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The fix for this does not appear to work in the "Spanish Main" period. While playing the "Bartolomeu" storyline, and also after starting a trial free play game in 1660, women are again limited to the original few types - "towngirl5", "towngirl7", "towngirl3_1". The fix has not been negated, the greater variety still show up in the "Napoleonic" period.First test result: there is certainly more variety in what women are wearing on the streets of Kingston. Blue "towngirl1" has returned, and some of the variants of "towngirl5" and "towngirl7" have also been sighted. No news on female officers yet, unless it's broken entirely. I went in and out of the tavern repeatedly and saw some officers; there isn't always an officer present at all, but all those I did see were male. Further searching, preferably after I've made it to another port, may give different results...
Wait, what? WHAT!?!? How can that be period-dependent?The fix for this does not appear to work in the "Spanish Main" period. While playing the "Bartolomeu" storyline, and also after starting a trial free play game in 1660, women are again limited to the original few types - "towngirl5", "towngirl7", "towngirl3_1". The fix has not been negated, the greater variety still show up in the "Napoleonic" period.
I removed the FEMALE_OFFICER_PERCENTAGE code which I suspected to be the cause of this.How did you fix the problem before?
AssignModelTypeNatMask is a function that enabled models to be used by a specific set of nations as defined by a "mask".What is the significance in "initModels.c"of lines containing "AssignModelTypeNatMask"? Several characters in that file have such lines, e.g.:
"Diz2" has "AssignModelTypeNatMask(isstart, model, "Rich_Citizens", 1.0, GetNationStringNorthEuroFr());"
"towngirl1" has "AssignModelTypeNatMask(isstart, model, "Upper_Citizens", 1.0, GetNationStringNorthEuroFr());"
"towngirl3" has "AssignModelTypeNatMask(isstart, model, "Middle_Citizens", 1.0, GetNationStringNorthEuroFr());"
"towngirl6" has "AssignModelTypeNatMask(isstart, model, "Lower_Citizens", 1.0, GetNationStringNorthEuroFr());"
And they're the ones which never show up. Basically, if a model has one of these "AssignModelTypeNatMask" lines in its description then you never see that model.
There is code generating characters all over the place. But I can't remember by the top of my head what is where.The main file which seems to deal with encounters is "PROGRAM\LandEncounters\LEnc_Monsters.c". In there is a function "void Random_citizens_group(int bmax, int nation)", which only appears to cater for "UPPER" and "RICH" citizens (there's a block of code appearing to deal with "POOR", "LOWER" and "MIDDLE" which seems to have been commented out). There must be something else handling other citizens because I've definitely seen "POOR", "LOWER" and "MIDDLE" citizens around.
LogIt("Model = " + GetRandomModelForTypeExSubCheck(-1, "Rich_Citizens", "woman", ENGLAND));
if(GetModelindex(ainfo.model) == -1)
{
trace("Gauging: model not exist, assuming type.");
DumpAttributes(ainfo);
ainfo.model = GetRandomModelForTypeExSubCheck(sti(ainfo.iscombat), ainfo.model, ainfo.sex, sti(ainfo.nation));
trace("Gauging: Found model " + ainfo.model);
}
Gauging: model not exist, assuming type.
model = Vagabonds
ani = man
type = town
sex =
nation = 266
iscombat = -1
current = vagabond
Gauging: Found model dan_tg3
Equip Character Nadine with blade48+2 his nation: 0 blade nation=
LogIt("Model = " + GetRandomModelForTypeExSubCheck(-1, "Vagabonds", "woman", 266));