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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 !
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/
Thoughts: Is removing the wind physics even moddable? Is there a way to remove wind physics without removing wind visuals (clouds, flags, etc.)
Awesome, I'll give the new Junk a go! Thanks.
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.
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 :)
Thanks for letting me know!
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.
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)
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.
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.
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.
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.
No mods required.
i would seek on it but i really don't understand the modding
There's one exception now; the Yabuta Junk replaces the sloop as the default starting ship. The rest of the ships coexist nicely.
Good work, this is by far the most comprehensive mod on here.
It does appear that the vault corruption bug has been fixed as of the Dec 17 Windward update; I haven't seen it since...
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)
Anyway, the fix is uploaded, and I'm sorry for the inconvenience!
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.
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 :)
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.