Maltacus
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February 28, 2021 at 1:23 pm #20731MaltacusParticipant
The common brigantine (SHIP_BRIGANTINE), beautiful and nimble little vessel, has 16 cannons and 7 cannons on the side when you look at it but is incorrectly coded to have only 14 and 6 on the side in ships_init.c.
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February 27, 2021 at 8:31 pm #20730MaltacusParticipant
The fencing gloves, girdle and boots do not alter the characters appearance. I would like to change that so that every “cirass” item type can have a unique character model tied to it (for my favourite heroes/villains at least).
If I recall correctly they are coded somewhere to specifically not alter the characters appearance, even if you alter the itm.model entry in init.items.c. Is that correct, and if so what do I need to change to remove that?
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August 16, 2020 at 4:47 pm #8149MaltacusParticipant
I wouldn’t be completely sure about that. I mean, in the time period slavery is not regularly looked down on as morally repulsive as it is today, it’s more of a power struggle between hardcore abolitionists and hardcore slavers and slave traders, and a lot of levels inbetween. Releasing slaves might be seen as merciful by, say, the towns well-meaning priest and the kind fellows on the north street. At the same time the town council and miserly fellows on the east street might see it as an act of dangerous anarchism threatening the fragile balance and peace of the colony.
Then add a thick layer of racism and prejudices and perhaps the poor souls of region/nation/people A are thought to deserve freedom whereas the bastards of B can rot in their chains, and so on.
The captured captains are respected on a whole different level, and individuals rather than a throng of potentially threatening thugs. They are sort of “on par” with the citizens of the colony and not dehumanized to the same extent as the average slave, so releasing them is more likely to be considered honourable.
I’m not wholly against the idea of boosting reputation by releasing slaves, I just want to point out some of the absurdities of an age where it is considered “honourable” to hurl a barrage of insulting nonsense against someone and then run a sword through their chest in a duel.
Adding the option to the self-dialog is in any case a nice detail, and certainly adds to the roleplaying.
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August 9, 2020 at 10:00 pm #8138MaltacusParticipant
Looking through the files in order to edit officer models I can’t find where they are listed. How does the game detrmine which models to use for officers? Or for pirate captains for that matter.
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August 9, 2020 at 1:25 pm #8137MaltacusParticipant
Is there a limit to how many heroModel models a character can have?
Is it hardcoded?
The text at the start of HeroDeescribe mentions 8 levels of armor:
“(without armor, light, medium, tough, golden, clothes_1, clothes_2, clothes_3)”
…but I can’t find any line in initItems that says if the item is light or medium etc, so I’m wondering if that help text is obsolete.What do I need to do in order to be able to make a charcter have a different model for each cuirass type item in the game, from fencing gloves to a gilded breast plate?
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March 10, 2019 at 7:30 pm #7457MaltacusParticipant
I have some notes about modding written down here that are relevant for most of the latest questions:
http://www.twcenter.net/forums/showthread.php?774091-Gentlemen-of-Fortune-Eras
Work in progress. -
February 1, 2019 at 11:26 pm #6774MaltacusParticipant
Speaking of which, what factors determine whether or not an npc captain will join you, and where can you edit those?
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Also, how do you make a character start as an officer of another character? -
March 9, 2021 at 5:48 am #20739MaltacusParticipant
That did it, many thanks Jeffrey.
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March 7, 2021 at 3:32 pm #20734MaltacusParticipant
I got a crash on starting when I tried changing the characterutilite.c. Could you show exactly how it is supposed to look?
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August 30, 2020 at 8:21 pm #8159MaltacusParticipant
There was an error before with the Fast Armed English Merchantman I think, the mercantile clone of the English scout frigate, that was related to rigging textures missing. It might be the same case here, worth to check out at least.
What’s the ship called in the ships_init.c?
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August 11, 2020 at 9:33 am #8144MaltacusParticipant
Thanks, found it now. There are about 40 officer character models in the character model folder though, were models 22-40 left out for any particular reason?
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August 11, 2020 at 6:55 am #8142MaltacusParticipant
This game sure has peculiar spelling sometimes… I first thought “mush” in the model names was supposed to be “mesh” of some kind, since that term is used in some other games’ models.
I made no less than 12 different textures for Manuel Pardal but consequently only got to see five of them in-game due to this. Grumble… Now I’ll go over the itm.model entries. Would you like a copy? I could do one version based on only nine models too, since that is the most any hero has right now.
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August 11, 2020 at 6:41 am #8141MaltacusParticipant
In what file is CreateModelString and this code? I’m not finding it in LAi_utilites.c.
case “pofficer”:
sBody = “officer”;
iNumber = rand(20)+1;
break; -
February 2, 2019 at 12:31 pm #6777MaltacusParticipant
The game crashes when I try to paste that into PsHero.c. I don’t understand anything about how this code works and what is wrong. Could you show exactly what it should look like after “setNewMainCharacter(idLngFile, ch, n); //This sets nation, animation, model, etc. based on HeroDescribe.txt”
in order to work? -
February 2, 2019 at 8:17 am #6776MaltacusParticipant
I meant the NPC start as a companion to the PC, which I called join as officer as it makes them comparable to one. This thing you had recently discussed:
MK and I discussed this and it is an intriguing idea.
We were thinking of making this a mod option where if toggled On, we automatically add one of those characters described as a “partner” in the short bios, as a companion to the PC.
What do you think?
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