Lines 127-141:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> // Big, scary fort guns
makeref(rCannon,Cannon[CANNON_TYPE_LONG_LBS42]);
rCannon.type = CANNON_NAME_LONG;
rCannon.caliber = 42;
rCannon.ReloadTime = 150; // LDH was 240
rCannon.Cost = 5000;
rCannon.Weight = 67;
rCannon.sound = ("cannon_fire_LG42");//JRH
rCannon.gunpowder = 9;// added by MAXIMUS [gunpowder mod]
rCannon.FireAngMax = 1.0;
rCannon.FireAngMin = 1.0;
rCannon.DamageMultiply = 5.5;.
rCannon.TradeOff = true;
InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR);
n++;<!--c2--></div><!--ec2-->check line:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> InitBaseCannons_CalcSpeedV0(&rCannon,1940.0*CANNON_RANGE_SCALAR);<!--c2--></div><!--ec2-->and lower 1940.0 to decrease range.
Next, 212-248:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> // More big, scary fort guns
makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS42]);
rCannon.type = CANNON_NAME_CARRONADE;
rCannon.caliber = 42;
rCannon.ReloadTime = 100; // LDH was 180
rCannon.Weight = 44;
rCannon.Cost = 4000;
rCannon.sound = ("cannon_fire_CR42");//JRH
rCannon.gunpowder = 10;// added by MAXIMUS [gunpowder mod]
rCannon.FireAngMax = 1.0;
rCannon.FireAngMin = 1.0;
rCannon.DamageMultiply = 3.5;
rCannon.TradeOff = true;
InitBaseCannons_CalcSpeedV0(&rCannon,1170.0*CANNON_RANGE_SCALAR);
rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
n++;
// Even bigger, even scarier fort guns
makeref(rCannon,Cannon[CANNON_TYPE_CARRONADE_LBS68]);
rCannon.type = CANNON_NAME_CARRONADE;
rCannon.caliber = 68;
rCannon.ReloadTime = 125; // LDH was 240
rCannon.Weight = 72;
rCannon.Cost = 5000;
rCannon.sound = ("cannon_fire_CR68");//JRH
rCannon.gunpowder = 6;// added by MAXIMUS [gunpowder mod]
rCannon.FireAngMax = 1.0;
rCannon.FireAngMin = 1.0;
rCannon.DamageMultiply = 6.0;
rCannon.TradeOff = true;
InitBaseCannons_CalcSpeedV0(&rCannon,1280.0*CANNON_RANGE_SCALAR);
rCannon.Dispersion.X = CARRONADE_DISPERSION_MULT;
rCannon.Dispersion.Y = CARRONADE_DISPERSION_MULT;
rCannon.Dispersion.V = CARRONADE_DISPERSION_MULT;
n++;<!--c2--></div><!--ec2-->lines:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> InitBaseCannons_CalcSpeedV0(&rCannon,1170.0*CANNON_RANGE_SCALAR);
[...]
InitBaseCannons_CalcSpeedV0(&rCannon,1280.0*CANNON_RANGE_SCALAR);<!--c2--></div><!--ec2-->and change 1170.0 or 1280.0 respectively the way to keep proportions.
pirate_kk