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All I said is that the bright red stood out compared to the other flags on the previous page's screenshot.Though since you don't like overly bright red, the guy in the first flag and pennant may need a bit of attention.![]()
You're welcome.Thanks for your work in incorporating these into the flag interface menus so people can use them!![]()
The only period accuracy I've found so far is that skulls and crossbones shouldn't exist in "Early Explorers". Then again, neither should quite a lot - "Early Explorers" is a big compromise between realism and fun. Removing all the skull flags leaves Early pirates with not much choice, which probably wouldn't matter since pirates as we know them (criminals with no national allegiance, hated by all governments and law-abiding merchants) likely didn't exist in the Caribbean at that time anyway. Given what's already unrealistic about "Early Explorers", there's little point worrying about skulls on flags.And also @Grey Roger: What period accuracy requirement should there be on the remaining "random pirate flags" for us to consider?
@pedrwyth, could you have a look at disabling the last row of flags in addition to the last flag in each row?
Then if we swap these two flags around, that should leave all flags in the green area here available for random pirates, but not the others:
Does that make sense? Would it work?
ntex = rand(PIRATEFLAGS_TEXTURES_QUANTITY - 1);
ntex = rand(PIRATEFLAGS_TEXTURES_QUANTITY - 2); //PW disable last row for random selection
int GetPirateFlag(ref chr, int ntex)
{
ntex = 0;
if (CheckAttribute(chr, "Flags.Pirate.texture")) ntex = sti(chr.Flags.Pirate.texture);
if (CheckAttribute(chr, "Flags.Pirate")) return sti(chr.Flags.Pirate);
if (IsCompanion(chr))
{
ref PChar = GetMainCharacter();
ntex = sti(PChar.Flags.Pirate.texture);
return sti(PChar.Flags.Pirate);
}
else
{
// if (CheckAttribute(chr, "Flags.Pirate.texture")) ntex = sti(chr.Flags.Pirate.texture);
// if (CheckAttribute(chr, "Flags.Pirate")) return sti(chr.Flags.Pirate);
ref cmdr = Group_GetGroupCommander(GetGroupIDFromCharacter(chr));
if (!CheckAttribute(cmdr, "Flags.Pirate") || !CheckAttribute(cmdr, "Flags.Pirate.texture")) {
ntex = rand(PIRATEFLAGS_TEXTURES_QUANTITY - 2); //PW: -2 to disable last row in random encounters
cmdr.Flags.Pirate.texture = ntex;
cmdr.Flags.Pirate = rand(FLAGS_PICTURES_QUANTITY_PER_TEXTURE - 2); // PB: -2 to disable last column in random encounters
chr.Flags.Pirate.texture = ntex;
chr.Flags.Pirate = sti(cmdr.Flags.Pirate);
return sti(chr.Flags.Pirate);
}
ntex = sti(cmdr.Flags.Pirate.texture);
return sti(cmdr.Flags.Pirate);
}
}
You're welcome to add more flags as you see fit.Incidentally, now we have two Brandenburg ships, this needs to find its way into our collection of Personal flags:
There are still two unused rows. Feel free to open one up.ll positions in "perflg1.tga" - "perflg6.tga" are currently filled. Either we need to open up a 7th row or something has to go.
I think mainly for Hornblower storyline use, actually. According to the books, there were an "Admiral of the Red" and an "Admiral of the Blue" and an "Admiral of the White".On that note, why are the British blue and red ensigns in "perflg3.tga"?