• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Included in Build Improve officer importance

Looks like those tavern officers are generated through PROGRAM\LandEncounters\LandEnc_init.c:
Code:
  LandEncTemplate[n].id = "tavern";
   LandEncTemplate[n].quantity = 1;

//NK -->
   LandEncTemplate[n].enc1.type = "ENC_OFFICER";
   LandEncTemplate[n].enc1.chance = 0.5;
// NK <--
   LandEncTemplate[n].enc1.StartTime = 0;
   LandEncTemplate[n].enc1.EndTime = 24;
So that is where the 50/50 chance on each location entry comes from.

That code looks rather alien to me, since I don't know of a simple way to tweak it.
Simplest would be to do away with it altogether and handle the officer generation elsewhere.

Actually, there appear to be a whole bunch of things in that particular file that aren't used.
ENC_POORMAN, ENC_LATEWALKER, ENC_CONVICTS and ENC_SURVIVOR all sound quite interesting.
Probably more left-overs from the game that PotC was meant to be, e.g. unfinished features.
Seriously, the developers of PotC were pretty damn ambitious!
 
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.

As mentioned elsewhere, you can still promote your shore crewmembers to officers so you basically have an endless supply of relatively low-level ones anyway.
 
An extra thing we have been talking about lately is to make your officers much more important.
In other words, not add new officer types just yet but make the ones we already have actually MEAN something.
Since that is very close to this idea, I figure we can consider it the same Feature Request.
 
Why not just get rid of this generation all together and just make sure we only use the other creation.

I can look into it a bit in a week or so and at least make sure we have 1 generation of officers
 
Why not just get rid of this generation all together and just make sure we only use the other creation.
As long as the other creation methods are actually common enough....
I think right now Enc_walkers and random tavern encounters from the Extra Atmosphere are a bit rare.
Plus female officers generated that way are ESPECIALLY rare.
 
Okay merged some topics together concerning officers.
Let's recap:

We want officers to have a more important role. What we done already:
- Officers now really contribute perks and this is shown in the interface
- Officers contribute to the ship they are on (at least with perks, this has to be checked for skills).
- Officers now have only a certain pool of perks you can pick from
- As soon as a officer is promoted to captain of a ship he or she gets more perks to choose from

What we still want to do:
- Make sure the tavern only has 0, 1 or 2 officers per day generated which is the same always so you can't harvest them at the tavern.
- Give all officer types special abilities which can only be contributed by this specific officer type
 
Yup, sounds about right! :onya

While I do have some other wishes, those would not be easily accomplished and it is probably best to let those slide for now.
 
This is just my wishlist for B14 ;) after that we can see again.
 
Don't you care if they can keep up with you, know how to shoot cannons, and repair the ship? I spend game years training officers to be Captains who can sail, fight, and repair their ships efficiently.

This new perks system is making it hard to train officers tho.
 
The new system gives the officers so few perks they can not do anything. It now takes 4 officers to do what one officer used to do and it takes game years to get those perks if they ever progress enough to get them at all.
 
If I recall, perk contribution was always limited to certain officer types. There was definitely choose in place for that for years.
But you never saw it so there is a good chance people may never even have noticed.
And perhaps it never worked as intended either. I never confirmed that.
 
There's no problem with limiting which perks an officer contributes to the pool according to the officer's assigned post. But officers earn experience along with you, especially those actively with you and even more especially if you have "Shared Experience". They earn ability points. So it's nice to be able to give them whichever perks you want without having to swap their roles just to do so. That way, if you got unlucky and only found boatswains and surgeons among the taverns and random street encounters, you can train them to eventually become decent navigators, for example. In previous games, it got to the point where most of my officers had both the skills and perks to be useful in at least two positions.

Seriously, my suggestion would be to undo whatever was done to perks and skills in Beta 3.4 and return them to how they were in Beta 3.3.
 
Might it be an option to show officer type active perks in a different colour or something?
So you would be able to GIVE all abilities to all officers. But they would only contribute based on their officer type.
 
If I understand correctly, this means:
. Make the player more dependent on a full range of officers.
. Make it harder to cross-train an officer from one role to another.
. Make it harder if not next to impossible to search the tavern for the type of officer you need.

No, thanks! It's fair enough that an officer only contributes to the pool such skills and perks as are relevant to his role, that's him doing his job. But restrictions on which perks and skills he can learn while on the job, and restrictions on hiring officers in the first place, would ruin the game for me, as the new fouled-up perk system is already beginning to do.
 
Perhaps we could implement a feature where you can tell the tavern owner you are looking for a certain type of officer.
Then depending on some variables, there may or may not be one available. But it would be like posting a specific job opening somewhere.
That would highly increase your chances of finding the kind of character you're looking for, instead of officer types you do not need.

Or perhaps just some dialog setting that allows you to choose the officer type you're interested in, which would increase the chances of specifically finding one of those.

Also, I see no problems with officers learning perks outside their job description; as long as they don't contribute those.
You can do that anyway, but have to swap officer types repeatedly to do so and that is just requiring a lot of button-pressing for no specific purpose.
Might as well save the players at least that trouble.
 
This is interface wise by far the easiest way to show people what the officer contributes. you can always switch the officer to another role if you want him tohave a certan perk. Soon there will be a way to have a officer have even more perks, but it will bring a risk with it too.
you can test it already if you want.
execute this command in the console:
Code:
GiveItem2Player(pchar,"ayahuasca");
you will receive a new item. Now talk to a officer and you will have a new option. You can try this a few times to see what can happen (there are 5 possebilities). Soon this will be implemented fully and you can aquire this item by a quest (you can aquire more then 1 but it gets harder every time).
 
For interface display, we have three sets of icons, right? Regular blue, grayed out and locked.
Those already have an individual use each, so we'd need an extra set if we want to distinguish between actual contributed abilities and all other ones.
That would be quite a bit more work required, so we might want to avoid that if we can.

How's this for an idea? If you remove an officer from his position, he'll have NO officer type at all.
What if you are allowed to apply ANY skills while that is the case? But none of them will contribute until you assign a proper type again.
At least that allows you to lift the type-restriction temporarily, preventing a lot of needless clicking for the player.

@Levis: The "super officer" mod that you mention actually allows such officers to USE their extra skills and abilities, right?
 
hmmm having a "no officer" type might work. I could just make the civillian there and make it not contribute. that could work.

And the "super officer" indeed does contribute everything which is shown in the interface. Same with a captain. If you make a officer a captain of a ship it will also show more perks in the interface, these will all work. It even is depended if you are playing a a navy player it will show other perks :).
 
Why not just leave officers as they are, able to contribute skills and perks according to their job? But remove the restrictions on which perks you can give them. Then, when they're ready, you can assign them a different role. There is no need for the "no officer". And I know you can swap the officer to another role, give him the perk, then put him back again - this level of annoyance is unnecessary if you just don't restrict which perks he can learn in the first place.

Icons: as well as blue, grey or locked, there is also the tick. Perhaps make it that grey means he doesn't have the perk, grey means he does, and ticked means it's contributing. In fact, that's what I thought the tick meant anyway - if not, what does it mean? There's no need to mark a perk which an officer is unable to learn if the restriction on what he's allowed to learn is removed entirely. ;)

Super-officers: a captain should use all perks and skills that he has learned when he is commanding a ship. You do! So, presumably, do enemy captains. There's no need for other super-officers, especially if the whole point is to have specialist officers.

Ayahuasca: seems to be some sort of psychedelic drug. Do we really want to promote drug use in the game? (Besides, according to the Wikipedia article, the effect is supposed to be some sort of spiritual revelation. Whether you survive the experience or not, use of that stuff would put an immediate end to your piratical career one way or another!)

Recruiting in taverns: why prevent people from entering the tavern multiple times to search for a suitable officer? Nobody is forcing you to do that, so anyone who does not want to does not have to. Why remove the option for those who do?
 
Back
Top