09.09.2024
Home / Instructions / Corsairs 3 wind of freedom how to get promoted. Guide and walkthrough for "Corsairs III". Long-short way home

Corsairs 3 wind of freedom how to get promoted. Guide and walkthrough for "Corsairs III". Long-short way home

The fate of a fan of the series is not easy. Instead of the dream game, they received an unfinished version, in which many features are disabled, and to the sad cries of the suffering, the developers only answer that everything will happen. However, we decided not to wait until patch 1.xx brings the game to an ideal state, and still please those who need it with a walkthrough. And some advice...

Management News

I don’t know what prevented me from doing this before, but with patch 1.1 the controls were slightly changed. So, the hero now moves around the ship or around the city using the WASD keys, which are quite familiar to us. And it stabs by pressing the left mouse button. True, the control of the spyglass still hangs on the same mouse, so in battle you often come across all sorts of obstacles while you are looking for how to get to the bow or stern in order to assess the enemy ship.

In general, the change in controls had a positive effect on the process of moving around the ship or city. With boarding it turns out worse, since running away is quite good. It’s not at all worse to bounce sideways or backwards. But turning has become somewhat more difficult - the mouse is used for this.

Combat, ground and deck

The cities in the game can be very beautiful.

First of all, let's deal with the naval battle. We have a wonderful set of weapons from cannonballs, nipples, bombs and grapeshot. You can safely sell the cores right away and never think about them again. This is an intermediate solution that allows you to do everything at once and not get any specific result. Although they have one advantage - they fly farther than all other projectiles, which can sometimes be used. Nipples are a great thing for heavy ships. One accurate broadside - and the enemy immediately loses a third of his sails, after which he cannot run far. A point-blank salvo, as a rule, clears the deck of such stupid outgrowths as masts. But using nipples on small vessels is sheer stupidity. You won’t be able to really damage the sails, but one day you will run into a volley of bombs at point-blank range and examine in detail the process of turning your ship into a submarine. Buckshot is very useful in situations where the enemy clearly has more people on board than we do. In this case, the boarding battle may not be decided in our favor, which must be nipped in the bud. In the sense of reducing the number of thugs on board an enemy ship. And finally, bombs are an ideal weapon against all kinds of forts and when it is easier to destroy an enemy ship than to capture it. Don't forget that the reloading process takes a long time, so reload your guns in advance according to the expected situation. For example, when traveling with a convoy, you are unlikely to try to board someone, so feel free to load your guns with bombs.

When choosing weapons, you should choose those that hit further, that is, culverins. But the choice of material is not relevant until you need to storm forts - then every weapon really counts. In regular naval battles, you often have a choice between continuing to fight or leaving. If everything gets really bad with the guns, then just return to the port and get it repaired. But bronze ones will still be more reliable.

It seems that now he will ask for money.

Only a single vessel should be boarded. At the very least, a couple. This especially applies to situations where you are opposed by large ships. In this case, an attempt to pick up 3-4 ships at once results in serious problems in the form of a natural loss of crew and a significant superiority of the enemy already on the second or third ship.

The boarding itself is very simple. To begin with, we select the side where the crowd of our pirates did not run, and begin to clear the enemy there. Otherwise you will be very doomed for a long time waving a saber behind the backs of his subordinates, who absolutely did not want to let the captain go forward. Here the choice is simple - we stab everyone who comes to hand. If the enemy decides to stand in the block, we chop it down. The battle with the captain goes a little differently. It usually starts with a pistol shot. Although this is a very weak damage to his health, the enemy still slows down for a while, and we get the right to launch an attack first. If you are very confident in yourself, apply slashing blows (V), but they are slow and give the enemy a chance to dodge. And if he managed to launch such a blow a little later, then he will not only be able to dodge, but will also give out full program. So accurate calculation is very important here. It’s much easier to stab until your stamina runs out (if the enemy gets into a block, chop, he won’t be able to dodge), and then take a step sideways and run in circles around the cabin. And one day the enemy’s health will run out.

And finally, the assault on the fortress. The easiest way is to take cast iron culverins, load them with cannonballs and stand opposite the fort. Under such conditions, they shoot a little further than the fort shoots. This means that we deal with protective structures completely safely. But all you have to do is knock out half the guns. For extreme sports enthusiasts, an attack with bombs is suitable, but then you need to get as close to the fort as possible.

The people we manage

The hero has a whole bunch of skills. But the fact of the matter is that it is not at all necessary to teach them. Most of them will be learned by invited officers, who, although for a certain fee, will allow their leader not to spend points earned through difficult battles on many things that he does not really need. Why do you need glasses? This is fencing and pistols (are we going to somehow kill the enemy?), tactics (normal pirates do not create a squadron, but we must somehow bring all the captured ships to the nearest port?) and luck. The latter is an extremely strange skill. It increases the likelihood of finding something on a captured ship rather than somehow affecting the value of the found item. And in general, objects are found cyclically - at first the value of what is found gradually increases, then it collapses to the very bottom, and we again start with the crappiest sabers, gradually rising. Of the abilities, the hero needs everything that relates to accelerating the growth of experience (his own and the team’s), and skills responsible for survival in hand-to-hand combat. And there you can see what you can buy next.

Officers

It's time to mention those who help us in the difficult task of steering the ship.

Firstly, this is the boatswain. The indicators of authority and boarding are important to him (he will increase them for us). But I have never seen a single boatswain whose authority indicator was higher than 1. You will have to upgrade it yourself. Do not forget to immediately provide the boatswain with abilities related to boarding combat, otherwise it will be extremely difficult to board even the most frail and unprotected ship. In addition, the boatswain “drives” the sailors out for boarding; without him, you can board and find yourself on deck in splendid isolation to the sly giggle of the sailors watching your suffering from their home ship.

Next on the list is the navigator. For him, the most important skill was, of course, navigation. We give him the appropriate abilities - the ship will pick up speed faster and deal better with the lack of wind.

And they will never forget to demand!

The gunner deals exclusively with shooting issues. With it, your guns fire more accurately (the “accuracy” and “gun” abilities are upgraded).

The doctor deals with diseases and wounds, reducing losses from them. But he does it somehow very sluggishly, and, to be honest, I didn’t see any illnesses on my ship at all. I have met them in cities, but they are stopped in advance by a quarantine post, and prudent people will not enter the city at the height of the epidemic.

The treasurer will allow you to sell and buy more profitably. But who is doing the trading here?

The carpenter can repair damage to the ship during the journey, which will allow you not to return to the port, but to continue raiding. However, for this you need to have boards and canvas on board, and the carpenter actually does his job only in the game started with patch 1.1.

Finally, the list is completed by three fighters who will help us in hand-to-hand combat. Just don’t forget to give them new weapons, they are mortal too. A few more free officers are needed as captains for captured ships and as potential colonial governors. Considering that they don't ask for money as passengers, buy them as soon as possible.

Team

A special word should be said about the team. The number of soldiers and sailors varies from ship to ship (different brigs or schooners will have different numbers of workers in these specialties), but musketeers and gunners are strictly distributed.

You don’t have to worry too much about the soldiers and sailors - all the soldiers don’t go into battle, and if you have fewer sailors left than you need to raise and lower the sails, then it’s time for your ship to go down.

The purpose of the musketeers is not too clear - they cost a lot and are the first to die. I feel that they are busy catching cannonballs on their chests.

But it is advisable to have gunners in full complement - otherwise the guns will reload slowly and fire poorly.

When you bring the next caravan of captured ships to the city, start by expelling the extra crew from the captured ships. For some reason, the sailors themselves are not leaving, and we risk experiencing real personnel problems as soon as it comes to recruiting volunteers for the ship.

Unfortunately, there is not much to say about managing colonies yet - too many things don’t work in them...

Experience and money

Let's start with the first one. After all, it is with increasing experience that the plot and the opportunity to command new powerful ships will open up to us. As they say, those who are not experienced cannot drive frigates.

The very first experience points can be acquired without even going to sea. To do this, you need to go around the entire starting city and talk with comrades with blue exclamation marks above their heads. It’s not that there’s a lot, but it’s definitely enough for the first level.

Next, it’s better to hire yourself into the service of the governor (which will bring you an extra thousand a month) and start fulfilling his tasks. Along the way, it is worth visiting a tavern, a shop and walking along the streets. In these places you can meet comrades with yellow exclamation marks above their heads. This means private tasks, such as delivering a passenger or cargo, or perhaps escorting a ship.

(Two pieces of advice can be given here. The more experience you get for completing it, the higher the payment. Therefore, there is no point in wasting time on tasks that don’t even pay thousands. The second piece of advice is that you need to constantly remember where each port is located. This It will help you not take tasks that are completely out of your way. This will be especially useful if you take a task in a tavern or on the street - no one will repeat them there, if you didn’t take them on the first try, then later. exclamation mark over a “useful” comrade will simply disappear. With the right set of tasks, you will always find something to do, and some islands will have several “goals” at once. We turn in the tasks where we took them: if it’s on the street, then it’s on the street, but for a building received from the governor, you’ll most likely have to go to the tavern.)

The next most valuable entertainment in the experience will be getting caught in a storm. There, points are obtained for the very process of being at the epicenter of bad weather. It’s enough just to be there, and the glasses will drop by themselves (the more powerful the hurricane, the more). There is only one drawback - severe damage to the hull and sails during such a swim. So if you have enough money, you can quickly score a lot of points this way, which is especially useful at the beginning of the game.

Finally, the most popular way to level up your character was and remains the capture or destruction of enemy ships (or simply sailing by). Of course, there are “adjustments” for difficulty, which means that the brutal drowning of a schooner by a manovar will not be assessed very seriously. But capturing a manovar from a brig will bring a lot of experience. Moreover, experience is accrued both for capturing or destroying a ship, and for shooting at it. The capture of colonies can also be included in this category, although they reward much more experience. But you have to work hard there accordingly.

Now let's move on to money. How to earn them? The easiest way is to complete tasks and get some money for it. Trading here is so inconvenient and unprofitable that it’s not even worth trying. Is it worth trying to remember what to take where, if sometimes it is enough to deliver one passenger from island to island, and you will get more for it than for a month of persistent cargo delivery. The same applies to the notorious smuggling, which was finally introduced into the game with patch 1.1. The same trade, side view.

It is even more profitable to capture and sell ships, but this becomes somewhat accessible if you nevertheless exchanged the initial Luger for something more decent. Otherwise, you won’t be able to fight very much.

This is interesting: The captains of surrendered ships also bring in a little money. Just don’t forget to demand a ransom for them, otherwise there will soon be more of them on board than the crew. And during boarding, some schooner surrenders to the manovar without a sound.

All ships

There are not so few ships in the game. Although why, for example, the same combat tartan was made is completely unclear. Therefore, after thinking about it, to begin with, we were given a Luger, which is still a higher class than this squalor. But in the end, there is still a set of clearly merchant ships, such as a flute or galleon, and fast or well-armed combat ships, which include a brig or a battleship. Of course, we will immediately discard the first ones, there is still no sense in them, but the combat ones are subject to some discussion, although a lot has already been said about them in the first part of the game description.

It is best not to approach the issue of choosing a ship too radically. That is, try to capture a battleship on some kind of lugger from the very beginning. Most likely, this will end in your sudden death due to the fact that there are a lot of soldiers on the line and you will not be able to cope with them even if you are lucky enough to get as many as three fighters on your team. Moreover, your soldiers will be available for this mortal battle strictly in proportion to how many there are relative to the battleship. That is, not enough. And even if you manage to win the boarding battle, the result will be a statement that the battleship is not your level. Therefore, the optimal “chain” of ships is: lugger, schooner, brig, corvette, frigate, something of the Manovar class. Although, of course, in this chain one or more links can be safely missed. But with this approach, you will not need to make excessive efforts to try to take the truly impregnable strongholds of the most powerful ships. In general, the corvette is ideal for hunting other ships (and boarding them); the frigate is quite suitable for a shootout with even the most formidable monsters. But it’s difficult to hunt other ships on a battleship or manovar - their maneuverability is too bad. Although it can be destroyed in one gulp. But the coastal forts must tremble before them.

This is interesting: The strangest ship is the Manovar. It can reach excellent speed with a tailwind, and at the same time, even with a wind blowing straight to the side, it will drop its speed sharply. He is not a walker against the wind at all. Draw your own conclusions...

The approximate characteristics of all ships in the game can be found in the table. They are approximate because the speed, life and maneuverability of ships can vary somewhat. And, having captured another brig from a brig, you will be surprised to find that someone else’s is much better. So in the table are specific samples that I once came across in the blue sea or at a shipyard.

Table 1
Ships in the game
Name Class Frame Guns Speed Maneuverability Hold Team
Battle tartan 7 99 8 — 8 11,24 46 325 39
Luger 6 600 12 — 8 14,7 38 550 107
Sloop 5 907 16 — 8 13,6 48 469 154
Schooner 5 1300 20 — 16 12,8 35 1390 226
Barque 5 1432 16 — 12 11,73 29 1461 151
Caravel 5 2009 32 — 12 10,3 47 2834 345
Brig 4 2200 16 — 24 13,69 39 1667 322
Flutes 4 2576 18 — 12 12,1 35 2816 269
Galleon 4 3150 22 — 16 11,49 29 3212 441
Corvette 3 2700 32 — 24 15,9 41 2019 401
Pinnace 3 3800 18 — 24 13,6 31 3804 387
Heavy Galleon 3 3972 36 — 24 12,7 27 2820 704
Frigate 2 3363 46 — 24 12,2 35 2579 578
Battleship 1 5500 56 — 24 12,7 36 3966 793
Battleship 1 6700 80 — 24 13,2 32 5890 1069
Manowar 1 9905 102 — 24 15,11 29 7199 1504

Long-short way home

And this one too...

For the third part of the game, its passage is at least a bit short. And this despite the fact that the quality bar was very seriously raised upward by the well-known modification of “Pirates” Caribbean Sea" After an offensively short journey through the game, you can’t help but think - was this the very addition? Well, okay - for now about the “Corsairs” themselves. And hardworking modders will not keep you waiting...

Let's start with the fact that you should forget about the “five independent storylines.” No matter which side we choose, everything will proceed the same. Unless the pirates are initially at odds with everyone except the French, so the range of ports will be seriously limited. But this is not such a serious problem. And the choice between the heroes does not make any differences, except whose sirloin you will be watching in front of you throughout the game - Beatrice or Blaze. Well, the videos are different for them. So - the game is one and absolutely one...

So, the father of our heroes died in a bloody battle. True, before his death, he took a map from the safe, tore it into a couple of pieces and threw it into the sea. Of course, the pieces could not just get lost and, like homing ballistic missiles, they sailed directly to the grown-up children of the deceased captain. 20 years later. Where they roamed all this time - history is silent. But this accuracy is worthy of special mention. However, it is not yet clear to our hero what to do with the scrap of the map, so we will have to patiently complete tasks from everyone we meet and cross and capture ships until we reach level 10.

What is he doing! Beats up a defenseless girl...

And with level 10 and entering the first tavern you come across, everything will begin. The owner of the establishment who saw us immediately took the bull by the horns, declaring that he had some rag for us. Inexpensive, for only 800 coins. In the process of a deeply intellectual conversation, we can reduce the price to 600 coins, but then we will be able to combine our find and the remaining piece of the map into a single whole and find out the place where further adventures await us.

The islands played out in the riddle are Saint Martin and Martinique. Well, just above Martinique there is the mysterious island of Dominica, where we will sail and visit the local grotto. In this grotto, completely without any living conditions, lives our half-brother/sister, who will immediately call us a thief and try to reduce the amount of life strictly to zero. However, with some fencing skill, luck will accompany us, and when our opponent has about half his life left, we will be told a heartbreaking story about the behests of his father, who wanted to create a great state of free pirates. Of course, this was taken from a diary given to our step-relative. During the conversation, it will be repeatedly suggested to finish off the interlocutor, but we are not animals. However, such an action will change little, so let him live for himself.

So, we got out of the grotto and went to Isla Mona. There in the tavern they will tell us that the dream of a pirate state continues to exist and now all hope is only with us. But first you need to kill some evil pirate captain who has terrorized the entire island (such evil pirates have gone!). This is where a surprise awaits you, since it is impossible to predict what this figure will sail on. Most often it can be found on a battleship. But one day he exposed himself to my manovar on a frigate. Moreover, during the boarding, he cowardly surrendered (!). But now we can go to the tavern with a clear conscience and announce that the task has been completed.

The next task will be to challenge the most important local pirate. And, of course, stab him with your sword. And since he is a local fencing champion, this will not be easy to do. His room is also extremely small in size, which makes it impossible to circle around it. But we can cope with it, and now we are going to the tavern again.

And there we will be asked to wait a couple of weeks, and then all the pirate captains will gather together, after which we will be able to declare our will to them. So we swim somewhere for these very two weeks, after which we return home and go to the management house that has already become our own. The pirate captains will be slightly resistant to our dream, but will still agree with it. But the biggest surprise will be after the meeting - some of your assistants will not agree with joining the pirate camp. And they will express this disagreement by leaving the ship as soon as you next board it. So it is better to take away valuable weapons from dissidents in advance, because for some reason they themselves do not return them to the weapons room.

There is only one thing left - it will be long and tedious to capture all the colonies. After this, you will watch an obscure video about how many different events have happened in this world with the emergence of a pirate state, and... we will be asked to continue playing. Only this will be a completely different fairy tale...

The bug saga

Overall, patch 1.03 remains the best today. But it is not free from a number of problems, such as ships disappearing from the map. Therefore, if you are not afraid of the complete uselessness of pistols after 1.1, then start the game in 1.03 and install 1.1 after that. Oddly enough, this is the most balanced solution, when many old problems are treated and new ones do not appear.

Finally, a mistake in the game for the lazy. If you buy a couple of hundred boards, then after a while they will independently multiply to billions in size. You can’t sell more than 90,000 to one merchant, but this is still a lot. Moreover, it will still not be possible to buy an unauthorized ship ahead of schedule. This miracle can be cured by selling the ship and buying a new one; it is unrealistic to exhaust these unknown where existing reserves. This bug can also work for all goods in general if you click on the “take all” button when capturing a ship. And then you may have reserves comparable to the global ones.

State of free pirates: how it happened

At one time they really tried to fulfill Captain Sharpe’s wonderful dream of a free pirate state and were quite close to success - but not in the filibuster Caribbean Sea, but in the Indian Ocean, on the island of Madagascar and the adjacent islet of Sainte-Marie.

As you know, Pope Alexander VI (Borgia) with his bull divided the newly discovered world between Spain and Portugal, as a reward for Columbus, Gama and Magellan: everything that was discovered to the west of the 30th meridian went to Spain, everything to the east, - Portugal. The "refined version" of this bull is known as the Treaty of Tordesillas.

According to this bull, the Indian Ocean became Portuguese. But Portugal, unlike Spain, quickly lost control over what was happening, and the British were still timidly settling down on the Asian coast. And so, at the end of the 17th century, Madagascar became the de facto possession of pirates, and soon a state was proclaimed there - Libertalia.

But the pirate freemen could not resist the “real” powers for long - and the pirates asked for support from the Swedish king Charles XII. This adventure was quite in the spirit of the “King Knight”, but by that time he had big problems brewing in the war with Russia. And the second proposal was sent... to Peter I.

Alas, as is well known, Madagascar does not belong to Russia. The expedition sent by Peter failed due to a storm, and they did not have time to assemble a second one - Libertalia disintegrated on its own. The state of free pirates fell victim to its own structure: the brave captains simply fought, and were quickly suppressed by their neighbors. 1723 - the last year of the existence of the pirate power.

Or more precisely, the codes for Corsairs 3 Wind of Freedom simply PG did not allow me to write Wind of Freedom(

The console opens on F5, it is not activated, you need to go to the game folder and open the engine.ini file there, find debugwindow = 0 and change to debugwindow = 1 (Spaces on the sides = LEAVE!)
Save and the console will open on F5 in the game.

There are a couple of problems with this method of cheating:
1. The console will not work while you have the game in full screen! It will simply fly out of you! To solve this problem, simply go to config (located in the game folder) and uncheck the full screen mode.
2. Some people have a problem with editing the engine file; it won’t want to be saved; it will write that the file is already in use or something like that. I solved this problem by deleting the file, then moving it from the trash to the desktop there, editing it and moving it back to the game folder.

And here are a couple of console codes.

1) - LAi_SetImmortal(pchar, true) - on the right side it will be written that the cheat is not correct, but ignore this message - the cheat will still work. Same
Same thing with disabling cheat.
2) - GiveItem2Character(pchar, "xxx", #) - the number of items cannot be specified in this cheat. That is, the correct cheat: GiveItem2Character(pchar, "xxx")
3) - If you need to register a certain number of items, then you need to use this cheat: TakeNItems(pchar, "xxx",#) - where xxx is the name of the item, and # is
This is, in fact, quantity.
Next, I offer you a bonus. Here are some more useful cheats:
1) - This is a very interesting cheat, there is a lot of room for experimentation - GenerateShip(xx, true) - where in xx you enter, for example, 20, something appears on the right side
number. Then, below, enter the following cheat - pchar.ship.type, then a number will appear on the right side again - this is the number of your ship. Then enter the number from
right column, which appeared when writing the previous cheat. And bang! From now on you have the royal manovar “Soleil Royale”. You can also enter others
numbers. Just make sure that you don’t have a fort instead of a ship, otherwise you won’t be able to go to sea - you’ll be thrown out of the game.
2) - pchar.Ship.Crew.Quantity - the number of your ship’s crew. Once you type the cheat, a number will appear in the right column - this is the number of your
commands, change it to anything, as long as you can feed them.
3) - pchar.ship.cannons.type - just a crazy cheat. Allows you to install any guns on any ships. Again, after entering the cheat in the right column
a number appears - these are the guns that are already on your ship. You must enter from 1 to 9. 9 - 48 pound guns (fort guns) 8 - 42 pound guns.
4) - These codes are already for completely inveterate cheaters. And again, enter the cheat - a number appears in the right column, change it from 1 to 100.
pchar.skill.Leadership - Authority.
pchar.skill.FencingLight - Light weapon.
pchar.skill.Fencing - Medium weapon.
pchar.skill.FencingHeavy - Heavy weapons.
pchar.skill.Pistol – Pistols.
pchar.skill.Fortune - Luck.
pchar.skill.Sneak - Stealth.
pchar.skill.Sailing - Navigation.
pchar.skill.Accuracy - Accuracy.
pchar.skill.Cannons - Cannons.
pchar.skill.Grappling - Boarding.
pchar.skill.Defence - Defense.
pchar.skill.Repair - Repair.
pchar.skill.Commerce - Trade.
pchar.rank - Your level.
pchar.Reputation - Your reputation.
pchar.Money - Money.
AddMoneyToCharacter(pchar, "1000000000") - This is an alternative cheat. You only need to enter it in the left column (who didn’t guess). 1000000000 piastres in
in your pocket.

What are you, comrades? You're dumb, right? What do you need artmoney and trainers for? Boobies!
Go to the game folder, there is a magical PROGRAM folder there. You only need to find 2 files in it. The first one is in program\characters, it’s called characters_init.c, and we’ll talk about the third one later. Opening text editor and edit the character:
Experience - string ch.experience = 0; (“0”, we can easily change it to any large-caliber number)
Skills - ch.skill.Leadership = "1"; and all ch.skill.... = 1; lower (from 1 to 10, I set it to 20 - I crashed as usual no more often or less often, but the dynamics of the game became noticeably steeper :), although the pleasure of such a game was like a cat crying - you can take the manovar with a luger - a flashlight).
ch.perks.freepoints = 1; - they are perks, they are skills, any number and from the start you can do everything :)
ch.skill.freeskill = 2; - the same as skills, these are not distributed.
ch.money = "1000"; - I think the word mani speaks for itself. exchange 1000 for trillions of nines and a passing vert :)
ch.Ship.Type = GenerateShip(SHIP_LUGGER, 1); your ship - the list of all ships is in the program\ships folder, the Ships_init.c file, where you can similarly edit any ship.
GiveItem2Character(ch, "blade1"); - checker. "1" is changed to a number from 1 to 18,
Below is the line EquipCharacterByItem(ch, "blade1"); - this is like a button to put on, if the item is not assigned to you by rank, this line will solve the problem;)
Well, with pistols and optics everything is clear. pistols from 1 to 7, optics from 1 to 5
Moreover, below you can register at least all the items existing in the game, and all of them will appear in your inventory at the beginning of the game.

The initItems.c file in the program\items folder will allow you to edit items. Example with a saber:
Let’s decide which checker we’ll hang out with:
List of items:

Swords:
blade1 Cheap saber
blade2 Cheap cutlass
blade3 Broadsword
blade4 Cutlass
blade5 Sword
blade6 "El Catanto"
blade7 Soldier's sword
blade8 Sword
blade9 Ceremonial sword
blade10 Mercenary Sword
blade11 Saber
blade12 "The Ugly Duckling"
blade13 Expensive rapier
blade14 "Golden Needle"
blade15 "Wasp"
blade16 "Ifrit"
blade17 "Scar"
blade18 "Astalid"

Pistols:
gun1 "Shorty"
gun2 "Long Tom"
gun3 "Doublet"
gun4 "Mediator"
gun5 "Ladies' man"
gun6 "Lead Quartet"
gun7 "A Duelist's Dream"

Telescopes:
spyglass1 Cheap spotting scope
spyglass2 Regular spyglass
spyglass3 Good telescope
spyglass4 Excellent spotting scope
spyglass5 Trumpet Galileo Galilei (complete crap)
and find it in the file. Now for damage we change the number in the lines itm.dmg_min = 10.0; and tm.dmg_max = 14.0;
Block: itm.piercing = 10;
Chance to break through block: itm.block = 12;
itm.minlevel = 7; - rank limitation
itm.miss = 1.0; - chance of finding
itm.rare = 1; - uniqueness.
With a saber with damage 200 - 250 you and the team are useless :)
same with pistols. Well, I don’t see any point in editing the optics.

Ships:Ships_init.c in program\ships
refShip.rcannon = 30; number of cannons on starboard side, refShip.lcannon = 30; - actually, on the left, etc.
refShip.SpeedRate = 12.8; - this is the speed, but then, in general, figure it out for yourself, read what is written in the line and change it as you please, just don’t overdo it, a speed of 99999999 is crap, this is already a cruising flight at high altitudes! I don't see any point in touching the ships at all. The corvette is ideal for handling; for naval battles there is nothing better, buckshot and knipels are all it needs, and let the manovar hang out in the squadron and it is needed only for taking forts, you can always transfer to it.
Well, it’s not at all fun to edit cannons, especially cast iron ones (AI doesn’t use them, which means only you will sail with them): program\cannons - Cannons_init.c
We look for the gun we need based on its distinctive features. We go to the shipyard and look at the characteristics of the cast iron guns or culverins and find the one we need in the file, and then we change these numbers.
rCannon.DamageMultiply = 0.8; This is understandable damage, set it to 100 and any fort will be destroyed by a salvo from your corvette.

One caveat! All changes take effect only with a NEW GAME! First we change - then we play. In the same way, you can edit ANY corsairs and not only them. And why the hell with those trainers with artmoney?!