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Reworked Coas ships (old Mod Guns & More)

Cheers! It's just the locator-work and then replacing the originals anyway.
 
The Lugger is sorted for PotC (Lugger3) and is on the FTP now: http://www.pyratesah...ger3_upgrade.7z
Includes the new walk file, so new game required for that to work.

Code adjustments (between asterisks) to the ships_init file are as follows:

Code:
//-------------------------------------------------------------------------
// Lugger3 - Stock AOP Lugger, upgraded by Pgargon, ported by Armada
// 	<SWS - Willemstad Builders' Trials Winter 09 S/N 066> (WBT3H)
//-------------------------------------------------------------------------
[...]
* refShip.CannonsQuantity = 8; *
// NK cannon qtys 05-04-18 -->
* refShip.Cannons.Borts.cannonf.qty = 0; *
* refShip.Cannons.Borts.cannonb.qty = 0; *
// NK <--

[...]

* refShip.Flags.Mast2.Flag1 = FLAG_ENSIGN; *
refShip.Flags.Mast3.Flag1 = FLAG_PENNANT;
* refShip.Flags.Mast4.Flag1 = FLAG_PENNANT; *
// <-- KK

[...]

* refShip.WaterLine = -0.5; *
 
Brilliant; included in my game!

No bow and stern chasers on her, eh? Interesting. That'll be quite a disadvantage to using this ship, won't it?
But the gunports for them apparently still remain.
 
I know what you're thinking, and the answer's 'No'. :rolleyes:
Pgargon's reasoning to lose the chasers is that it's a merchant ship. A small one at that.
Chasers are historically associated with naval vessels, no? It makes sense to me.

Oh, and there's now cargo blocking some of the gunports. :razz
 
No, I WASN'T going to make you put the cannons back on; she's got the be the way she is, there's enough work to be done as it is. But the fact is that she'll be the only lugger without bow chasers. :facepalm
Which shouldn't matter too much if she's going to be prey, but might be a reason why not many players would end up sailing her. Unless we can give her an obvious advantage over the other luggers in her stats.
More cargo space because there's no bow and stern chasers taking up space? More speed because of less weight? Something like that.
 
Brilliant; included in my game!

No bow and stern chasers on her, eh? Interesting. That'll be quite a disadvantage to using this ship, won't it?
But the gunports for them apparently still remain.


Some players have been known to remove all of the cannons, shot, and powder in order to carry more cargo and thus make more money. :wp All a lugger really needs is stern chasers anyway.
 
Unless we can give her an obvious advantage over the other luggers in her stats.
More cargo space because there's no bow and stern chasers taking up space? More speed because of less weight? Something like that.
Ah, that's a good idea to balance things out. Definitely more cargo capacity, and possibly more hull strength (she's bigger than the other luggers) would be a good start.
She should also require less crew, due to having fewer guns.

Looking at her in the context of the Ship Mod excel file, I'd say a capacity of 1150 (was 900), hull strength of 900 (was 600) and crew of 20/5 (was 26/5) should be about right.
How does that sound to you? Is it enough to balance out the lack of chasers, or too much?
 
Ah, that's a good idea to balance things out. Definitely more cargo capacity, and possibly more hull strength (she's bigger than the other luggers) would be a good start.
She should also require less crew, due to having fewer guns.

Looking at her in the context of the Ship Mod excel file, I'd say a capacity of 1150 (was 900), hull strength of 900 (was 600) and crew of 20/5 (was 26/5) should be about right.
How does that sound to you? Is it enough to balance out the lack of chasers, or too much?
Don't know if it's too much, but it should be pretty substantial, shouldn't it?
Isn't a max crew of 20 instead of 26 another penalty though? It's GOOD to be able to put lots of crew on your ship, right?
 
Isn't a max crew of 20 instead of 26 another penalty though? It's GOOD to be able to put lots of crew on your ship, right?
Not if you're a merchant. Ideally, you want fewer crew so you don't have as many wages to pay, so profits from cargo runs can be split more generously.
It's a penalty if you're unlucky enough to be boarded by pirates, though... :ixi
 
You want to require less crew, right? But that is calculated internally as per Hook's post. Decreasing the max crew however would mean you can't carry any extra if you would want to.
Or am I saying crazy things again? :wacko:
 
Well either way, fewer guns = less crew, correct? And why would a merchant want to carry extra crew? They'd be better off with an escort ship if they were worried about pirates.
 
Well either way, fewer guns = less crew, correct? And why would a merchant want to carry extra crew? They'd be better off with an escort ship if they were worried about pirates.
Yep; her having less cannons would certainly decrease the number of crew required, so that probably covers it already.
Anyway, I reckon I should leave all final stats up to you and Hylie Pistof; you know better what you're doing on that account than I do! :rofl
 
I did the conversion for the sloop exactly as I understand it should be done and it almost works:
FR_Sloop.jpg

However, there's something wrong with the main sail; it's HUGE and apparently attached with two ropes to the bottom of the hull.
Can anybody have a look at my files, please? http://www.pyratesahoy.com/build/b14_b2_wip/FR_Sloop.7z
 
I don't think you've done anything wrong to the sail; it probably is meant to be that big, but not billow out so much.
In CoAS there seems to be an extra sail locator, placed in the centre of the sail, which limits how far it can move outwards.
Clearly PotC doesn't understand it, so the lower locators need moving around until the sail is far back enough to avoid touching the stays. :facepalm
Hylie can do this adjustment pretty well, but it takes some trial and error.
 
What fortuitous timing. Yes, I know exactly what is happening and can fix it in a couple of hours once I get her in the game, so I can see what the changes do. :dance

Basically every ship I see has the lower control ropes attached to the keel. :wacko: I move them up and back so they are located at the back of the vants on the side plate.

Last night I saw a similar ship and was going to ask what it is. I don't think I have ever seen this one before.
 
That's the Patch 7 "sloop3" model, which is exactly the same model as this one. Except in Patch 7 she's not used for the FR_Sloop and for Beta 2 she is, with the former "sloop3" being removed.

So it wasn't me who messed up? That's at least good to know. I hope Hylie will be able to sort out the sail though; it really does look silly in PotC, especially when seen from the front.
Anyway, at least my work should save someone somewhere some effort. Right?
 
And here's the Pinnace: http://www.pyratesahoy.com/build/b14_b2_wip/FR_LightPinnace.7z
Same problem: huge sails attached to the bottom of the hull. Also she has some stairs replaced with ladders, but while the crew walk file was updated, apparently it wasn't adjusted for that.
Also, she has the "high camera" problem and there's no fixed GM file in Pgargon's "AOPC" file, so I can't do anything. :(
 
Hylie, on which of the following ships have you already applied Pgargon's camera height fix?
CaravelR1
Derfflinger1
DutchPinnace1
FWzP1

Any of those you didn't do, I suppose I could see if I can sort those out.
 
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