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Inventory Overhaul

A separate thread for the inventory system. We've talked this over previously, most recently in the item trading thread (and in another thread too but I forget what).

For a variety of reasons--realism, ability to "`hot-swap`" pistols, limiting `skill-item` wearing--or just plain sheer love of complexity--the inventory's in need of work.

What seems to me the way to go is a system like Morrowind's (or countless other RPGs). That is, a `Four-tiered` inventory system (with the fifth and final tier selling or dropping the item, period*).

*Side note 1. I want to add a dropping feature, so you can get rid of stuff with no questions asked. Except...some items will be undroppable. No, not that way; you can drop it fine, it's just that a day later a sailor will come up and say, "Captain, you know that Albatross you've been carrying around? Well, we were just going through this barrel in the hold and--how'd it end up there?..." Or your clotheschest. Or tucked in a pocket. Or...

*2: The other exception being pawning, see Item Trading thread.

Anyway, back on topic. + means I have conflicting thoughts, see below.
The first tier is your equipped inventory. It includes your sword, your pistol, your glass+1, your armor, and whatever jewelry you're wearing. Limited by number of items.
The second is your ready inventory, items ready to hand but not necessarily _in_ your hands. A spare--loaded!--pistol, a dagger+2, some lucky charms (which will still work; only jewelry need be equipped+3), a powder horn/extra pistol balls+4, etc. (Am I missing something?) Limited by number of items _and_ weight (can't carry 10 swords ready to hand!).
The third is your carried loose / backpack / unready inventory. Money+5, food+4, blanket roll+4, shovel+4, more balls and powder, quest items you wouldn't have to hand, spare pistols and swords, and whatever else you're carrying. Limited by weight.

+1 Should you have to forgo your pistol when carrying a spyglass? Although it doesn't mean anything, you can't use a spyglass anyway when in location mode (SFAIK!).
+2 Should you be able to carry a spare sword ready to hand? My instinct is no, only a dagger. One sword is heavy enough.
+3 Should there be a separation between charms and jewelry? Should only one and not the other need equipping? And further along that chain of questions...
+4 If we add such a thing. Food and blanket roll if we add hunger and tiredness, shovel for digging up treasure (but of course. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ).
+5 Yes, let's make money take up weight! No more carrying around a million pounds (or Pounds) of gold. Letters of credit, jewels, etc., will now have their uses...

The fourth tier is the chest in your ship. Unlimited storage (really unlimited, or just a high limit?), but hard to get to when you need it!

Ideas on going _between_ invs:
During normal time (not alarmed) one can swap any item between any number of tiers. When boarding an enemy ship or fort, even swapping to your cabin's item chest would be allowed.
Once alarmed, swapping only between equipped inventory and ready inventory.
With sword drawn, only swapping between pistols and chugging potions*.

*Should we even leave potions in?--realism rears its ugly head. Actually, I need to make a new thread for this.
------------
In terms of interface: We could use the existing itemsbox interface, and make the upper level the ready inv and the lower the loose inv. Add the equip buttons and the info button, and presto! a new interface.
(To take items from or place them into boxes, you'd need to put the item in your loose inv first; then we'd have to do only the above interface change to make it work).
--------

So...watcha think?
Assuming you like this, what should the specific limits be? How much should stuff weigh?
And so forth.
 
I'm going to have to take a serious look at this LATER to answer you... My head's been in my computer all night working on a website and I can't concentrate on anything much right now... BUT... Whew, Nathan, you come back with a BANG! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Oh yeah, letters of credit - let's get more use out of those loansharks. This'd also play into nation.strength... if a nation essentially goes `belly-up`, you'd lose your investments or any other money you've given that 'shark.

I like the thought of weighted items counting against a limit, and having to "equip" your `skill-enhancers` in a limited way... Since I'll be adding more tattoos, and eventually `skill-enhancing` (and `rep-enhancing`*) medals, you could choose for instance a specific place for a specific tattoo**, and eventually get all filled up, so you'd have to pick and choose (mix and match!) your tatts thoughtfully.

* for instance I'd like to add a dialog option to any character liable to reject you if your rep stinks, where it checks your inventory for a medal from that nation, and they'll deal with you despite your rep because you've obviously done so much to serve their country...

** some can be `skill-enhancers`, some affect rep, and a few could be `quest-generators`... I've got this quest I'm struggling with (dialogs are a humungous pain in the ass...) that's started after someone "notices" one of your new tattoos. Or you'll have to get one halfway through a quest... like, you need to infiltrate some group, say smugglers or a cult, and they'll only take you into confidence if you bare their mark... ha, but suppose you have no free tattoo canvass... then it's time to grit your teeth and get out the cheese grater.
 
Oh yeah, and not quite an inventory question, it's more to the tune of cargo: Can we some day dump cargo we don't need during the interface screen after a successful boarding? I mean, if I could just chuck half my worthless cannon balls to make room for some nice fruit from my captive, I'd be a happy cap'n.
 
Cat: Heh. Well, I have a binary mind. Off---or ON!

Alan: Neat twist with the loansharks and `belly-up`-ness. And everything gets cancelled if a town* switches hands?

And neat re: modifiable reps. There's already a `hard-coded` example of this (your RM relation changes what the min rep is for trading with merchants/shipwrights), but it'd be great to do this parametrically.


*Note: While adding islands may take a while, per the other thread adding _towns_ is comparatively simple.

Speaking of random quest starting via dialog.

Rather than going through and modifying all dialog, why don't we add an attribute to "normal" NPCs--vags, house residents, citizens, bar people, etc.--that says "add random dialog" and let an external function run before ProcessDialog() to see whether to temporarily hijack the dialog to initiate a quest like that.
(I've tested this before and successfully added parametric links and dialog trees while saving and restoring old nodes, so we know it's doable.)

And _darn_ tootin' right re: cargo. That's something I too have dreamed of; IIRC Kieron was going to do it at some point but sadly disappeared. It shouldn't be _that_ hard to add that section from shiphold to transfer_items...
 
Heh... Whatever you say, `Obi-wan`! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

Okay, here we go...

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Except...some items will be undroppable.[/quote]Inspired! I love it... It's the bad luck Aztec coin come back to haunt you, Captain! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The first tier is your equipped inventory.[/quote]Okay...

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The second is your ready inventory,[/quote]Good.

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The third is your carried loose / backpack / unready inventory. Money+5, food+4, blanket roll+4, shovel+4, more balls and powder, quest items you wouldn't have to hand, spare pistols and swords, and whatever else you're carrying. Limited by weight.[/quote]Would this also include what you've picked up from killing an enemy? And does this mean the end to my killing sprees in the dungeons because I can't carry twenty eight cutlasses and fifteen small pistols? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->+1 Should you have to forgo your pistol when carrying a spyglass? Although it doesn't mean anything, you can't use a spyglass anyway when in location mode (SFAIK!).[/quote]Right! Good!
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->+2 Should you be able to carry a spare sword ready to hand? My instinct is no, only a dagger. One sword is heavy enough.[/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/tongue.gif" style="vertical-align:middle" emoid=":blah:" border="0" alt="tongue.gif" /> Hey... I carry a rapier AND a cutlass, plus three pistols and two boot knives, and I'm not armed NEARLY as much as I'd like. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Remember that a buccaneer who is `well-armed` on a boarding party will more than likely survive... The more weapons available to hand, the better. Blackbeard and other famous historical pirates carried a LOT of weapons...

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->+3 Should there be a separation between charms and jewelry? Should only one and not the other need equipping? And further along that chain of questions...[/quote]I HATE carrying charms. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> I would like to see the possession of charms but not the carrying of them to STILL make the charms work. You should be able to leave them in your locker onboard ship, or ask an officer to carry them for you, or whatever. It's just incredible to think that one might carry around heavy gold objects or marble Chinese dog statues in their everyday dealings with people.

Jewelry is BOOTY, unless it's enhancing some kind of stat for you, or you need it to woo some governor's daughter or niece. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->+4 If we add such a thing. Food and blanket roll if we add hunger and tiredness, shovel for digging up treasure (but of course. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> ).[/quote]Yes. This is good... BUT again, I'd think we could give such items to one of your officers to carry... Captain's got to have his "varlet", you know... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->+5 Yes, let's make money take up weight! No more carrying around a million pounds (or Pounds) of gold. Letters of credit, jewels, etc., will now have their uses...[/quote]EXCELLENT idea! Letters of credit and jewels, YES... That's a great idea! So if you need to buy something, you can issue a letter of credit to the merchant, and the money will be taken from your shipboard inventory... Great stuff, I like it... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->The fourth tier is the chest in your ship. Unlimited storage (really unlimited, or just a high limit?), but hard to get to when you need it![/quote]Maybe limited. I mean... Think about it... How much can you actually PUT into a chest? An arms locker is a different story, tho. THAT capacity should be high so you can arm your men when needed...

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" /> My brain's beginning to boil over, LOL! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/ko.gif" style="vertical-align:middle" emoid=":ko" border="0" alt="ko.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" /> This is going to be a big job!!!

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->Ideas on going _between_ invs:[/quote]GOOD. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->*Should we even leave potions in?--realism rears its ugly head. Actually, I need to make a new thread for this.[/quote]Ah... This is a dilemma requiring serious discussion... Yes.

<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->In terms of interface: [/quote]Again, GOOD! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

This is generally good, overall. Here are some random musings...

Weight of items - could carrying weight capacity be tied in somehow with how FIT you happen to be - as well as how long you've been at the game? This might also tie into getting older and worn out too - the "aging" process that SMPirates! uses (or something similar)... When a youth you might have more energy but perhaps less stamina, then as you mature and gain experience you should gain stamina and still have energy, then as you age you should still perhaps have stamina but not as much energy, and then eventually your stamina should wane too.

I'm not necessarily proposing to work up an aging mod - but when you have less experience, you SHOULD have less stamina and able to carry less items than when you have more experience and more skills... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Wouldn't ya think? ???

I like the idea of the random quest starting via dialog - random dialog is a lot of what I'd like to do with my sneaky trader - so that you will never know when you deal with him whether you'll get something GOOD or something horrible, or something astounding or something bad...

And the investments with the loan shark &tc, very nice, Alan! It can all tie in with what your rep is in the town, and whether you've done enough FOR the town to deal with you despite your possibly despicable (LOL!) reputation elsewhere! <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#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />

Alan, did you notice I put up Scheffnow's DialogMerge utility on the FTP? It's in a folder and is titled "DialogMerge by Scheffnow".

Regarding the "dump cargo" interface, can't it just be moved to a different spot or opened up to be accessed while in a plunder screen? You get to look at the cargo on each ship when you access Goods, so why can't it be that we access the "drop cargo" command in that spot INSTEAD of what we have now? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Ach, enough of this for the moment... I need a drink! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> <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#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
Great Ideas.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Originally posted by NathanKell: </b>
The third is your carried loose / backpack / unready inventory. Money+5, food+4, blanket roll+4, shovel+4, more balls and powder, quest items you wouldn't have to hand, spare pistols and swords, and whatever else you're carrying. Limited by weight.  
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<b>Originally posted by CatalinaThePirate:</b>
Would this also include what you've picked up from killing an enemy? And does this mean the end to my killing sprees in the dungeons because I can't carry twenty eight cutlasses and fifteen small pistols?<!--QuoteEnd--></div><!--QuoteEEnd-->

I share the same concern as Cat. It wouldn't be a problem if the uncollected items remained persistent for a limited time before they were removed from the game (scavenged by others).

Perhaps you could have a chest item that could be carried (i'd say by a minimum of two people but don't know if thats doable) that when carried it adds more room to carry things(increase the amount of items/weight you can carry) but perhaps the crew member that carries it can't fight or use any items and would have their stats decreased until the chest was removed from their inventory(set down or transferred to another stash).

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Originally posted by NathanKell</b>:  
The fourth tier is the chest in your ship. Unlimited storage (really unlimited, or just a high limit?), but hard to get to when you need it!  
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<b>Originally posted by CatalinaThePirate:</b>
Maybe limited. I mean... Think about it... How much can you actually PUT into a chest? An arms locker is a different story, tho. THAT capacity should be high so you can arm your men when needed...  <!--QuoteEnd--></div><!--QuoteEEnd-->

I also think it should be limited, but based on ship size. Which could be measured in tons. So a MoW could carry say 10 tons where as a BB could carry 5 tons. I don't know what would be realistic, so I'll let others figure out what a realistic scale should be.

Maybe include another tier that would be for hideouts/houses/dens to represent a landbased inventory that would be close to unlimited if/when they get implemented.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec--><b>Originally posted by alan_smithee:</b>
Oh yeah, and not quite an inventory question, it's more to the tune of cargo: Can we some day dump cargo we don't need during the interface screen after a successful boarding? I mean, if I could just chuck half my worthless cannon balls to make room for some nice fruit from my captive, I'd be a happy cap'n.  <!--QuoteEnd--></div><!--QuoteEEnd-->

Excellent Idea!! I think all these ideas would be great to implement.

Edited for spelling/grammer.
 
Oh yeah... in addition to your ship's chest (would it stay there even if you switched ships, the way I think it is now, or would you lose it all?), if we get a personal bedroom in all the governor's mansions or some other home, that could have a chest too - a more stable one you'll never lose anything out of... unless your rep gets bad enough that it's confiscated by the military or robbed or something.

The marriage thingy is something else I'd like to add to. Pirate wives, for one thing. And a more involved process toward marrying (giving gifts, dining, dancing... learning etiquette and generally proving you can bea gentleman), along with some more benefits besides a rep increase (pain in the ass when I've married a British girl and toward the end of the main quest England is my enemy, and I can't get into the Residence to, erm, increase my rep... didn't you used to be able to marry more girl than one?)

I suppose you'd lose your invested or otherwise `shark-held` money if they lost the town, unless we can think of any other creative way to deal with that.

What function would randomly assign a new dialog or check your inventory for specific items? I mean, a line of code in the character's init, and that would work even for randomly generated characters like the `come-and`-go vagabonds?
 
Sorry, conked out. Will respond here tomorrow. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid=":eek:ops2" border="0" alt="oops3.gif" />
 
Lot of great ideas here! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
An easy way to do the "ready" second tier of the inventory: maybe you could develop the fastequip keys of the SWAK for that. Let's say the ready invetory has 10 (or whatever) slots in which you can store an item of your choice. Which you could fastequip at any time by pressing a numeric key "1"-"0". While the backback tier interface would be accessible only in quiet situations. That would limit the amount of work and new, possibly confusing, interfaces cause we almost have that already.

A convenient way (if possible codewise) to put items from the backpack into the ready tier (i.e. program one of the "ready" slots) :
-open the backpack inventory interface
-mouseclick one item
-press one fastequip key

and the chosen item will now be ready for immediate use by means of that fastequip key. That way we wouldn't even need a new interface. (BTW my weaponslocker for your ship is almost finished. If only these exiting discussions wouldn't keep me from modding <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )



<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->+1 Should you have to forgo your pistol when  
                             carrying a spyglass? Although it doesn't mean  
                             anything, you can't use a spyglass anyway when in  
                             location mode (SFAIK!).<!--QuoteEnd--></div><!--QuoteEEnd-->
Would IMHO add nothing to the gameplay but a little inconvenience.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->+3 Should there be a separation between charms and  
                             jewelry? Should only one and not the other need  
                             equipping?  <!--QuoteEnd--></div><!--QuoteEEnd-->
Whatever, I would like a limit so that not all could take effect at the same time. So that you have to think and choose which skill enhancemant would be the best for your current situation.


I very much like Meethos' "booty carrying officer" idea. So if you plan a lenghty plundering expedition you'd better hire a team. Maybe such "carriers" could be hired cheaply. If you order them to stay at the entry of a location they would be comparatively safe.
In "Daggerfall" you could buy a cart which you would park in front of a dungeon. If you were overloaded you went back to the dungeonentry and dumped the plunder on the cart.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->and they'll only take you  
                             into confidence if you bare their mark... ha, but  
                             suppose you have no free tattoo canvass... then  
                             it's time to grit your teeth and get out the  
                             cheese grater.<!--QuoteEnd--></div><!--QuoteEEnd-->
Hehe, cosmetic surgery 17th century style... Cheese grater instead of botox, works wonders on the little wrinkles around your eyes <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/urgh.gif" style="vertical-align:middle" emoid=":urgh" border="0" alt="urgh.gif" />
 
I'd like to see all inventory items transactions done with "personal wealth" and commodities and quest rewards with "crew money"

That way, you buying your own gear, repairing your blade, and paying for personal training does not affect crew money.
 
Ah, Daggerfall. Somehow it doesn't surprise me you (CCC) would bring it up. <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" />
You know, for a buggy piece of, well, it was a _really_ impressive programming effort IMO. It's the gold standard for me for randomgen quests (well, it and FFE for space).*
(And thank god for DosBox; I may yet beat Daggerfall, if one can use such a term for such a game.)
And it's a standard I'd like to see implemented in POTC, as I think I may say do you. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

*And POTC, unlike DF's successor Morrowind, can actually support such random generation, even generating locations from stock objects. MW's cell link system and sadly anemic code support prevents that. Besides, I prefer C to basic by far. <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" />

Your idea with `double-use` `fast-equip` keys is awesome*! I'd still go ahead and make a new tree (ch.readyitems.slot0 through 9), but that makes inventory management far easier. I'd also use another key to cycle solely pistols (i.e. rather than calling an item directly, cycle through all available ones of that group).
*Yes, possible, Have a detection of IsEntity() for the interface layer in the processcontrols case and if so use the control that way. Or if we can't easily check entities, just set a pchar attrib on launch inventory and clear it on exit, and detect that (as Kieron did with some of his interfaces).

I think you're right about spyglass/pistol. But you'd have to give up a readyinv slot for it, so it's the same in the end.

By "need equipping" I mean need _equipping to body_, not just being in the ready inv. So no matter the answer to that question, they'd still be limited by ready inv.

We should also add a drop to backpack key (that works only one way). The reason is this.
Let's say all items gained during fighting go into ready inv (and failing that backpack inv). So if you pick up a better sword you first drop your current one to backpack and then switch to the new one (leaving the slot free to pick up an even better sword).

This represents dropping it on the ground and picking it up later.


Great idea re: cargofficers!

Petros: Ah, but what about equipping the crew? Therein lies the conundrum.
 
I'm finding this considerably difficult to write, because basically you have to rewrite the whole way items are taken and given. So I'm shamelessly putting this off until after I finish the item/trading/ part, and other stuff. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Err. By "this" I mean the item backbone (to give make each item specifically tracked), rather than adding new inventory tiers or the other stuff here. (I.e. ready inventory, and having items specifically tracked while _in_ ready inv, is more possible).

So for this reason as a more iterim thing maybe we can implement `stolen-item` tracking as just a parallel backpack inventory (in the character.stolen.(itemID) tree vs the character.items.(itemID) tree that normal items use).
 
<!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->I'd like to see all inventory items transactions done with "personal wealth" and commodities and quest rewards with "crew money"

That way, you buying your own gear, repairing your blade, and paying for personal training does not affect crew money.[/quote]Yes, but as Nathan mentions, what happens when you buy an item or a sword or pistol for one of your officers? Is that a gift, or should it come out of crew money, and how do you separate this kind of purchase?

I see using the crew money as part of the "expedition" - whatever you buy, it's usually for the good of whatever is going on around you - if you are better armed or have better skills, the crew will survive longer...

Perhaps what we need is someplace to spend our own PERSONAL money - like the brothel or the tattoo shop or the tavern - you're buying personal things (maybe a trinket for the wifey or that bowl you smoked at the opium den), not something that will impact the next time you sail into battle...
 
<!--`QuoteBegin-CatalinaThePirate`+--><div class='quotetop'>QUOTE(CatalinaThePirate)</div><div class='quotemain'><!--QuoteEBegin--><!--`QuoteBegin-Petros`+--><div class='quotetop'>QUOTE(Petros)</div><div class='quotemain'><!--QuoteEBegin-->I'd like to see all inventory items transactions done with "personal wealth" and commodities and quest rewards with "crew money"

That way, you buying your own gear, repairing your blade, and paying for personal training does not affect crew money.[/quote]Yes, but as Nathan mentions, what happens when you buy an item or a sword or pistol for one of your officers? Is that a gift, or should it come out of crew money, and how do you separate this kind of purchase?

I see using the crew money as part of the "expedition" - whatever you buy, it's usually for the good of whatever is going on around you - if you are better armed or have better skills, the crew will survive longer...

Perhaps what we need is someplace to spend our own PERSONAL money - like the brothel or the tattoo shop or the tavern - you're buying personal things (maybe a trinket for the wifey or that bowl you smoked at the opium den), not something that will impact the next time you sail into battle...[/quote]

Well, I was just trying to tie this all into the use of personal wealth vs crew money to repair swords at blacksmiths.

The logic that everyone accepted a while back, as I remember it, was that repairing swords was personal (even though we repair swords and then give them to officers)

Even though this was ultimately made switchable in Buildsettings.h, if the logic remains, then those other personal items, potions, minerals, etc., even those we give to officers, would be personal use items.

But now this logic does not hold if we are making the captain responsible for arming all of the crew and not just officers. ... or does it?
 
Ah, yes, Daggerfall is one of the very few games that got me hooked for some time, despite the bugs and the rather repetetive nature of quests, characters and dialogs. But i reinstalled it last year and found it had aged terribly. We'd better turn PotC into our maritime 17th century Daggerfall. The necessary elements are all there, we must only enlarge and multiply everything by the factor... ummm.... errr...

<b><span style='`font-size`:25pt;`line-height`:100%'>100</span> </b> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" />

Well, no problem, if everyone sacrifices a few decades of his life it can be done easily <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" />
 
<!--`QuoteBegin-CouchcaptainCharles`+--><div class='quotetop'>QUOTE(CouchcaptainCharles)</div><div class='quotemain'><!--QuoteEBegin-->if everyone sacrifices a few decades of his life it can be done easily <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" />[/quote]<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" /> Sounds great, where do I sign up? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Ummm, but aren't we already <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" /> charter members of this group? :bbb <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
LOL.
Exactly.

Now, if we could just--wait, yes!
Now, we can already add towns to the worldmap, right? And they're little models...
Why not make little _island_ models and add them?
Then you can have a totally random archipelago each time...no need to make all the new stuff en bloc, just the `cookie-cutter` stuff that `DF-POTC` would then assemble.
 
Well, a huge RANDOMLY generated gameworld enlargement is not that much work. Actually I have a concept for a "housegenerator" that connects all the UNused doors in the towns with random houseinteriors, including an occaisional shop, tavern, mansion or other specialized locations. That way adding new towns might be a piece of cake: just wedge a townlocation somewhere into the jungle, and VC will generate the population and the housegenerator the houses. Though some individually scripted locations and characters will be necessary to keep these towns from looking TOO random.
(Will combine well with your excellent ideas on towneconomy.)

Something similar can be done with outdoor locations to create some kind of ever new mainland: I thought of putting a string of "beach" icons at one edge of the map and labeling that e.g. "Mosquitocoast" or "Mangroveswamps". Reaching that you'll get a message "You have reached a uncharted stretch of coast. Do you want to explore the inhospitable interior? A "yes" will teleport you into a random chain of junglelocations, with an occaisional settlement, temple or mine for plundering.
What i know nothing about so far is the transition from open sea to coastal waters, and on to the beach. And it will take months before i can tackle all this, so i wouldn't mind at all if someone else adopts this idea or elements of it.
 
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