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Thank you for great work.
Sounds like an issue with your modlist seeing that nobody else reported that. Turn off all other mods and see if the issue persists. If yes check the games file integrity and reinstall the mod.
The Haunted Fortune
Some are mentioned in the ingame field manual and some on the discord, apart from that you can also find all functions ingame easily with the function viewer, so there is no need to list them on the workshop.
I have no idea about effects so that is not something I will do any time soon. I will keep it in mind and maybe look into it later, but no promises.
I previously mentioned another suggestion in the Nassau 1715 MOD comment section, and I'm reposting it here in hopes you can consider it: 'During the broadside exchange between two large sailing ships, too much smoke is being generated—mainly from projectile trails and muzzle flashes—due to the large number of cannons. Please remove the projectile trail smoke (as in reality, cannonballs don’t leave smoke trails), and reduce the lifetime of the muzzle smoke effect. This will allow for a smoother experience when at least two ships are exchanging fire.'
Thank you. I think you should include all these kinds of functions in the introduction, as it would be very helpful for scenario creators.
'[this, 0] call BW_sail_fnc_setallsails;' :0 for setting, 1 for unsetting sails.
For the lamps dig up the user actions and run the code from there, there is no function that covers all.
Nope, no idea. Never used most of those and certainly never have that many running at once.
https://gtm.steamproxy.vip/sharedfiles/filedetails?id=3255157141
Then you have another mod running which is overwriting something as the units in this mod usually have no facewear whatsoever.
Unless you can find something on the workshop, yes. There are no scenarios included and I dont plan on adding any either, so you'll have to make your own ones/look around.
@kosma111
Yeah, no. This mod has no impact on IMS. It only adds new melee weapons and nothing relating to those was even changed in the last update.
Just how it is, arma engine has its limits. Any workaround will not be worth the extra code and performance hits it entails.
The respawn in the simplified ships should behave the same as on non simplified ones, guess I will have to take a look.
The ai shooting after respawning is being worked on.
AI crews being spawned despite no intention is fixed with the next version already.
Issue when attaching a respawn module in 3den to a simplified Blufor frigate will give an error message (upon respawning using said module) about failing to assign the ship to the proper side and result in friendly fire from other Blufor AI controlled ships. Do not know if this happens with other sides, non-simplified ships or non frigates as I didn't test for that after finding it.
It also appears attaching a respawn module, saving the file, and then reopening the file causes the simplified ships to gain AI crews even without the option ticked.