"initItems.c" shows nation and period for weapons. I've no idea if any of it is accurate, but at least if you use that it will be consistent with where and when weapons appear for other reasons in the game.Just let me know some period-appropriate and nation-appropriate soldier boarding weapons and it should be possible to tweak the code to make them use those in boardings.
They are when everyone is carrying the likes of swept-hilt rapiers, back-bladed swords and the occasional Knights Templar sword. Earlier on, they're fine. Which is why early in "Ardent" I hand out the muskets taken during the prison break and let the officers keep them, then later on I remove them so the officers can use the nice swords I've, er, "acquired".So basically the muskets are a disadvantage to the soldier? Hmm.... Interesting.
Leaving as-is should be OK then.![]()

No idea off-hand. Linking armour type to specific models has some merit because then I know who's carrying battle armour, he then becomes prime target because I want to steal it.Possible? Of course!
Dutch and Portuguese soldiers actually showed armour in the original game and in one of the early mods, they actually got armour items too so that actually worked.
The code for that is still in the game, but I don't think it quite works anymore. And certainly not for any character models that don't have separate armour defined in initItems.c .
Have you go any idea in which period and for which nation what types of armour might be appropriate?
Or would it be worth to stick to the original feature where each model that has armour embedded in the model to actually have its own type of armour?

I'd imagine that armour would not be nation dependent. For gameplay purposes it certainly shouldn't be, because if Portuguese soldiers and crews use armour while Spanish don't, it's a big incentive for players to go after Spanish ships in preference to Portuguese.
I haven't gone quite that far, but remembering this from last time, that's why Chico Cois never got the gold armour this time. Now that was an epic duel! (It's also why Dark Teacher, the big bad boss you face near the end of "Strange Things Going On", has battle armour. And Melee 10. And some melee perks. People are probably used to him by now, but anyone who had played the quest in earlier versions of Beta 3 and was used to him being a weakling was in for a nasty surprise.
I remember a similar issue when players had Nigel Blythe with them as officer, enabled Godmode on him and then had to fight him.
That did not end well!![]()
