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I included my code changes for this here: http://www.piratesahoy.net/threads/personal-todo-list-goals.22239Looks good @Pieter Boelen . Once you are done I will see if I can adapt it so it will remember the officer for the day, so it will always send the same one untill the day is done .
Not bad, not bad. At least you can still SEE them.This is just a quick test, but what do you guys think of this solution? I think this is very clear for the player .
Put in PROGRAM\INTERFACE
The filtering also does not show the ones you CAN assign but that will not contribute.The filter wont show the things you can assign I believe, thats intentional.
Yep, I saw that! And like it quite a bit too. Clever, that!As you might have noticed if you click a perk which is non contributing it will also say it in the description.
No, it was I who wanted the original method of recruiting randoms officers left unchanged.@Grey Roger: Since you currently are actively prevented from hiring officers in Hornblower, I understand that you cannot really test this properly for now.
But since it was also you who originally mentioned that finding the officers you want is quite annoying, I hope you can provide some feedback when you start another storyline.
Well, that has also been done.No, it was I who wanted the original method of recruiting randoms officers left unchanged.
From earlier in this thread:Well, that has also been done.
Who was it that was saying that finding the officers you want is too annoying now that their abilities are enforced per officer type?
We had a whole discussion about it. Was that Hylie then? Can't remember now.
That may answer your question.Moved this to its own Feature Request. Intention is to get rid of the "tavern in-out-in-out" trick, since that is just terrible gameplay.
It's annoying AND doesn't make sense. Having only one officer generated in a tavern each day sounds much more reasonable to me.
That's the way I like it. Though of course Iron Man Mode consists largely of taking the toggles OUT of the players' heads and enforcing it in the code...The toggle, if you want to call it that, is where it belongs - in the player's head.