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    Maelstrom New Horizons


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A ship skin idea

It seems that in the modpack the Black Pearl doesn't have a skeleton crew by night either. We have not yet figured out why. Also the crew appearing on ships in 3D sailing mode IS hardcoded and we cannot change it. Thomas the Terror once made royal navy sailors, but we cannot use them without replacing the sailors for ALL the ships. Same would apply to sea corpses or anything else. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
 
Okay that ship is in my folder now. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

EDIT: Err.. in my PA FTP folder. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
Thank you. Now we would need a way to get that ship ingame. For the player, that is. Just having cursed frigates sailing the seas would seem a bit odd, wouldn't it?
 
<!--quoteo(post=217856:date=Oct 16 2007, 08:44 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 16 2007, 08:44 PM) [snapback]217856[/snapback]</div><div class='quotemain'><!--quotec-->Thank you. Now we would need a way to get that ship ingame. For the player, that is. Just having cursed frigates sailing the seas would seem a bit odd, wouldn't it?<!--QuoteEnd--></div><!--QuoteEEnd-->

Ermh ..im pretty sure that i DID made "canencounter = false" in shipdata.txt, does it even exist there?
the shipdata.txt? i could swear that i put it in the zip file. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
Yes, you did. I meant: Being able to encounter the ship or buy the ship would be pretty odd. Like buying the Flying Dutchman in the shipyard. So I was thinking if we could think up some other way of making the ship available to the player. Perhaps a cursed pirate captain character somewhere who can sell you the ship if you have enough money and your rank is high enough? That can be easily done by adding a character to the game and giving him a sell-ship dialog.
 
<!--quoteo(post=217864:date=Oct 16 2007, 09:10 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 16 2007, 09:10 PM) [snapback]217864[/snapback]</div><div class='quotemain'><!--quotec-->Yes, you did. I meant: Being able to encounter the ship or buy the ship would be pretty odd. Like buying the Flying Dutchman in the shipyard. So I was thinking if we could think up some other way of making the ship available to the player. Perhaps a cursed pirate captain character somewhere who can sell you the ship if you have enough money and your rank is high enough? That can be easily done by adding a character to the game and giving him a sell-ship dialog.<!--QuoteEnd--></div><!--QuoteEEnd-->

Ah! <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> ..well buying it from normal shipyard is/was actually a temporary thing to get it. <img src="style_emoticons/<#EMO_DIR#>/treas1.gif" style="vertical-align:middle" emoid=":treas" border="0" alt="treas1.gif" />

Putting it in the quest or something like that ..Fine by me! <img src="style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />
 
that would be pretty wierd too. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> "buy a rotted ship, get one curse free!"
 
I wonder: Would the fact that the ship is cursed have some influence on gameplay as well? If so: What?

I put the ship in my game now. Works fine so far. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
it could be part of a quest where you get a corvette first somehow, and then get cursed, having the corvette being replaced by the cursed version. the crew skins could be used there too.
 
<!--quoteo(post=217924:date=Oct 17 2007, 03:12 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 17 2007, 03:12 PM) [snapback]217924[/snapback]</div><div class='quotemain'><!--quotec-->it could be part of a quest where you get a corvette first somehow, and then get cursed, having the corvette being replaced by the cursed version. the crew skins could be used there too.<!--QuoteEnd--></div><!--QuoteEEnd-->

GOOOD!!! Idea! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

And also good to hear that this ship works in your game Pieter. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
the thing is, there needs to be a reason why you can't have your regular ship anymore, as it would be rather odd if your manowar would suddenly turn into a corvette. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />
 
<!--quoteo(post=217986:date=Oct 17 2007, 09:27 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 17 2007, 09:27 PM) [snapback]217986[/snapback]</div><div class='quotemain'><!--quotec-->the thing is, there needs to be a reason why you can't have your regular ship anymore, as it would be rather odd if your manowar would suddenly turn into a corvette. <img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Another thought is to make cursed version of EVERY ship in game ..and add a quest where you get cursed, of course that would be alot of work and there would be problems making darker textured ships cursed.
If bad happens that work would go like that in this order ----> <img src="style_emoticons/<#EMO_DIR#>/treas1.gif" style="vertical-align:middle" emoid=":treas" border="0" alt="treas1.gif" /> to <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" /> to <img src="style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> to <img src="style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" /> and then <img src="style_emoticons/<#EMO_DIR#>/ko.gif" style="vertical-align:middle" emoid=":ko" border="0" alt="ko.gif" />
 
<!--quoteo(post=217907:date=Oct 17 2007, 05:21 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 17 2007, 05:21 AM) [snapback]217907[/snapback]</div><div class='quotemain'><!--quotec-->I wonder: Would the fact that the ship is cursed have some influence on gameplay as well? If so: What?

I put the ship in my game now. Works fine so far. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Make sure you didn't overwrite any models / textures. Thomas the Terror has already used the Corvette6.tga.tx filename for the Escalated Sloop of War (Corvette1_47). And the Cursed Corvette uses this same texture filename. I noticed this while looking through the ZIP file for the Cursed Corvette.

kevin
 
Good point, Kevin! I hadn't noticed that. Stupid me! <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
It's not in the modpack... yet. It's one of the best models for the game though. I don't know why, but I can't get it to display "Escalated Sloop 'o War" in the game. It insists on saying "Corvette".
 
<!--quoteo(post=217435:date=Oct 12 2007, 06:40 PM:name=morgan terror)--><div class='quotetop'>QUOTE(morgan terror @ Oct 12 2007, 06:40 PM) [snapback]217435[/snapback]</div><div class='quotemain'><!--quotec-->would be fun if your crew would turn into skeletons at night like on the pearl. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

You know? ..that things get even more creepier and scarier at night? <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />
Well here's a proof.

<i>Sometimes they haunt you at seas.</i> <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />
<img src="http://i218.photobucket.com/albums/cc220/Cylon13/skelly0.jpg" border="0" class="linked-image" />

<i>Sometimes they even come and sink your ship.</i> <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
<img src="http://i218.photobucket.com/albums/cc220/Cylon13/skelly1.jpg" border="0" class="linked-image" />

<i>Sometimes they take everything from you, your crew and your ship has.</i> <img src="style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
<img src="http://i218.photobucket.com/albums/cc220/Cylon13/skelly2.jpg" border="0" class="linked-image" />

Thanks to Fudge Dragon i was able to do it ...i also made those skeletons green but they need a separation from original skeletons ..that's whole lot different story because as you guys know that LowCharacters are
HARDCODED!!! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Nice! How did you do that? Oh wait; Fudge Dragon probably explained it in another thread I have not yet read. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Apparently not. I know he managed to do it in the original game, but I don't yet know how to manage it in the Build. Did you manage it in the Build yet?
 
<!--quoteo(post=219229:date=Oct 28 2007, 01:37 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Oct 28 2007, 01:37 PM) [snapback]219229[/snapback]</div><div class='quotemain'><!--quotec-->Apparently not. I know he managed to do it in the original game, but I don't yet know how to manage it in the Build. Did you manage it in the Build yet?<!--QuoteEnd--></div><!--QuoteEEnd-->

HELL YEAH!!! <img src="style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />

Here's where the <i>refShip.id = 164;</i> thing is, it was usually <i>refShip.id = refShip.Name;</i>. <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->//-------------------------------------------------------------------------
//            Cursed Corvette, Skin by Cylon13
//-------------------------------------------------------------------------

    makeref(refShip,ShipsTypes[n]);
    n++;
    refShip.Name        = "Corvette6";
    refShip.id            = 164;
    refShip.all            = "Corvette2";
    refShip.sname        = "Corvette6";
    refShip.Class        =    2;
    refShip.Nation    = PIRATE;

    refShip.Weight            = Tonnes2CWT(600);
    refShip.Capacity        = 1800;
    refShip.Cannon            = CANNON_TYPE_LONG_LBS24;
    refShip.MaxCaliber    = 24;

    refShip.CannonsQuantity = 32;
    refShip.Cannons.Borts.cannonf.qty = 2;
    refShip.Cannons.Borts.cannonb.qty = 4;

    refShip.MaxCrew        = 295;    
    refShip.MinCrew        = 65;     
    refShip.SpeedRate    = 16;
    refShip.TurnRate    = 41;

    refShip.Price    = 125000;
    refShip.HP        = 10025000000;
    refShip.SP        = 90000000000;

    refShip.EmblemedSails.normalTex = "ships\sail_dutchman2.tga";
    refShip.EmblemedSails.nationFileName = "ships\sail_dutchman2.tga";

    refShip.AbordageLocation = "BOARDING_CORVETTE";

    refShip.CannonsDeck = 1;
    refShip.CargoHold     = 1;

    refShip.WaterLine                        = 0.1;
    refShip.SpeedDependWeight        = 0.3;
    refShip.SubSeaDependWeight    = 0.55;
    //refShip.TurnDependWeight    = 0.8;

    refShip.Type.Trade        = false;
    refShip.Type.War             = true;
    refShip.CanEncounter    = false;
    refShip.CanBuy                 = true;    

    refShip.InertiaAccelerationX    = 0.2;    refShip.InertiaBrakingX        = 2.0;
    refShip.InertiaAccelerationY    = 12;        refShip.InertiaBrakingY        = 8;
    refShip.InertiaAccelerationZ    = 6.0;    refShip.InertiaBrakingZ        = 4.0;

    refShip.GeraldSails.rey_b2    = 1;
    refShip.GeraldSails.rey_b3    = 1;<!--c2--></div><!--ec2-->
 
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