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What custom map should come next? |
Game of Thrones map |
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0% |
[ 0 ] |
Middle Earth/Lord of the Rings |
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7% |
[ 1 ] |
Colonial Africa and the Red Sea |
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14% |
[ 2 ] |
Viking age |
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57% |
[ 8 ] |
North America/Great Lakes |
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21% |
[ 3 ] |
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Total Votes : 14 |
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themodelcitizen
Gunner
Posts: 862
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Posted: Fri Dec 10, 2021 9:55 pm Post subject: What do you want to see next? (modding requests) |
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Just toying with some ideas for custom maps. I love the idea of an 11th century Viking mod renaming most of the ship types and having Norsemen and Danes competing, and allowing you to sail to places like l'Anse aux Meadows. Cannons would be disabled. I would likely need help with the massive graphics overhaul that would entail, though.
In the meantime, a fantasy map might be fun, and aside from making the Spanish governors orcs or something, wouldn't require many graphic updates.
I'd be hesitant to do anything with the Caribbean (like expanding it to add Brazil and NYC) just because of how bogus it would look compared to the default game's smooth coastlines.
Any other ideas?? Anyone new to the forum can have a go at mapmaking with jlangsdo's modding tools. |
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Pirate
Helmsman
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Posted: Sat Dec 11, 2021 12:46 am Post subject: |
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My advice would be go with the Viking mod because that’s the one you like and if you like what your doing then your probably gonna do a better job at it. It’s easier to skip the small details if your modding to just churn something out. |
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Pirate
Helmsman
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Posted: Sat Dec 11, 2021 1:27 am Post subject: |
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The Viking mod sounds good but the biggest drawback to that mod is the amount of work it would take. To make it realistic it would really require nifs of that time period. I mean animal skins horns shields big ass swords ships with horses heads etc. I mean you can paint a pretty picture but unless you have a nif to slap it on it’s not gonna look good on another nif it wasn’t designed for. If this is something you can handle why go for it but me that’s biting off more than I can handle. It would be frustrating to do a lot of work than scrap it later because of roadblocks. That’s something you might want to keep in mind before making a decision. As far as the other choice’s I’d pick the one your the most interested in. Maybe a fictional map of islands and landscape might be another option and you would have the liberty to go where you want to with it rather than following a history book. |
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corsair91
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Guardacostas
Gunner
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Posted: Sat Dec 11, 2021 1:38 am Post subject: |
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I personally think cool choices would be taking the OG Caribbean map and running it up to the northernmost 13 colonies and south down most of brazil would be cool. Or taking your European map and extending it to the Caribbean. Thats what i would do if i knew how to mod. Old game though, def don't do this for me |
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Pirate
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Posted: Sat Dec 11, 2021 1:39 am Post subject: |
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Probably include slaves and slave traders. Vikings carried swords you don’t fence with but requires two hands to wield and great strength. Animations don’t account for that type of weaponry. The land troops would probably be based on the native Indians as bows were used then and clubbing. |
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Pirate
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Posted: Sat Dec 11, 2021 1:43 am Post subject: |
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I would do a fictional Scandinavian mod and have the Swedish Bikini team and the Danish bikini team etc fighting over old Milwaukee beer. |
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themodelcitizen
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Posted: Sat Dec 11, 2021 3:22 am Post subject: |
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Pirate wrote: | The Viking mod sounds good but the biggest drawback to that mod is the amount of work it would take. To make it realistic it would really require nifs of that time period. I mean animal skins horns shields big ass swords ships with horses heads etc. I mean you can paint a pretty picture but unless you have a nif to slap it on it’s not gonna look good on another nif it wasn’t designed for. |
Yeah a lot of it will look like the Caribbean. A lot of viking stereotypes weren't actually accurate (horned helmets etc) but it would still be great to include them.
I swear there was a mod where someone put a dragon's head at the tip of the ship, and we can make striped sails. Like we're halfway there already |
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corsair91
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themodelcitizen
Gunner
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Posted: Sat Dec 11, 2021 5:28 am Post subject: |
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That sketchfab thing looks good, at least for icons, I don't think I have the capacity to actually edit the nifs yet (paging parksbanyon... )
I'm testing now and you can set every ship to have 0 cannons, they behave like it too (like when their guns are shot out and they either ram or flee). I'll just rename most of the 27 ships to viking-era vessels that are vaguely similar (longship for pinnace, galley for galleon etc), I've found some links for that already. The striped sails will help. |
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jlangsdo
Cutthroat
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Posted: Sat Dec 11, 2021 9:33 am Post subject: |
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For playability, I think the most important thing to think about is finding a location where the nationalities are mixed up. Imagine the OG game without Curacao, Port Royale, or the little British islands up north.... it would be so frustrating, at least until you captured some small cities and installed non-Spanish governors. If the city garrisons were beefed up to make that difficult, that would be even worse.
Disabling cannons is interesting. That would make Montelban much harder to take on, since he would have his whole crew!
I suggest modding the Point of Sail speeds for the different classes of ship:
Code: |
## Speed at point of sail
#into wind RBW
ff 02 04 05 07 08 07 06 04 06 07 08 07 05 04 02 # Canoes
ff ff 03 04 06 07 07 06 05 06 07 07 06 04 03 ff # Sloops
ff ff 02 04 05 06 06 06 06 06 06 06 05 04 02 ff # Brigs
ff ff 02 03 04 06 06 05 05 05 06 06 04 03 02 ff # Barques
fe ff ff 02 03 04 05 06 06 06 05 04 03 02 ff ff # Fluyts
ff ff 02 03 04 05 06 06 06 06 06 05 04 03 02 ff # Merchantmen
ff ff 02 03 05 06 07 07 07 07 07 07 05 03 02 ff # Frigates
ff ff 01 02 04 05 06 06 06 06 06 05 04 02 01 ff # War Galleons
fe ff ff 02 03 04 05 06 06 06 05 04 03 02 ff ff # Trade Galleons
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I think these were chosen poorly in the OG game. Galleons should have an advantage for sailing into the wind, since they have oars! I would guess that they could probably turn pretty well too - just tell the guys on one side of the boat to take a rest, and watch it spin like a top. Note how boring the sailing speed of Frigates is - for a wide range of angles to the wind they get the same speed. The canoes are much better, you have to fiddle with the angle to the wind very carefully to get top speed. |
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Pirate
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Posted: Sat Dec 11, 2021 5:18 pm Post subject: |
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Glad you pointed that out as certainly the Viking mod wouldn’t be very realistic without adjusting the speeds turn ratios etc. I don’t think all Galleons used oars though some Spanish ships did. Galleys like Captain Kidds ship could use oars. Some of the treasure fleet ships might had oars because they were trying to get something valuable from point A to point B as quickly as possible. |
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corsair91
Sailing Master
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Posted: Sat Dec 11, 2021 6:01 pm Post subject: |
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late sailing Galleys were
Mediterranean Xebec used by Barbary pirates.
The English encountered some of these and found them formidable
and built their own version known as oared frigates or galley ships
see
Xebec
Ship ratings Thread
page 12
http://www.hookedonpirates.com/forums/viewtopic.php?p=125740#125740
Adventure Galley
Ship ratings Thread
page 13
http://www.hookedonpirates.com/forums/viewtopic.php?p=125742#125742
oared frigate design (Galley in the name)
what sail rigged ships typically did if there was no wind, was to use the ship boats to tow the ship or kedge using a ship boat to drop an anchor ahead and haul the ship up to the anchor and repeat as required.
Warping (sailing)
https://en.wikipedia.org/wiki/Warping_(sailing)
Warping or kedging is a method of moving a sailing vessel, typically against the wind or out from a dead calm, by hauling on a line attached to a kedge anchor, a sea anchor or a fixed object, such as a bollard.
In small boats, the anchor may be thrown in the intended direction of progress and hauled in after it settles, thus pulling the boat in that direction, while larger ships can use a boat to carry the anchor ahead, drop it and then haul using the ship capstan
On real life example of kedging was, USS Constitution in the war of 1812,
ran smack into a British squadron, turned to run away and the wind died
so had to resort to kedging to stay ahead of the British and out of chaser gun range.
Escaping a British Squadron
https://ussconstitutionmuseum.org/major-events/escaping-a-british-squadron/
USS Constitution kedged way from a british squadron
The Lost Art of Kedging: how to set a kedge anchor
https://www.sailmagazine.com/cruising/the-lost-art-of-kedging-how-to-set-a-kedge-anchor
Last edited by corsair91 on Thu Dec 16, 2021 12:09 am; edited 10 times in total |
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Pirate
Helmsman
Posts: 5589
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Posted: Sat Dec 11, 2021 6:10 pm Post subject: |
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I believe Samurai Bellamy the Whydah Galley is another pirate ship that could be oared powered but it was fully rigged meaning it was wind powered and didn’t need oars but turning and speed could be enhanced this way if needed. |
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corsair91
Sailing Master
Posts: 8137
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Posted: Sat Dec 11, 2021 6:48 pm Post subject: |
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