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Categorizing Models

Well, I needed a break from bugfixing (sorry Pieter! I'm doing that too, promise. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ) so I finally rewrote the model handling.

These are the types I've come up with, based on looking at what's needed for land encs and monsters:
(With some suggested models, and other notes)
Poor_Citizens //rab, fishermen, brodyaga -- barely any clothes
Lower_Citizens // sailor, man, pirat, tg2,3,5,6
Middle_Citizens // man3, etc. tg1, 7
Rich_Citizens // some storemen, admiral, Hubers, nobleman, tg4, liza.
Governors // do we need this, or do we just use rich_citizens? If we use this, we should take hubers out of R_C

Bandits //mostly Poor_Citizens above
Outlaws //Jungle bandits, i.e. with masks
Smugglers // pirates, sailors, some bandits?
Survivors // need new, plus brodyaga?
Natives // do we include rabblack or not? Mummy?
Skeletons
Mummy
Monkey
Soldiers
Officers
OFFIC_TYPE_X

The handling functions will accept any nation/any sex, or specified nation and sex.

(What I would like to do, mwahaha, is rewrite all citizen inits so they pull a random model each game.)

So...did I miss any categories?
And...what models would you put in each category?
What models should be reserved as 'unique' and not assigned category/ies? (if any)

List of models:
(note that storeman and storeman1 are identical)
(As of 05-07-02 and the latest POTCMods.zip---missing some not-yet-released but previewed models)
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->33_Blazie
33_Piratess10
33_Ronald
33_TG5D
50__Aine
50_33Petra
50_India
50evl2in
50Grey1
50LCroft
admiral
Animists1
Animists2
Animists3
Animistse
apothecary
armdelfra
backup.zip
BadV
beatrice
black_corsair
blackman
blacksmith1
blacksmith2
blacksmith4
blacksmith5
blacksmith6
blacksmith7
Blaze
Blaze_A1
Blaze_A2
Blaze_A3
Blaze_NB
Blaze_NB_A1
Blaze_NB_A2
Blaze_NB_A3
Bmunk
bocman
bocman1
bocman3
bocman4
brin
brodyaga
capitan
Capitan1
capnhook
Chameleon
chelovek
Chelovek1
Corsair1
Corsair1_1
Corsair1_2
Corsair1_3
corsair2
corsair3
Dan_TG3
Danblack
Danielle
depp
depp_A1
depp_A2
depp_A3
Diller
Fanielle
fatman
fatman1
fatman2
Fatman2_1
Fawn
fisherman
fisherman1
fredbob
girlpatch
gypsycaptain
Huber_Eng
huber_fra
huber_por
huber_spa
hugnt18
imgovwife
killer
korsar
korsar1
ladyinred
list.txt
Liza
Lucas
Maltese
man1
man1_1
man1_2
man2
man3
Man3_1
man4
man5
Man5_1
man6
Man6_1
mask
mask_2
mask_3
mask_4
mongol
Monk
Monk2
Monkey
mummy
Navy_off
Navy_Office4
Nobleman
Offic_eng
Offic_fra
Offic_hol
Offic_por
Offic_spa
old_man1
Old_man2
OldWoman
pirat1
pirat10
pirat11
pirat11_A1
pirat11_A2
pirat11_A3
pirat2
pirat3
pirat4
pirat5
pirat6
pirat7
pirat8
pirat9
Priest
priest_spa
rabblack
rabblack_1
rabWhite
rabwhite1
Researcher
rn_admrl18_1
rn_comdr18_1
rn_lieut18_1
rn_lieut18_2
rn_lieut18_3
rn_mcmdr18_1
rn_mcmdr18_2
rn_mdshp18_1
rn_mdshp18_2
rn_mdshp18_3
rn_orbth18_1
rn_ptcpt18_1
rn_ptcpt18_2
rn_vadmr18_1
rn_warnt18_1
rn_warnt18_2
rn_warnt18_3
rn_warnt18_4
rn_warnt18_5
Sailor1
Sailor2
Sailor3
Sailor4
sailor5
Sailor6
sailor7
searcher
Searcher_navy
Shkiper
Skel1
Skel2
Skel3
Skel4
Soldier_Eng
Soldier_Eng2
Soldier_Eng3
Soldier_Eng4
Soldier_Eng5
Soldier_Eng6
Soldier_Fra
Soldier_Fra2
Soldier_Fra3
Soldier_Fra4
Soldier_Fra5
Soldier_Fra6
Soldier_Hol
Soldier_Hol2
Soldier_Hol3
Soldier_Hol4
Soldier_Hol5
Soldier_Hol6
Soldier_Por
Soldier_Por2
Soldier_Por3
Soldier_Por4
Soldier_Por5
Soldier_Por6
Soldier_Spa
Soldier_Spa2
Soldier_Spa3
Soldier_Spa4
Soldier_Spa5
Soldier_Spa6
Storeman
Storeman1
Storeman2
towngirl1
towngirl1_1
towngirl2
towngirl2_1
towngirl3
towngirl3_1
towngirl4
towngirl5
towngirl6
towngirl7
will
will_2
will_3
will_A1
will_A2
will_A3
wurmwoode<!--c2--></div><!--ec2-->

Also, here are all the LandEnc types that are referenced in the game (note that only Raiders, Rapers, and Officer are used in the game--the rest exist only in the land_enc inits file and are never actually used--or even have models specified).
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ENC_RAIDERS
Sailor1-5
chelovek
chelovek1
fisherman
fisherman1
man5_1
bocman4
Mask
Mask_2-4

ENC_RAPERS same as RAIDERS but no mask
towngirl1-7 (1-3_1 too)

ENC_OFFICER
(the ~30 or so we have now--all sorts. Too many to list)

Unused:

ENC_CONVICTS
rabwhite
rabwhite1
rabblack
rabblack_1
fatman

ENC_POORMAN
rabwhite
rabwhite1
rabblack
rabblack_1
brodyaga

ENC_BANDITS same as ENC_RAIDERS but no mask


Unused #2, only mentioned in location-blocks (no model list):
port:
ENC_BANDITS
ENC_POORMAN
ENC_LATEWALKER
ENC_PATROL

town:
same

town_exit:
ENC_RAIDERS
ENC_CONVICTS
ENC_LATEWALKER
ENC_PATROL
ENC_RAPERS
seashore:
ENC_SMUGGLERS
ENC_CONVICTS ???
ENC_SURVIVOR
-----------------
Monsters:
(as of the version of VC in b12 and above)
Bandits: poor citizens.

Skeletons:
dung: skel1-4 or pirat1-11 without 10
town: mask2-4
house: tg1-7
tavern: sailor1-6
jungle: mummy
inca_temple: mummy

monkey: monkey

vagabonds:
poor citizens<!--c2--></div><!--ec2-->
 
Whoops, also add Animists, Monks, and Priests. (And maybe also ScheffnowMonks, for the gray animist monk).
And I guess Maltese as well, for de Masse and the monks for CCC's abbey.
 
Animiste and Imgovwife should be unique, those are Estrella from the Fred Bob quest... And of course, Fred Bob and Armdelfra... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Shouldn't the military officers be unique? There is only one for each nation... (maybe we need to make more!)

If you put the hubers into the "rich citizen" category, will they then walk around town on occasion? That would be kinda neat! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

rabblack could be in "natives"... Actually, we could probably stand to make some new natives, too... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

And if we're planning on including children... Diller probably belongs in that category...

Just random musings. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> Nice work, Nathan, this should be interesting...
 
I've started on categorizing all available models and the first thing I did was make <a href="http://millenniumdock.bravepages.com/storage/others/potc_chars" target="_blank">this page</a> containing all models (long load) I have corrently somewhere around here. Am I missing any released models? Please note: there are many models in there that aren't in the Build, nor in the update yet. I also have a whole bunch of ship skins here waiting to be added to the game.
I will go and do some actual categorizing later. But now that I made this page, I reckon basically anyone should be able to give a hand. There's a lot of room to spare for each model where I will be adding the categorization information.
 
Awesome! Thanks, Pieter!

Here's my sketchy first runthrough, only stock chars (well, plus mine).
Questions:
Mongol -- Lower, Sailors?
What do we do about pirate-mates and pirate-captains? For now I'm leaving Pirate entry commented out.
Rabblacks: natives too, or just Poor?

Should these be left as Unique, or assigned to groups?
Capitan
Blaze, Blaze_NB
Danielle
Depp
Lucas
Researcher
Will
Brin
----
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->admiral - Rich
animists1-2 - Animists
animists3 - ScheffnowMonks
blackman - Mates
Black_corsair - Sailors
bocman - Sailors
bocman1 - Sailors???
bocman3 - Sailors
bocman4 - Sailors
brodyaga - Poor
capitan - Mates - unique?
capitan1 - Captains
cheloveks - Lower
corsair1, 1_1, 1_3 - Captains
Corsair1_2 - Mates
Corsair2 - Mates
Corsair3 - Mates
fatman - Poor
fatman1 - Lower
fatman2, 2_1 - Middle
Fawn - Sailors
Fishermans - Poor
Hubers - Rich
hugnt18 - Rich
Korsars - Middle
Liza - Rich
Maltese - Maltese
man1, 1_1, 1_2 - Lower
Man2, 3, 3_1 - Middle
man4, 5, 5_1 - Lower
Man6, 6_1 - Middle
Masks - Outlaws
Mongol - Lower ????
Monks - Monks
Monkey - Monkeys
Mummy - Mummies, Natives ???
Nobleman - Rich
OldWoman - Middle, Elderly
Old_man1,2 - Lower, Elderly
Pirat1-2 - Pirates
Pirat3 - Mates ???
Pirat4-8 - Pirates
Pirat9 - Mates ???
Pirat11 - Captains ???
Priests - Priests
rabblacks - Poor (natives?)
rabwhites - Poor
Sailor1-6 - Sailors
searcher - Middle
shkiper - Captains
Skel1-4 - Skeletons
storeman - Middle
storeman2 - Middle
towngirl1, 1_1 - Middle
towngirl2, 2_1 - Lower
towngirl3, 3_1 - Lower
towngirl4 - Rich
towngirl5 - Lower
towngirl6 - Lower
towngirl7 - Middle
will_2 - Mates
---
Searcher_navy - Captains
Dan_TG3 - Middle, Captains
----
Offic*, navy_off, navy_office4, rn*, soldier* - skipped.<!--c2--></div><!--ec2-->
I really have no idea about the towngirls -- other than 4 which is kinda obvious. I _mostly_ have no idea about the rest of the models.
So don't take any of the above as anything more than wild guesses.
 
Categories (so far):
Poor_Citizens //barely any clothes
Lower_Citizens // poor but fully clothed
Middle_Citizens // bourgeois
Rich_Citizens // admirals, hubers, etc.
Elderly // alternate category in case of need--normally pull from wealth cats.
Children
Sailors
Pirates
Mates // upper-class sailors, lower-class captains
Captains // folks with uniforms and stuff
Animists
Monks
Priests
ScheffnowMonks
Maltese

Secondary categories:
Bandits //mostly Poor_Citizens above
Outlaws //folks with masks
Raiders // both bandits and outlaws
Pirate_Citizens // see below
Smugglers // pirates, sailors, some bandits?
Survivors // need new, plus brodyaga?
Natives // do we include rabblack or not? Mummy?
Skeletons
Mummies
Monkeys

Soldiers, Officers -- Still unsure about the best way to handle these.

OFFIC_TYPE_X

Example of a secondary category:
Example:
-Pirate_Citizens
--Poor 15%
--Lower 15%
--Sailors 20%
--Pirates 25%
--Mates 15%
--Captains 10%
It works like this. Each time you add Poor the type Pirate_Citizens is also added to that model, with chance of 0.15 (and so forth for the others). We do this by adding a switch at the bottom of AddModelType().
 
Ah, just to make things even more complicated, we should add time blocks. So for example the RN officers would not appear until real-late 17th cent (or even into 18th), the folks with armor would disappear and be replaced ~1700, etc.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Did I make it even MORE complicated? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Naw, been meaning to do that for a while. I mean, there'd not be much point to setting dates for characters and ships otherwise.
My dream since I first saw POTC was to port the stuff I loved about P!G over--and one of the neat things was being able to choose an era.

I just forgot about actually having to /add/ that to POTC. :]
 
Just a thought here - this with beggar and such, it do look a bit odd when a finely dressed lady, such as towngirl4 (or gentleman, for that matter!) begs for money... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

Is this easily fixed? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> I haven't even tried to look at it yet, I must say.


But all this sounds great! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />


All right, all right, I will go back to my own chores now... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I have updated that page with some of the categorization info from Nathan. I've tried having a go at inventorizing myself, but haven't managed much yet. I've thought of a few possibly useful things:
- Category "Adventurous Towngirls" for girls that act like normal towngirls, but can be persuaded to join your crew (for models like Aine, Petra, India, etc.)
- Category "Female Sailors" for girls like Blazie and Beatrice that walk around town, waiting to be hired
- Navy Officers used as captain for war ships (all navy officer types used; would be real cool to have JMV's lut, cap or even adm skins be used as ship captains); The bigger ships have higher-ranking officers as captains
- Pirate Captain category used for obvious pirate captain models. Could be split into Pirate War Captains (with more special and dangerous-looking pirate models) and Pirate Trade Captains (with the more dull pirate captains)
- Might be nice to replace Isenbrandt Jurcksen's model with a more pirate-looking model and that would enable us to use his model randomly for all sorts of stuff, because he does use a rather generic model
- Would it be possible to have the Animist ships be manned crewed with only Animists, so that when you board them, you have to fight a crew of Animists?
- If a ship doesn't surrender during the boarding, it would nice to have the captain himself (or herself) fighting during the final boarding stage.
- General Officer models coud be used as captains of random trade ships
- The models of random encounters on islands should be based on their type, so people who lecture you on the cannon skill should look like cannoneers, people you can hire as officers look like officers, beggars look poor (per High Sea Lass above). Also: People with a lower reputation should have a less trustworthy appearance. And while we're at it, people with a high reputation should not act as pickpockets, so you could have a faint idea of who will be a pickpocket (though you can't be sure, of course)
- It might be fun to have different soldier models aboard ships, as if the army and navy use different uniforms. I also had the idea of using different uniforms for different islands (even if the nation is the same), but that might not be such a good idea, because it's not really historically correct
- Have only the cooler models be available from the tailor's shops. As it is now, the tailors show you different stock each time, mostly featuring dull models, so you spend quite some time looking for a specific model. There are plenty of models that will probably never be used by people for their officers, so if we'd take them out of the tailor's shop, that would speed up the search for the cool models. Also: It might be nice to make it so that the tailors have their entire stock available, so you won't need to talk to them multiple times when in search for a specific model. I also noticed that tailors, when you ask them to show their stock, don't show the proper prices, but in the end the do charge you the price from the initModels.c file; is that fixed? If not, it should be.
- And what about the Bmunk skin being used together with the other skeletons?

Just some random thoughts; hope they can be used for one thing or another.
 
Excellent ideas, Pieter! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />


A thought regarding tailors...

Would it be possible to select them by price range, if not by gender as well? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<span style='color:red'>"What do you want, bucko?"</span> <i><span style='font-size:8pt;line-height:100%'>(love that line, sounds so rude somehow, more so when spoken to a <b>woman</b>!)</span></i>
<span style='color:blue'>"Show me what you got for 2,000 or more gold!"</span>
<span style='color:red'>"Yes, ma'am! Right away!!" ((gets excited at the chance to sell something expensive))</span>

Eh? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />
 
Regarding wealth vs. dialog. Absolutely; I plan once these categories are set up to create model-tailored stats on creation, and--whee, more work for those writers <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />--different versions of dialog, as well as differing selectable nodes, would be great. I'll plop this in Better Background, had some more ideas.

Pirat13 -> Mates, I would say; has the green rather than the black.

<i>- Category "Adventurous Towngirls" for girls that act like normal towngirls, but can be persuaded to join your crew (for models like Aine, Petra, India, etc.)
- Category "Female Sailors" for girls like Blazie and Beatrice that walk around town, waiting to be hired
</i>
I think we can do this by adding a hireable category to all hireable but otherwise normal citizens, rather than having specialized categories.
Or just add the Female Sailors folks to the Sailors or Mates group (with the above hireable group for Adv. TGs, same as other townsfolk).
We can add as many categories to a model as we like...

Good point re: finer distinctions among captains. Could take a few folks I put in Mates and make them lower captains, and keep the Corsair1_X folks as super-duper captains. (see below for nation mask, rather than having national categories)

Ditto on Isenbrandt.

I think I better rethink the model categorization so we have both type and nation in the assignment. That'll speed up fetching, and also allow us (if we pass nation as a mask rather than a single choice) to set things like the spa/por governors & maltese to 001001 or whatever, i.e. allowed for Southern European; and vice versa for the various wigged hubers.

Same with allowing some models pirate and some not, rather than pulling from entire XXX_Citizens categories.

Re: boarding. Good idea; in fact, I'd prefer to rewrite boarding to use this method anyway.
Re: captain fighting. Doable indeed, good idea. But let's continue that elsewhere...

Re: officer types. Yes, absolutely.

Good point re: rep. Be great to add that feature into the pick chance calcs. Re: untrustworthyness of models, that's a finer line than I for one could draw; everyone has their own ideas of what looks and doesn't trustworthy, and people can surprise you...
But that'd be a good thing to add to the mix, all the same.
{And you point out the uncertainty as well}

Basically, both on gameplay grounds as well as realism grounds, we IMO shouldn't /overly/ typecast appearances...

Re: uniforms. The problem here is that there really weren't naval uniforms, AFAIK, until the very end of c17 if not later; and even land uniforms were not very existant either. (So in fact the enemy boarders should mostly look like your folks, except say with different color kerchiefs (on land a garland of some bush was used, often, IIRC)).
That said, we can of indeed divide the uniforms up into land and naval, and assign only one group (or a mix) to boarding.

Good points on tailors, the both of you. Certainly doable.

Re: BMunk--I left all the non-stock models alone, figuring their creators would get say on what they wanted them used for...
(I threw mine (all but Brin) into the mix; but others may want to save them for more special use.)
 
I've always thought that your own crew should have some kind of designated arm band or something that would distinguish them from the enemy. Now if you're attacking a military ship, that's easy, but if you're a privateer and you attack pirates, your crew looks a lot like the pirates...

The "pirate" skins as opposed to the regular "sailor" skins don't make enough of a distinction between your crew and the pirates, and I think are USUALLY not the typical skins used in a boarding, anyhow.

I like the new "choose your crew" mod because of this, but again, have always thought that there should be an armband or something... Was going to paint up a couple of crew skins to reflect this...
 
Glad to add to the burden, uh, add to the creative community! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />


Cat, I know what you mean! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> Since we can not make each face unique (which is a main thing into telling who is your friend or foe) would could use something more sensible... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />


Which lead my silly train of thought into a side-track! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />

When firing a gun, I sometimes end up shooting the wrong person, simply because they are closer - the computer picks whoever is nearest, it would seem, even when they are not in the absolutely direct line of fire. Would there be any way to fix this? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Just anothwer wild idea that probably will not work - other games tend to use a colour (say, on shirts) to signal group like this. Would this be possible, but, say for that armband or some such? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--QuoteBegin-High Sea Lass+Jul 6 2005, 10:54 AM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 6 2005, 10:54 AM)</div><div class='quotemain'><!--QuoteEBegin-->When firing a gun, I sometimes end up shooting the wrong person, simply because they are closer - the computer picks whoever is nearest, it would seem, even when they are not in the absolutely direct line of fire.  Would there be any way to fix this?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
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If you press and hold the fire button, you should be able to sort-of choose your target. At least, that's how I think it works. Not sure though... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

As for the difference in crew models: What I would like is to just have clearly different crew members for the player than for the pirates. I think nation's warships should be manned with soldiers, but enemy trade ships should be manned with normal crew members. But the crew used by the player should be distinctively different from the other crews. The armband idea is one way to do it, but I would prefer if the player's crew would use clearly different models altogether. I'd also like it if you could choose in the game which models you want your crew to use. So when you enter a nation's service, you can choose to have soldiers of that nation join your crew, who do fight better, but at the expense of higher costs. This could be an option in the governor's dialog. Or maybe add an army building to all cities, where you can handle army-related business if you are in the nation's service, such as buying war vessels (Battleships, Manowars - war vessels shouldn't be available from regular shipyards), enlisting soldiers in your crew, getting cheaper repairs to your ships from the navy shipyard or requesting navy ships to accompany you to attack an enemy port. Of course, this is the house where you would meet other officers and maybe some nice dialog can be added to those other officers. And maybe you could also hire them for your own ships, so if you enter a nation's service, you can hire navy officers to sail your ships.
 
<!--QuoteBegin-NathanKell+Jul 6 2005, 06:06 AM--><div class='quotetop'>QUOTE(NathanKell @ Jul 6 2005, 06:06 AM)</div><div class='quotemain'><!--QuoteEBegin-->--I left all the non-stock models alone, figuring their creators would get say on what they wanted them used for...
(I threw mine (all but Brin) into the mix; but others may want to save them for more special use.)
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Hmm where to start ...

BadV ... I started out making a better, meaner, Pirate/Navigator Voysey.
I liked it replacing the original Voysey, with the original being used for townfolks.

50grey1 ... Me, I did this for my own character avatar, and anyone else who would want to use it as an officer/main character.
I like it being assigned to Gregor Samsa.
I don't think it should be common.

50_evl2in ... of searcher was designed for any and all purposes, although I thought someone might want to use him as a unique character (spy) in a quest.

Danielle clones, LCroft, India, Aine
and 50_33Petra ... These I thought would be outfits you would buy to more appropriately dress up (down) any "towngirl" you hired as officers.
I'm not sure having them walk around town as regular town folk would look right.

50_33_Inez ... a unique Pirate Captain for sure. I thought it could replace Clair Larrouse but now I'm not sure.

50M5 ... Elbaro ... the first one I've done strictly as regular town folk, which reminds me. For regular folks do we need portraits and tailor mod entries?
 
If you forgo giving your crew pistols, we can put little colored bags on the pistol locators. Then you could use any model.
(Or even, if you don't mind some funky shooting-with-bags, allow them to use pistols but just override the model used).
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BadV & 50grey1: OK.

50_evl2in - we can always take him out of general when somebody does...

Various female officers - we can give them officer dialog but still have them walking around rather than sitting--and I should just rewrite the creation of lenc officers so they're not sitting down if female, but wandering around in the tavern (I hate special cases, but this is an exception...)

Also, I should rewrite CoastRaiders so any friendly ships will add officers and crew ashore (another excuse to have them walking around the port).

50_33_Inez--That reminds me. Interestingly, Ines was originally supposed to be towngirl3...
Re: regular folks. Yeah; portrait may not necessarily be used, but IMO it'd be good to have just in case (and for completeness); an entry in initmodels, definitely--that's where the models will be assigned to the categories.
 
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