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You can still get bombs.just for fun how to make balls have same damage and explosion effect like bombs or make bombs available for ships using real cannons mode
Can't think of how to put bombs on enemy ships now in a hurry...yes and thank u all for ur replies as always , although i was referring to having the ships i attack have bombs and still be able to be in (real canon mode), i know u can just switch in the internalsettings file but i did not want to lose the real canon benefit,,,,or giving the regular canon balls close to the same effect as bombs thanks
Happy 2024 to ye!ok happy new year
Pistols have their stats defined in initItems.c .does that go for pistol firing distance as well? seems like the pistol and musket have the same range when firing or maybe not. i have the rifle with scope and it seems like it does not have a longer range over the pistol.
Just checked and you're right.except for how far the bullet travels, for example the pistol should not have the same effective range like a rifle and that info is not in the items.c file
PROGRAM\SEA_AI\AIFantom.c:yes and thank u all for ur replies as always , although i was referring to having the ships i attack have bombs and still be able to be in (real canon mode), i know u can just switch in the internalsettings file but i did not want to lose the real canon benefit,,,,or giving the regular canon balls close to the same effect as bombs thanks
if(USE_REAL_CANNONS)
{
[...]
// 15-25 rounds/gun baseline for all ammo types
if (CANNONPOWDER_MOD) Fantom_SetCharacterGoods(rFantom, GOOD_GUNPOWDER, MakeInt(50 * fKGunpowder + rand(100 * fKGunpowder) + crewQ*3)); // added by MAXIMUS [gunpowder mod] // TIH mod toggle 7-7-06
Fantom_SetCharacterGoods(rFantom, GOOD_BALLS, MakeInt(150 * fKBalls + rand(100 * fKBalls)));
Fantom_SetCharacterGoods(rFantom, GOOD_GRAPES, MakeInt(150 * fKGrape + rand(100 * fKGrape)));
Fantom_SetCharacterGoods(rFantom, GOOD_KNIPPELS, MakeInt(150 * fKChain + rand(100 * fKChain)));
// KNB <--
}
else
{
[...]
if (CANNONPOWDER_MOD) Fantom_SetCharacterGoods(rFantom, GOOD_GUNPOWDER, MakeInt(80 * fKGunpowder + rand(25 * fKGunpowder) + GetCrewQuantity(rFantom))); // added by MAXIMUS // TIH mod toggle 7-7-06
Fantom_SetCharacterGoods(rFantom, GOOD_BALLS, MakeInt(200 * fKBalls + rand(50 * fKBalls))); // was 150,250
Fantom_SetCharacterGoods(rFantom, GOOD_GRAPES, MakeInt(80 * fKBalls + rand(120 * fKBalls))); // was 130,140
Fantom_SetCharacterGoods(rFantom, GOOD_KNIPPELS, MakeInt(50 * fKBalls + rand(150 * fKBalls))); // was 100,50
Fantom_SetCharacterGoods(rFantom, GOOD_BOMBS, MakeInt(50 * fKBalls + rand(200 * fKBalls))); // was 100,200
// NK <--
Try:dont even know what the numbers do or mean in order to change/add
It'll add bombs to the cargo of NPC ships, so that they can shoot with them.what am i looking for? what changes does it make to the bombs? or the cannon balls?