What about the option to take a land crew member on as an officer through dialog ? would that be disabled as well ?
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Not sure; perhaps we could keep that. It all depends on how things work out.What about the option to take a land crew member on as an officer through dialog ? would that be disabled as well ?
Yep, that's what I figured too.As things stand now, you have two lots of money: personal money and crew money. For a naval ship, crew money would be ship's money and would belong to the navy; from here would be paid salaries as well as expenses such as repairs and provisions, at least in foreign ports. Basically, it would do what the crew money does now anyway. So it's reasonable to require the player to pay crew salaries.
I've been wondering about ranks for player officers.There needs to be some mechanism for hiring officers so you can replace one if he gets killed in a fight. Ideally you'd have a new officer assigned from naval HQ, but that won't happen unless naval HQ is implemented first. Meanwhile the only options are hiring from tavern and promoting a crewman. In reality an apprentice officer would do some time as a seaman, then become a midshipman, and in due time take an examination to be promoted to lieutenant.
The promotion to midshipman would probably happen on board ship, so ideally you'd do it in the game by talking to a crewman on deck. However, working with what we already have, promoting an officer on shore is a reasonable approximation. Any officer you create this way should be pretty low level - he is a newly commissioned midshipman, after all. Overall level 5-6, skill 2 or 3 in those relating to his job, skill 1 for everything else, and only a few perks. He'll gain experience, skills and perks in due time...
The new feature of "hiring a specific officer type" might seem a bit more appropriate.Hiring from a tavern can be disabled if naval HQ is implemented and you can ask to have an officer assigned there. Until then, the tavern is probably the only place you're going to get an experienced officer
That is one of the main purposes of this here: http://www.piratesahoy.net/threads/naval-privateer-promotion-steps.24749/unless you get a free new officer assigned every time you are promoted.
JoinNavy(PIRATE); // PB: Even simpler
// Tortuga: Not on storylines where you start from the beginning
if (sti(GetStorylineVar(FindCurrentStoryline(), "START_MIN_LEVEL")) != 1)
{
CaptureTownForNation("Tortuga", PIRATE);
SetTownName("Tortuga", "Tortuga");
Characters[GetCharacterIndex("Bertrand Ogeron")].Dialog.Filename = "PGov_dialog.c";
Characters[GetCharacterIndex("Bertrand Ogeron")].Dialog.Filename.GroupDialog = "governor.c";
}
// Turks: Should be Safe
Characters[GetCharacterIndex("Dante Siciliano")].Dialog.Filename = "PGov_dialog.c";
Characters[GetCharacterIndex("Dante Siciliano")].Dialog.Filename.GroupDialog = "governor.c";
// Nevis: Only do this when no Main Quest available
int ChangingRelations = sti(GetStorylineVar(FindCurrentStoryline(), "CHANGING_RELATIONS"));
if (ChangingRelations == 0) ChangingRelations = CHANGING_RELATIONS;
if (ChangingRelations == 1)
{
Characters[GetCharacterIndex("Isenbrandt Jurcksen")].Dialog.Filename = "PGov_dialog.c";
Characters[GetCharacterIndex("Isenbrandt Jurcksen")].Dialog.Filename.GroupDialog = "governor.c";
}
//Levis: Change the Nevis blacksmith to gunsmith -->
Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename = "Gunsmith_dialog.c";
Characters[GetCharacterIndex("QC_blacksmith")].Dialog.Filename.Groupdialog = "Gunsmith_fetch.c";
aref store; makearef(store, Stores[PIRATES_STORE]);
DeleteAttribute(store,"blacksmith");
store.gunsmith = "Arne Saknussem";
//Levis: Change the Nevis blacksmith to gunsmith <--
I confirmed it in the code and indeed you do get set to professional navy when you join the pirates.Player type Gambler. Sometimes I think the game see my like a commissioned officer, other times not.
Savegame with two ships in shipyard attached.
DeleteAttribute(pchar, "professionalnavy");