to take the hp down by 5000. :shock: :D


On the right



On the left


Behind, Sloop and The Ship Of The Line



Damage to the ship






7am
The hull is now bellow 6000 hp and the crew is now 739, 1 mast down but no cannons destroyed.


8am
The ships hull is now down bellow 5000 hp and the crew is bellow 700. Its looking like this battle will be over by sooner than i thourght but still the battle has lastest 13 hours now which is far longer than what i would have lasted had this been the vanila settings. The Ship Of The Line with her 66, 42 pounder cannons is the only ship using bombs which explains why my ship is been destroyed faster now. The barquentine looks to be trying to sail away or at least far enough away to be safe from me although i haven't fired a single shot for a few hours now and have no intentions of boarding any ships or shooting at them
 
9am
A little more damage to the crew and hull but nothing big this hour. the calm before the storm perhaps?


10am
Hardly anything has changed, it does seem though that the AI can run out of ammo because most of the ships are no longer firing at me hence the reason i have elected to move closer to them but remain in the center of them all. Doing this should see my sails been damaged till i rig them again and i could loose another mast or maybe even all of them we shall see.



11am
This battle looks to be almost over since very few shots are been fired now, the Sloop has been the most active while The Ship Of The Line is the seconds most active, no shots have come from either of the Heavy Galleon or the Light Frigate. If by 12 pm there is no change i will sail away in less i loose my masts before then or whilest sailing away that is. I have taken up a new position but the Light Frigate sailed further out i think the captain wants to keep a sizable gap between us. Perhaps because he has no ammo left he is taking that as the only option left although he could alway's try to board me. xD:



12pm
In one intire hour i have heard the cannons from The Ship Of The Line fire once and the same from the Sloop. I think the ships are nearing or have run out of ammo now, i think i will call this battle off and try to sail back to port for repairs and see if i can't find a battle where there are more bigger powerfull ships so that this test can start over. At least one thing is certain small ships will have very little impact on big ships still. :D
 
Wow! :bow Now that's some exhaustive testing. Interesting results. :cheers I agree about the numbers of cannon likely put out of action. :boom

You should try some smaller craft now. I'd be interested to see the results of a Frigate and Corvette against a Frigate and Corvette.

The famous paintings of frigate actions with multiple action scenes from different stages of the battle would be an interesting benchmark of comparison. Some of those ship to ship actions were fairly short at four to six hours, while others took a day or so. The lucky (or skillful depending on point of view) against the Guerriere taking out her masts decided the affair so we should still have the odd lucky/skillful shot, not just cumulative damage. Don't know how we'd do that though.

One other thing I'd like to see badly is the import of the surrender behavior from POTC. :b: It's really annoying that no one will strike their colors in COAS. I remember they had it in AOP CT(might have been in the Supermod, but dont remember), but it got annoying when you became really powerful, because everyone would surrender as soon as the battle started.

V/R AS
 
I have edited the cannon hp value's and have started testing them aswell as testing smaller ships out. Bellow is how that testing went, of course i will try to find a better battle to test the smaller ships out or perhaps start a new game but without using the cheats which should give better resaults.

Medium sized ship testing
6am
Battle starts at 6am, the enemy ship is a Frigate known as the Salamander with 44, 24 pounder cannons mounted onboard her. My ship is also a Frigate but called the Constitution, 54, 32 pounder cannons mounted. I won't use any try to sink the Salamander but i will try to demast her so that she doesn't try to sail away when she feels she's had enough. I expect this battle to last only a few hours but it might last longer we shall see.



7am
Nothing big has happened, we have been moving into position and a few broadsides have been fired at one another but no real damage has been taken, the Salamander is firing round shot at us while we are firing chainshot at her.


8am
We took 2 masts down on the Frigate who can't run away now, we will move closer so that they can use bombs if they run out of round shots. Again not much damage done to my ship but that should change now that i'm going to move closer.



9am
The bow spirit from the enemy ship has been taken down but it seems they aren't too interested in attacking me, so i might capture her and use that Frigate for testing rather than this Constitution. As you can see hardly no damage this time although the Frigate is now using bombs, however the captain of the Frigate isn't very skilled which might help explain why he's not really interested in attacking me since my character is maxed out.



10am
Because of how boring its been so far i decided to go and get a drink so i'm a little late this hour, well alot late so the next update will not be at 11am but 12pm in 1 hour and 30 minutes (game time), this time more damage was taken and it seems now the captain of the Salamander finally realised he will have to stand and fight, his loading times are very slow to say the cannons he's got mounted are 24 calibure cannons which are quicker to load than my 32 pounders. Anyway maybe the more he fires those guns the quicker his stats will rise and his crews cannoner stats will rise lowering the loading times enough to make the battle a little more interesting and more to relport ever hour.


12pm
The final mast of the Salamader fall's after a 3rd broadside is fired at her, it seems you can get lucky with your shots and destroy the masts quicker, maybe the luck trait play's a role in battles aswell as gambling? rightfully so since luck does comes into everything in life not just gambling. The problem with the other captain is clear to see in a picture bellow as he fires a broadside of bombs at me and most miss me even though i'm 1) a bigger ship than him 2) he's targeting a wider space since its my side not the front or rear of my ship he's aiming at, this boils down to the captain been very unskilled and this explains why i'm taking less damage than i would against a maxed out catain, for that reason i will end this battle and use the Salamander in testing with another Frigate or ship similar to them.



Total damage taken for both ships after battle ends.


I wasn't happy with the end resault and have since started searching the carribean for a captian who's maxed out and sailing a Frigate or ship oif similar status, Salamander, Black Angel, Nightmare etc etc. No luck as of yet, i will keep searching though. The next testing will be with a normal game where no cheats are used apart from food been eaten since i can carry extra ammo and gun powder.
 
Your results appear much as mine. I've managed to work up to being able to captain the level 3 ships on my laptop with your mod installed. I fought a corvette against pinnace action that was a fairly lengthy affair, with the pinnace losing her mizzen to what I think you're right about - e.g. The coders must have worked in a randomizer that allows the odd lucky shot even with your HP numbers for the masts being so high. I eventually boarded her, but the battle alone lasted two hours while we both tried to outmaneuver one another. Very enjoyable. Your mod really makes you have to play totally different. You either board, run or fight. If you fight, it's NOT gonna be a quick affair - which unless you are equally or greater matched with your opponent, forces you to board or run a lot more which I think is way more realistic. For a beginning player, this adds a tremendous amount of extra difficulty. I love it! :onya

V/R AS
 
Thats excellent news, the work is coming together now, i have made a few more edits but they are to how high the ship sits in the water (not all ships have been edited) the ships that have been edited so far are, Packet Brig and Xebec, they both would look as if they had leaks and the Xebec looked like it was ready to sink with the amount of water entering the ship. As i find ships that appear to have leaks i'm editing them to sit a little higher in the water. At the moment my testing is without using the cheats. I started the game with a Bermuda Sloop, nice and fast but very poor at defending its self. I was courght by a pirate just as i left Fort De France, it was 1 Xebec (thats when i noticed its hull filling up with water) i had 89 crew onboard my ship and the Xebec had 119, i tried to weaken the ships sails but with 3 shots per broadside and 1 very poor cannoneer skill i was lucky to hit any where near the Xebec let alone actually hit the ships sails. In the end i gave up trying to hit the ship from 300 yards and switched to grapeshot, i sailed towards the Xebec who tried to sail further out to sea but because i was faster it didn't work out and i fired as many broadsides at point blank range killing 35 crew and boarding the Xebec. I now have the Xebec as my own ship, i like the Xebec's but i can never find any for sale at shipyards even when doing the savescum i get the common ships ie, Packet Brig, Brig, Caravel etc etc. I will have to see if the Xebec is listed as a ship to be generated in shipyards (can't say i've ever seen one).

At the moment i can only sail class 5 ships and thats just about my nav skill is 26 luckily i have a officer who's nav skill is 52. I'm playing the game as if it was any normal game doing merchant runs for the store owner and avoiding battles. Hopefully i will get some spare time this afternoon to build my character up to rank 30 or so, by then i should be able to sail class 2 ships (depending on which skills i focus on).

Hopefully other people like this mod as much as you do MK, i wanted the battles to be more realistic and it seems that goal has been achieved, i have made a few final edits to ships, not many the ships i have edited are mainly the trade ships like the Caravel, Fluyt etc because they similar hp to ships of the same class when they should be stronger and able to take more damage than any ship in there class hence the reason they didn't carry many crew or weapons aboard them. Of course its only small increases nothing big, the sail hp's of the trade ships increased a little aswell. These ships are Caravel, Fluyt, Pinnace, Galleon, Heavy Galleon, Black Pearl and Flying Dutchmen (they are Heavy Galleon's after all) Any other edits will be either lowering these value's a little or fixing the hight that the ships sit in the water and maybe making the cannon hp lower so that more cannons are lost in battle (that hasn't been tested since re-edited cannon hp value's.

As far as i can see this mod is in release candidate stage 1 and i'm hopping that there are only 2 more candidate stages at most.
 
That's great you're adjusting the height. I thought about taking that on myself, but am too busy with other things right now. My learning time is spent on rendering and some of the great tutorials right here. I get sucked into the game and don't want to stop. I'm still building up my charachter in POTC as well. While you're at it check the height of the Jamaican Patrol Ship. It sits way too high. Looks like its emtpy inside. A really beautiful ship, but it just looks funny sitting that high out of the water.

I'm with you, I hope others are interested in a little more realism. I think a lot of folks have limitted time to play and immerse themselves in the quests and dont want the added difficulty of drawn out fights, while others have more time and really get into the artistic and sailing aspects of the game just for the sheer enjoyment of it. I for one think this is already a great mod and think it will be excellent when you finish it. :onya :cheers

V/R AS
 
Thank you so much, it makes me feel like working harder on this mod when others see its potential and like it.:onya

I find myself when enemy ships are heading towards me i'm not looking at them thinking oh damn there's a MOW or Frigate heading towards me, i'm looking at how high it sits out of the water. I noticed a few ships needed a little twicking, the Galleon looks to be sitting just a little too high to me, the Xebec is too high so these ships have been edited. The Xebec however introduces a new problem, the water comes into the ship even at the Xebecs current high so lowering her into the water will make that worse. So the question is how do we stop the water its self from rising so high, well there must be some sort of coding some where that will allow the water hight to be lowered and by lowering the water's maximum hight we could see improvements with ships sitting low to the water. I know in real life small ships would have had water enter the deck but not the occean we sail ships not buckets. :rolleyes:

Here is the ships waterlines i have edited, you will see a before and after picture for each of the ships in less like the Xebec it reveals a new problem. I will be going through each and every single ship editing those that do not sit right in the water, so the next release for this Real Time Battle: Light Version will have alot of edits made but hopefully it will make everyone happy to see a ship and not some sort of hovership sailing around. :will
Class 2
Jamaicaship
Before
Waterline = 2.2


After
Waterline 0.0


Class 3
Galeon LIGHT
Before
Waterline = 0.85


After
Waterline = 1.0


Class 5
Xebec
Before
Waterline = 0.0


After
Waterline = 0.90 (the higher you increase the waterline the lower this ship is in the water, so 0.0 is the best you can get but the ship looks too high out fo the water




I don't think the Xebec sits right been so low, i think she needs to sit higher in the water, whats your thourghts on this one or any of them so far?
 
Class 6
Bermuda Sloop
Before
Waterline = 0.5


After
Waterline = 0.0


Lugger
Before
Waterline = 0.2


After
Waterline = 0.90


Pink
Before
Waterline = 0.40


After
Waterline = 0.0


Heavy Lugger
Before
Waterline 0.1


After
Waterline = 0.0 (Thats as low as she'll go not really any difference from picture above)


Galeoth_h
Before
Waterline = 0.4


After
Waterline = 0.0


Both the Sloop and Colonial Schooner can't be set any lower than they already are sitting but at least the other's have been done. I will start going through the class 5 ships later on. ;)
 
You are the man Luke!!! :onya Those look so much better it's insane. Thanks for all your effort to make one of my favorite games of all time even better. :dance If there are any specific areas you'd like me to test, let me know and I will assist.

V/R AS
 
Hello Luke and oll others

thats my first post in these forums, ... so good day to all of you.

i like the changes you have done so fare. AOP2 plays much better now. although your mod is in beta stadius.

to easen your work i added the 48pd cannons to the upgrade function in the pirates shipyard and included the english Goodsdescription to.
yours was in russian.

i hope you like the addition to your mod... if not please ignore :rolleyes:

Nightwatcher
 

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Thanks Nightwatcher that does help out alot and i'm happy tro hear you also like this mod. :onya

Here are the class 5 ships with there new waterline fixes, please point out any that you think are sitting too hight or low in the water and i'll take a look at them. I've started work on the class 4 ships now and those imagies will be up as soon as i've finished them.

Class 5
Barque
Before
Waterline = 1.15


After
Waterline = 1.8 (i think this ship is still sitting a little too high)


Schooner
Before
Waterline = -0.2


After
Waterline = 0.6


PacketBrig
Before
Waterline = -0.5


After
Waterline = 1.0


ENTERPRISE
Before
Waterline = -0.0


After
Waterline = 1.0


Caravel
Before
Waterline = -1.0

I think she looks ok as she is, anyone think she is sitting too high/low in the water?
 
Just finished class 4 ships. :will

I will start class 3 soon, that shouldn't take too long, might even get class 3 finished before i call it a night. Class 2 however will take a very long time because thats got more ships than any other class. Once all the classes have been finished i will look at quest ships.

While i was having a few minutes break from editing ships waterline code i found and fixed the way the shipyard generates some ships, now Xebec's and Battle Xebec's will be generated, i was thinking of adding a few quest ships like the Frigate Arabella because not all of us will do the Peter Blood storyline, and the Corvette. I have already tried and tested this out and the ships will be generated for purchase in shipyards without any problems, now i know why so many people have had problems with the Flying Dutchman 60 gunner is a powerfull ships, the one i saw before checking the quest version out was the same modal ship as the Black Pearl ( 36 gunner, Heavy Galleon) i like the quest Dutchman ship, and i like the Frigate Arabella. Of course you can't have it so you can purchse the Flying Dutchman because then it would make the quest pointless, thats why i wouldn't have ships like the Bluebird, Brig Queen etc etc as ships generated in shipyards, the Frigate Arabella however i think should be one of those ships allowed since you MUST complete the Peter Blood storyline otherwise you can't have her which makes that ship linked to one character and is frustrating for those who have no intentions on playing a character just for the sole access to a ship they might only put in the port controller anyway.

Here are the class 4 ships, please stats what you think and if you feel any of the ships need highering/lowering.

Class 4
Brigantine
Before
Waterline = -0.1


After
Waterline = 0.20


Brig
Before
Waterline = -0.1


After
Waterline = 0.20


Brig
Before
Waterline = -1.15


After
Waterline = 2.0


Barkentine
Before
Waterline = 2.0 (i think she looks fine as she is)


Interceptor
Before
Waterline = 1.0


After
Waterline = 1.3


FLEUT
Before
Waterline = 1.2


After
Waterline = 1.7


Battle Xebec
Before
Waterline = 0.0


After
Waterline = 0.9
 
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