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Pistols for officers

A topic by Valium1994 created Feb 16, 2024 Views: 211 Replies: 7
Viewing posts 1 to 2

My officers received two-barel pistols, some of them have even three-barel pistols.

Anyway, they don't fight, just ussually use them and they waste bullets really quickly. I want to give them standard one barrel pistol but they don't choose them. How to make that they'll use one barrel pistols again?

There is a formula used for your companions to select their own weapons.  The formula takes into account damage, accuracy, reload speed...several factors and most single barrels will lose out to multi-barreled guns, though not in all cases; there are some single barrels that will "win" and get selected by a character, but they are probably few.

You can disable the characters auto-selecting, and you will need to manually equip them.  Requires both enabling the Equip button and disabling the function the characters will use to select their own.

Program\INTERFACE\items.c, change line 175 to:

SetNodeUsing("EQUIP_BUTTON" , true);

Program\characters\CharacterUtilite.c, change line 3162:

void CharacterCheckEquipAll(ref refCharacter)

{
    return; //Add this line
    if(!CheckAttribute(refCharacter, "id")) return;

...

...

...

Like this? It haven't changed anything.

Character Utilite:

void CharacterCheckEquipAll(ref refCharacter)

{

return;//Add this line

if(!CheckAttribute(refCharacter, "id")) return;

//The following is derived from itemstrade.c and itemsbox.c



Items:

SetNodeUsing("EQUIP_BUTTON" , true);

SendMessage(&GameInterface,"lsls",MSG_INTERFACE_MSG_TO_NODE,"EQUIP_BUTTON",0, "#"+XI_ConvertString("Equip that"));

}

else

{

SetNodeUsing("EQUIP_BUTTON" , true);

Ah, I had forgotten that for officers, I had put the new "Exchange" button in the same place and "Equip" never becomes visible.  The quickest way would be to disable "Exchange" and you won't be able to use that feature and would have to exchange equipment the "old" original way by speaking face to face.

In items.c, also disable "Exchange", then you should be able to remove/equip individual pieces for the officers:

else

    {

        SetNodeUsing("EQUIP_BUTTON" , true);
        SetNodeUsing("EXCHANGE_BUTTON" , false); // bExchg);

    }

Chez~ I am a new fan of you. I am playing ERAS II now, which is amazing! Is it the latest version, or GOF2.5 would have more fun? Thanks. 

Both ERAS and GOF 2.5 started with GOF 1.2 as the basis and GOF derives from COAS.  ERAS has been continually updated through 2023 and would be the latest, most current mod based on COAS right now.

ERAS removed much of the fantasy and historically inaccurate ships from GOF, but added many more other ships and characters, one new Pirate colony and other features that don't exist in any other COAS mod.  GOF 2.5 removed many ships and much of the AI and other improvements from GOF in an attempt to fix bugs they thought were created by the GOF mod itself.  However, the bugs were mostly due to a buggy original engine, so both 2.0 and 2.5 remain a shadow of what the original GOF provided and I believe actually still have their own bugs; I do not update GOF 2.0 or 2.5 and leave them as they stood, but offer them because for some reason, people still want them.

In my opinion, if you want to try GOF, version 1.2 is the best, and 2.0 and 2.5 removed too much of what made GOF "good."  But to answer your question, ERAS would be considered the latest and solid COAS mod right now.

Very appreciated for your kindness reply. ERAS is so fabulous that i was immersed into 17 century Caribbean. Thank you for the world you bring to me. 

Would it be possible to add these removed ships or to add completly new models beacuse most of them are low/mid-quality?
For example, 30gun frigate, 36gun frigate and patrouille frigate looks beautiful while boussole looks worse.