Windward

Windward

Orange Crush
59 Comments
Володя Морда 26 Sep, 2024 @ 2:24pm 
УЕБАНСКИЙ МОД! ЛОМАЕТ ИГРУ!
Ninja-454 26 Sep, 2023 @ 11:24am 
Still my favourite mod to this day. <3
vcrxfly 1 Sep, 2023 @ 1:11am 
how to make the water orange not to active
find the mod at Steam\steamapps\workshop\content\326410\552910150\OrangeCrush.dll
you can find a little English which you can understand in middle ,change all "color" to "colar" or other ,to make the config cant find the right ,the sea is become back to blue !:100percent:
Darkness2k 30 Apr, 2020 @ 1:25am 
This hasn't been updated in years so may not be actively monitored either. Regardless, I used to extract the individual ships from mods and then include them in my served maps.

That way you get the choice of many vessels, but without being forced to have certain cosmetic effects (camera zoom, orange water etc.).

Some information on that here: - https://steamproxy-script.pipiskins.com/app/326410/discussions/2/490123938428072437/
Kobold With A KNIFE 29 Apr, 2020 @ 9:52pm 
Is there any way to not make the water orange when this is active?
AlconburyBlues 16 Feb, 2020 @ 11:40pm 
Just curious, since these are no longer sailing vessels, are they affected by the wind? That would be cool if you already implemented that.

Thoughts: Is removing the wind physics even moddable? Is there a way to remove wind physics without removing wind visuals (clouds, flags, etc.)
CyberBatty7 18 Oct, 2018 @ 7:42pm 
Add a steam corvete too please?
Ninja-454 22 Jul, 2017 @ 12:58am 
@Your racist uncle [SALTZGOD] - An adult who enjoys a challenge. Go back to CS, kid.
CarmenCarmen17 9 Jul, 2017 @ 11:33pm 
This mod is so unbalanced... once the AI shows up with a monitor you're as good as dead. What kind of idiot do you have to be.
Pencil  [author] 27 Jul, 2016 @ 7:26pm 
Yeah, the Steam Schooner was fixed, and I added a bunch of camera fixes. I have a better animation for the propeller coming, as well as a couple more camera fixes. Soon (tm)....
Darkness2k 27 Jul, 2016 @ 9:41am 
My apologies, it's the Steam Schooner that's been fixed XD
Darkness2k 27 Jul, 2016 @ 9:39am 
No worries, I did wonder why there was another ship not listed in the description :)

Awesome, I'll give the new Junk a go! Thanks.
Pencil  [author] 26 Jul, 2016 @ 6:07pm 
Well, the PACV is a bad one to use - it's reliant on custom code that is not yet functional. The other issue should be fixed with this new build.
Darkness2k 26 Jul, 2016 @ 9:25am 
Is their a "Unlocked" status for the sloop (or other 3 available on new character) ships I wonder?
I'm not sure if it is the camera mod, as I got the error for the PACV ship manually uploaded to a non-modded server.
Pencil  [author] 25 Jul, 2016 @ 6:41pm 
Well, I think the starting ships are hard-coded - at least, I wasn't able to find anything in their configs. The nul reference appears to show when you switch ships - my guess is that it's due to the camera mod and I need to add a check in for when the player doesn't have a ship.
Darkness2k 25 Jul, 2016 @ 9:14am 
Ah I see now - I hadn't noticed it was tiered at 999 in the config originally. Not to worry :)

I was wondering if you could take a look at the Yabuta Junk - it seems to share the Sloop config data regardless of what name you give the Ship.bytes file. As a result I get them both to appear, but the Junk is not capturable. It would be nice for it to be an alternative starting ship along with the sloop. No worries though - I have around 27 additional unlockable vessels in the game now :)
Pencil  [author] 24 Jul, 2016 @ 10:12pm 
Sorry for the delay; I'll take a look at it. May be something changed with the ships; I'll try re-exporting them with the new mod tools. The PACV was never finished - I may be able to get it to work with the new tank code Aren entered, but it may be beyond my modding capibility to get it working the way I want.
Thanks for letting me know!
Darkness2k 20 Jul, 2016 @ 1:51pm 
Sorry for the spam - it looks like the ship causing the error below (based on my testing so far) is the PACV.

I've never seen it spawn - presumably because of the error :) All other vessels I have seen spawn and fight without errors this evening. Probably needs additional testing to verify.

In addition, a couple of points that I wondered if you could explain or remediate: -
Junk: Shares with Sloop config preventing learning blueprint, and prevents stat customisation.

Steam_Schooner: Unusual "rotating" object at the lower rear of the vessel.
Darkness2k 20 Jul, 2016 @ 10:03am 
NullReferenceException: Object reference not set to an instance of an object
TNet.ComponentSerialization.Deserialize (UnityEngine.Component c, TNet.DataNode node)
TNet.ComponentSerialization.DeserializeComponents (UnityEngine.GameObject go, TNet.DataNode root)
TNet.ComponentSerialization.Deserialize (UnityEngine.GameObject go, TNet.DataNode root, Boolean includeChildren)
TNet.ComponentSerialization.Instantiate (TNet.DataNode data)
TNet.UnityTools.LoadPrefab (System.String path)
TNManager.CreateEx (Int32 rccID, Boolean persistent, System.String path, System.Object[] objs)
GameShip.Create (System.String shipName, TNet.DataNode shipData, Int32 factionID, Vector3 pos, Single angle, Int32 level, System.Collections.Generic.List`1 stats, Single hp, Single damage)

(append the previous comment)
Darkness2k 20 Jul, 2016 @ 10:03am 
GameShip.Create (System.String shipName, TNet.DataNode shipData, Int32 factionID, Vector3 pos, Single angle, Int32 level, Single hp, Single damage, Int32 boss)
GameShip.Create (System.String shipName, System.String shipType, Int32 factionID, Vector3 pos, Single angle, Int32 level, Single hp, Single damage, Int32 boss)
GameShip.CreateRandom (System.String shipName, Vector3 pos, Single angle, Int32 factionID, Int32 extraChallenge, Single hp, Single damage, Int32 boss, Boolean flyerOnly)
GameShip.CreateRandom (Vector3 pos, Single angle, Int32 faction, Int32 size, Int32 challenge, Boolean flyerOnly, System.String name)
TeamManager.CreateRandomShip (Vector3 pos, Single rot, Int32 faction, Int32 size)
TeamManager.PeriodicUpdate ()

Objects that are not instantiated via TNManager.Create must have a non-zero ID.
Darkness2k 20 Jul, 2016 @ 10:02am 
Hi again - unfortunately still having the same problem.

I assume the ships themselves were not updated as part of the recent update. Error I'm getting when your ship models are available is posted above. I've not identified which of the ship(s) cause this.
Darkness2k 20 Jul, 2016 @ 9:39am 
Hi Pencil,

That's interesting. I was also having some NullReferenceExceptions but I wasn't seeing an obvious link to a particular mod or ship. I had ruled out other mods and was due to do testing on your selection of ships, but as you've updated it recently it might already be resolved!

I'll do some testing later and see.

Thanks.
Pencil  [author] 18 Jul, 2016 @ 10:05pm 
Sorry! Should now be fixed to match the new versions of Windward.
中島由貴Unofficial 13 Jul, 2016 @ 10:29pm 
After I activate the mod, it keep popping
NullReferenceException: Object reference not set to an instance of an object
OrangeCrush.Update ()

MissingFieldException: Field '.MyPlayer.myShip' not found.
OCCamera.Update ()
OrangeCrush.LateUpdate ()

What can I do?Thank you.
Darkness2k 28 Jun, 2016 @ 8:17am 
Hey there - just to say thanks for the ship additions. FYI, I have a hosted server which "should" also include all of the additional ships available via the Store (bar the "Trippy boat"). Look for "The Dark Realm" if you're interested in playing with others and the additional 18 ships that are available there.

No mods required.
donald.nintendo 12 Mar, 2016 @ 10:20am 
i hate the camera change. please remove it.
Solus 20 Feb, 2016 @ 2:48pm 
Couldn't handle having the AI in charge of such bulky ships. Being within 4 miles of someone was already inconvenient and aggravating.
thorbaldin 11 Feb, 2016 @ 12:11pm 
Please remove the camera change in this mod ... there is already a "camera change mod" also if you like creating i will love more old sail boat maybe asian viking or islamic galley or caravel

i would seek on it but i really don't understand the modding
thorbaldin 10 Feb, 2016 @ 9:30am 
sincerly i prefer sail boat not motor one but why not a mod with different nationality them and if possible not replacing the old ones
Pencil  [author] 25 Jan, 2016 @ 7:59pm 
Punkovich,
There's one exception now; the Yabuta Junk replaces the sloop as the default starting ship. The rest of the ships coexist nicely.
DUCK 25 Jan, 2016 @ 1:41pm 
add \/ extra
Punkovich 25 Jan, 2016 @ 1:35pm 
Ignore my last post is see you answered it previously that they are additions not replacements =)
Good work, this is by far the most comprehensive mod on here.
Punkovich 25 Jan, 2016 @ 1:32pm 
Does this replace the existing ships, or add to the variety?
Pencil  [author] 11 Jan, 2016 @ 11:13pm 
New update loaded; check the changelog for details.
It does appear that the vault corruption bug has been fixed as of the Dec 17 Windward update; I haven't seen it since...
Tiger Karnival 2 Jan, 2016 @ 11:45pm 
@Xaxoon owned
DUCK 31 Dec, 2015 @ 8:47am 
yeah.. please go ahead! XP
anyway it would be cool if someone added dynamic spawning monsters in the sea (valued as a "pirate" ship enetity but can't move) using the particles from this game as attacks.

Ghost towns, with remodled air ships, as ghosts shooting slow but big damage fire balls also ghost ships spawn, fast ship and light little power.

But I have not seen if its able to adjust much on the towns?
if one could (maybe myself when I get into the scripting) to make it as new town levels (where new models for the towns would be used and go into era's)
Pencil  [author] 30 Dec, 2015 @ 6:05pm 
Sounds like a great idea - feel free to start any time :)
🥇 Xaxoon 🥇 29 Dec, 2015 @ 3:50pm 
I dont know, why there are so few, and all togehter useless mods out there? machineguns in a sailorship game? why not a useful mod like make the AI able to expand their empire in singleplayer mod?
Pencil  [author] 25 Dec, 2015 @ 10:11pm 
Oh, my - yes, you are correct. My apologies, it turns out there was a typo in the config file for both the speed and mobility. It needs a '0' in front of the decimal place.....
Anyway, the fix is uploaded, and I'm sorry for the inconvenience!
Krelmulon 25 Dec, 2015 @ 8:45pm 
@Siarnaq, I agree, I can see it being slow but it won't steer. Noticed that when ai spawned in those crafts they just go in a straight line till they run into the shore.
Pencil  [author] 20 Dec, 2015 @ 9:39am 
It's roughly equivalent to the Royal Brig. It's a touch slower by default, but as it isn't really affected by the wind like the sailing ships are (and has a shallower draft), it more-or-less balances out. It's definitely oriented towards running cargo, as most of my other ships have smaller holds.
boiled hotdog 19 Dec, 2015 @ 1:05pm 
The Harbor Utility Craft has no speed or mobility... Which seems to make it basically useless, is it just me who has this issue or is it supposed to be like that?
Foreststrike 19 Dec, 2015 @ 9:12am 
@Pencil On that note, can't wait to try this out.
Foreststrike 19 Dec, 2015 @ 9:10am 
@FREDDY Unfortunately, the Apache Helicopter mod doesn't have any level requirements by default, you'll have to manually edit its' configuration so they're more balanced towards high-level areas.
The Helicopter, in my opinion, is geared towards level 60 or above, mainly because of all the captains and lords that spawn in, and its' high attack power.

I've modified my config as follows:

Version = 1
Ships
Helicopter = 100000
cargo = 2
townSize = 1
price = 1000000
minTier = 60
maxTier = 999
Stats
Defense = 3
Offense = 7.5
Support = 4
Mobility = 1.75
Speed = 1.5

This mod can be found under:

<Drive Letter>:/Program Files/Steam/steamapps/workshop/content/326410/544587394/

The numbers in the address above are the GameID for Windward, and the AppID for the workshop mod itself. Hope this helps.
DUCK 7 Dec, 2015 @ 10:11pm 
oh can't find anything named Vault.. also used the chopper one and that one spawns so regular that I can't protect my spawn even.. if not this did it another way to not make it happend or by levels? hmm for now higher level units is in my spawn ;(

also thanks for the mod! XD maybe going to make something myself and maybe if you knew how to make existing quests to give X% more gold or XP that would be great help :)
Pencil  [author] 7 Dec, 2015 @ 6:09pm 
I've updated the description to add the challenge levels where ships 5 and 6 should be found. I've noticed that sometimes it takes several minutes before new ships start to appear. Sometimes going to multiple regions seems to trigger help them appear, but I don't know if it is changing the regions or just the time elapsed that causes the ships to appear.

These ships are additions and do not replace any existing ships.

For backing up your files, your player files are automatically backed up, but you'll want to back up your vault manually. It's located in Documents\Windward\Vault.
DUCK 7 Dec, 2015 @ 8:13am 
also easy way to back up saved files (could be added under discription before subbing)
DUCK 7 Dec, 2015 @ 8:02am 
so it adds and not replaces the original does it?
a PC Player 7 Dec, 2015 @ 6:43am 
how do i can find ship 3 and ship 4 ?
Pencil  [author] 5 Dec, 2015 @ 8:08pm 
Yeah, hopefully that's fixed in the next Windward update.