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// GiveShip2Character(pchar,pchar.ship.type,pchar.ship.name,-1,PIRATE,true,true);
//---------- number of locations in each boarding area ---------
int GetBoardingLimit(int locIndex)
{
int limit = 6; // default, just in case
switch(Locations[locIndex].filespath.models)
{
case "locations\decks\udeck": // 2 ships side by side, main character starts on "corvette-like" and boards "warship-like" deck
limit = 12;
break;
case "locations\decks\udeck1": // Narrow single ship
limit = 20;
break;
case "locations\decks\udeck2": // Wide single ship
limit = 20;
break;
// KK -->
case "locations\decks\Qdeck": // "corvette-like" deck
limit = 10;
break;
case "locations\decks\deck1": // Larger cannons deck
limit = 14;
break;
case "locations\decks\deck2": // Smaller cannons deck
limit = 14;
break;
case "locations\decks\hold": // Cargo hold
limit = 10;
break;
// <-- KK
}
switch(Locations[locIndex].id)
{
case "Boarding_Cabin_small": // Tiny cabin
limit = 4;
break;
case "Boarding_Cabin_medium": // Cabin with 3 rooms, food table and officer's head
limit = 6;
break;
case "Boarding_Cabin1": // Tutorial cabin
limit = 8;
break;
case "Boarding_Cabin2": // Has balcony outside rear window
limit = 10;
break;
case "Boarding_Cabin3": // Has wrap-around gallery across back of cabin
limit = 10;
break;
case "Boarding_Cabin4": // Black Pearl
limit = 10;
break;
case "Boarding_Cabin5": // Crimson Blood
limit = 2;
break;
// KK -->
case "BOARDING_ShipDeck4": // Small deck with two little doors on both sides of stairs up on stern
limit = 10;
break;
case "BOARDING_ShipDeck5": // Medium sized deck with high borts to which lead ladders
limit = 14;
break;
case "BOARDING_ShipDeck6": // Large deck with exit onto galley and "half-round" stairs to upper deck at stern
limit = 14;
break;
case "BOARDING_ShipDeck7": // Black Pearl
limit = 14;
break;
case "BOARDING_ShipDeck4vs5": // Combination of BOARDING_ShipDeck4 and BOARDING_ShipDeck5
limit = 11;
break;
case "BOARDING_ShipDeck4vs6": // Combination of BOARDING_ShipDeck4 and BOARDING_ShipDeck6
limit = 11;
break;
case "BOARDING_ShipDeck5vs6": // Combination of BOARDING_ShipDeck5 and BOARDING_ShipDeck6
limit = 14;
break;
// <-- KK
}
if (IsFort) limit = 8;
if (IsTown) limit = 8;
if (limit > 20) limit = 20; // LDH restored 31Jan09 - 30 is too many in one location, it causes terrible lag
return limit;
}
Really? I'm not getting the "Land Troops" icon there.?? I could capture Willemstad in Beta3 WIP17? Willemstad hadn'ta fort and had a governor... you only need to clean the whole island-seaside from enemy ships..
One thing I discovered today on the subject of "does a town need a fort or not" is this one:
You can only "Land Troops" at towns that don't have a governor.
So if a town doesn't have a fort and DOES have a governor, you cannot ever take it over in the game's present state.
Eh? So does that mean that all towns with governors but without a fort will need a fort added to allow players to capture them?
And the icon disappeared as soon as I tried to give the Pirate Settlement on Nevis a "governor".
Ah, THAT might be what I failed to do. Lemme try....I have captured Towns with Governors but without Forts - in Beta 1 & 2 - they acted just like pirate settlements - clear the sea of the nations ships - then Land Troops icon appeared then in town talked to Governor ( as opposed to Pirate leader ) as in a Pirate / smuggler settlement.