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Solved Changing cannons features but NOT starting a new game GOF 1.2

Miguel Sanchez

Landlubber
I didn't like the cannons and culverines features (reloading time and damage mainly) in GOF 1.2. So I decided to change them somewhat similar to the vanilla settings. These settings are located in Program/Cannons/Cannons_init.c.

The problem is that the cannon settings are store in each savegame file individually meaning that the only way to load the new settings from file Cannons_init.c is starting a new game. As I have spent a lot of time building my character I don't want to do that. So after a little research I found a solution.

The thing is we need to call two functions related to the cannons.
1) CannonsInit(); -> This reload the new cannon features
2) InitGoods(); -> This reload all the goods features including cannons

Now the issue is where to call these functions. I decided to call them when the BattleInterface.c is loaded. This happens every time we enter the sea.

So, open the file Program/battle_interface/BattleInterface.c

Add these lines after with all the #includes ...:

#include "cannons\cannons.c"
#include "store\initGoods.c"

Then go to the function void InitBattleInterface() and add these lines at the beginning of the function

CannonsInit();
InitGoods();

After that open the game, load a savegame, go to the sea , return to a port and head to the shipyard, you will see that the cannons features were updated with the new values (if you changed them of course). Finally save the game.

Note: Remember, as this settings are store in each savegame individually you will have to do the same procedure if the savegame wasn't created with this already done.

Note2: After you did this procedure and have the desired savegame you can comment the added lines and leave everything as original.
 
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