Don't remember what happened there at all.
Was Teague there at all??
Admittedly inspired on the official backstory.
There's something seen in an excellent why-was-it-deleted scene from At World's End.
And a vaguely similar story happens in the "Price of Freedom" prequel novel, written by the same author as the Star Wars Han Solo prequel trilogy.
Maybe one day I should re-read it; now knowing it was written by someone who
did care about delivering quality.
Yes indeed!
Here's to hoping they can keep it up for part 2.
My bet is on something more Vernian, this time 'round.
A volcano was mentioned after all; and to me, in a setting like that, it makes me think of Snæfells in Iceland.
Ah; it's these lines from PROGRAM\NK.c:
Code:
if(stf(rCharacter.ship.SubmergeDutchman)-48 <= stf(rCharacter.ship.CorrectImmersion) && sti(GetAttribute(rCharacter, "ship.PlayedSplash")) == 1)
{
Ship_ChangeCharge(rCharacter, sti(rCharacter.Ship.Cannons.Charge.Type));
Put '\\' in front of that Ship_ChangeCharge line to make the game ignore it.
She actually DOES have some code to help her
really sail into the wind in PROGRAM\SEA_AI\AIShip.c:
Code:
if(HasSubStr(GetAttribute(rCharacter, "ship.type"), "Dutchman")) // Sailing Against the Wind
{
switch(sti(rCharacter.LastSailState))
{
case 0:
rCharacter.Ship.Impulse.Rotate.z = 0.0;
break;
case 1:
rCharacter.Ship.Impulse.Rotate.z = 1/10 * 0.2;
break;
case 2:
rCharacter.Ship.Impulse.Rotate.z = 2/10 * 0.2;
break;
}
}
But of course that still doesn't mean she's a motorboat and her speed is independent from the wind altogether.
If you want that, we've got Steam Frigates for that purpose.
Though the luggers and schooners not quite to the same extent.
They don't have a literally magical boost.