lucianblack
Cursed Corsair
Before I've posted about noticing the ship's Cannon types and Max Caliber's, but now I want to expand on that. I'm of mind to go through the entire Ships_init.c file and try to more accurately correct some of the statistics. Such as:
I believe it was Pieter who told me the Carronade's count for half the max caliber so this code should be more like CANNON_TYPE_CARRONADE_LBS18; ... (this ship is in reference to the privateer "PiratBrig50" line 2840 (ish). Looking up realistic statistics for the cannons, it seems they were measured completely different than how the game recognizes them as "4lb, 6lb, 8lb" etc etc so I couldn't get any help there. There are at least 3 things I was curious about though that I might get help with:
Do these affect the Max Caliber? If so then apparently they don't matter because all but the U.S. has a value of 1.00; so would need to affect the MaxCaliber on the ships themselves anyways.
===================================
Just asking before I start modifying/uploading the Ships_init.c file and get shot down
Also in case there IS a script or something somewhere that modifies the MaxCaliber that I'm not seeing, and all this extra editing is unecessary. But to me some (like the 1st code snippet) needs fixin' and I don't mind going through the file and fix up the rest of the ships as well ^_^ Some I see don't need fixing (like the first Caravel. Seems to me realistically a 4lb-er currently and 4lb max seems good enough for that tiny ship.
Code:
refShip.Cannon = CANNON_TYPE_CARRONADE_LBS24;
refShip.MaxCaliber = 9;
I believe it was Pieter who told me the Carronade's count for half the max caliber so this code should be more like CANNON_TYPE_CARRONADE_LBS18; ... (this ship is in reference to the privateer "PiratBrig50" line 2840 (ish). Looking up realistic statistics for the cannons, it seems they were measured completely different than how the game recognizes them as "4lb, 6lb, 8lb" etc etc so I couldn't get any help there. There are at least 3 things I was curious about though that I might get help with:
- In the beginning of the script are values with each faction that may/may not affect the Max Caliber?
Code:
//English
shipstatsmult.n0.MaxCaliber = 1.00;
//United States
shipstatsmult.n6.MaxCaliber = 1.50;
Do these affect the Max Caliber? If so then apparently they don't matter because all but the U.S. has a value of 1.00; so would need to affect the MaxCaliber on the ships themselves anyways.
- Max allowances of Calibers.
- The "Other" Ships such as the Black Pearl, Flying Dutchman, Queen Anne's Revenge, etc etc
===================================
Just asking before I start modifying/uploading the Ships_init.c file and get shot down
