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Weapons and Ammo Mods Brainstorming

IncredibleHat

Landlubber
Storm Modder
From the post:
<a href="http://www.piratesahoy.com/forum/index.php?act=ST&f=39&t=7540#" target="_blank">What do you other players/modders think of this direction discussion?</a>

I am starting a new thread here to tackle just this specific notion. These are just some of the ideas that popped into my head. Some may be impossible to implement... others may be stupid ideas. Either way, I am throwing them out there.

<b>Some changes for the breaking of a sword:</b>
<blockquote>When it breaks, you hear your character say "Blastid!" or something maybe with the clank of the broken sword sound. To distinguish YOURS breaking from your ENEMIES.

When it DOES break, make all nearby enemies pause and you hear laughter... dont really need belly aching laughter animations for them all (although that would rule). Giving you enough time to DO something about the broken weapon instead of instantly dying at the swipes of swords only a half second later.

SPECIAL RARE SWORDS SHOULD NEVER BREAK! Or if they do, do it rarely, and don't remove the sword from inventory, leave it so you can go get it repaired by a blacksmith.

Degradation of swords should really only occur when you are struck while blocking or you strike their block. It doesnt need to degrade just swinging in the air... and if hitting someone, the fleshy body shouldn't be causing much harm to a sword.
</blockquote>
<b>Misc:</b>
<blockquote>The "don't reload while fighting" setting could be made as "don't reload while slashing with sword". Give a three second pause after slashes before the reload process begins... and if you slash again before complete, it is aborted. This can make it easier to reload without having to wait for already long animation of putting your sword away, and pulling it back out again. I've know pirates who could reload a gun with a sword reddied.

Maybe all the parts to ammo could be simplified into ONE inventory item "Bag of ammo stuff". The bag would contain the proper amount of all parts for one shot each. That way you buy how many shots you want, and that is all the micro management you have to contend with. The bag would show the number on it for how many you have... but it can be interpretted as "how much shot is IN the bag" and not "how many BAGS I have". Since you really only have ONE BAG... its just full of X# ammo stuff.

Another idea could be that ammo is 'automatically carried'. You carry with you X# shot (something you could have as a dialog option from your quartermaster or something, defaults to 10 shots) from the ship's stores. Then, you have the purchase of such things go into the ships hold (not taking up weight or space!!!). Whenever you return to your ship, your personal carry is automatically updated (no sense to waste time going to your cabin, then picking up more ammo manually, ugh). Same goes for your officers, they pull from the ships hold. Then, the buying of gun ammo is also part of the "AutoBuy" of other resources.
</blockquote>
<b>Ammo and officers/crew:</b>
<blockquote>Let them buy their own danged ammo and keep themselves up to stock. This really doesn't even need to be a dialog option. They just do it. Make them buy anywhere from 2-10 shots depending on their skill (because that determines how often they actually FIRE the blastid things hehe!). You could make it either come out of party money, or personal money. I don't care... just make sure there are checks to prevent them from going below like 100gc.

No sense bothering with ammo on boarding... the action takes place so shortly, and its already so rare any of your crew use guns, that the possibility of running out of ammo during boarding is moot. So, not even bothering putting all that code in for that, should save some work?
</blockquote>
<img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
I would agree that powder and pistol ammunition would be, maybe, replenished upon entering a ship. However, if all merchant get option of restoring them, which Redmond merchant currently has, even that woudn't be necessary.

Alas, the one-pistol-shoot-per-sword-draw should be sustained. Remember, there were only non-repetitive weapons in that time and reloading was quite complicated (loading powder and pushing that bullet through the barrel). I can't imagine how somebody would do that with one hand, during a heat of the swordfight. Enabling pistol reloading during fight would put us back to the state present in stock PotC, which wasn't realistic. Current ammunition system serves well, in my opinion.

I believe that adding realism in proper way would increase fun. Of course, no one should go too far with it, but, as I think, we are still far from that border.

pirate_kk
 
I didn't mean to put the stock method back... but rather allow a time of pause in fighting (but still having your sword out) given enough time to reload 'uninterrupted'.

But like I suggested, if at ANY TIME you swish your sword or are attacked, the reload process is interrupted.

Anyone skilled with a sword, can still handle small objects with your fingers while you are still grasping your sword. It's how I tip my hat when I am fencing with dagger and foil.

It simply makes the game flow a bit better, not having to be concerned with putting your sword away, just to reload your gun. I like the idea of no loading whil in battle. I just don't like being tasked with putting my sword completely away just to reload.
 
As to the breaking sword, all you have to do is hit the "1"key (top row not numeric) and the game will autoequip the best (by damage not condition) sword in your inventory.

The Redmond ammo option should be available at all stores deffinately.

Regarding weapons reload I'm basicly happy with it as is. I've had experience with muzzel loaders and it is most deffenatly a two-handed opperation, don't forget you need to use a ram and pour into a very small opening. The best soldiers of the period could fire just 3 or 4 times a minute while doing nothing else so it IS a project to load these weapons.

I most deffinately think that if you have supplies of shot and powder on board, boarding the ship should auto-reload a character with supplies.
 
Yeah. Agreed on the Bigger guns. But then wouldn't that mean you can't reload while walking/running too? Hehehe... see, where/when do you draw the line.

Speaking of drawing the line, another thing is the Blunderbuss backfire chance. Its bad enough you are trying to defend yourself, we don't need the extra realism of possibly killing yourself in the process of trying to stay alive. For this reason, I have no reason to buy that thing, and as such its just another item in the game I want to ignore.

This is like, putting in the chance of slicing your leg cause you had sweaty fingers while slashing your sword at someone <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

EDIT:
Wanted to add, is it possible to make all "no ammo" type actions instead just NOT reload the gun??? It's pretty bad to have the gun get reloaded (or show its loaded when its NOT). Then when you fire it, you see smoke, and some cut-off sound play, then nothing happen. Usually you don't have time to read every tiny log entry on the top left of your screen when you are in the heat of battle.

No ammo/gunpowder = no blue bar or bullet icon. Simple... right?
 
When the ammo is finished the pistol wants to reload again - to what - to a "no shot". So I made this workaround: no reloadtime when there´s nothing to reload (that would have been worse). I made efforts to get rid of the white smoke in those situations (it´s possible but went to far) The blue line I couldn´t avoid. (result of a quick uneq/requip)
 
Well, somehow it is able to stop the reload when you are fighting. Couldnt that same method be used to stop the reload when you have nothing to reload too?

I guess that "quick reload on equip" thing may get in the way of that.

Brings a headache to the scene when you think about "Well... if he has five guns in his inventory, and they all are already loaded with a shot, cant you switch to those to fire from? Or, if you have two empty guns, and one shot, which gun would it go into."

LOL! OUCH MY MIND! Too complicated... we need a "click" sound with no smoke and fire.

Hmm... how about an "empty gun" item for every type of gun, when you run out of ammo, it is swapped with that. Then those types of gun items are setup to do the clicky sound with no smoke.

Anyhoo, perfect world situation would simply be not allowing the character to "fire" a gun thats not loaded. If its feasible or not... surely there is a way! Surely! <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
 
Just change the settings to suit individual taste, that way everyone can have it the way they want instead of having a minority wanting massive changes whilst a majority leaving the Mod the way it is & just refining the settings to suit themselves.
 
Whatever. I guess I am just forgetting that no one wants to make this for the mass public... instead just a small few who have insider info on how and where to change everything to suit ones own needs before they even try the mod for the very first time. Makes me wonder why even bothering making a Full Build Mod... Rather just go find the specific pieces to install.

You all have simply lost view of how it is to look at this addon from the perspective of someone new to it and interested in enhancing their game without making it worse to play.

I'm dropping the subject on the weapons mod. I'll only care about what I think and just shut the damned thing off in my own config file. You happy now?
 
<!--quoteo(post=151494:date=Jun 19 2006, 03:38 AM:name=SuoiveD)--><div class='quotetop'>QUOTE(SuoiveD @ Jun 19 2006, 03:38 AM) [snapback]151494[/snapback]</div><div class='quotemain'><!--quotec-->
Just change the settings to suit individual taste, that way everyone can have it the way they want instead of having a minority wanting massive changes whilst a majority leaving the Mod the way it is & just refining the settings to suit themselves.
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Agreed. I kind of like the mods to the pistols the way they are. Even though I turned off the ammo mod after an hour's play because it was more bookeeping than I wanted to mess with, it still works well.

But I want a game, not a chore. As it is, I can tweak settings to get something I'm comfortable with. And what I'm comfortable with currently is, there's only ONE of each sword, and they don't degrade or break; I don't have to worry about pistol ammo; characters reload while their weapons are drawn.

Other people might want a more involved land combat model. For me, the land combat is pretty much a side issue, done mostly during boarding. So if it's a bit abstract, I won't notice. I actually like the sword fighting model the way it is. I don't want to have to go to using two joysticks to handle a couple of dozen combination moves.

Hook


<!--quoteo(post=151517:date=Jun 19 2006, 09:13 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 19 2006, 09:13 AM) [snapback]151517[/snapback]</div><div class='quotemain'><!--quotec-->
Whatever. I guess I am just forgetting that no one wants to make this for the mass public... instead just a small few who have insider info on how and where to change everything to suit ones own needs before they even try the mod for the very first time. Makes me wonder why even bothering making a Full Build Mod... Rather just go find the specific pieces to install.

You all have simply lost view of how it is to look at this addon from the perspective of someone new to it and interested in enhancing their game without making it worse to play.

I'm dropping the subject on the weapons mod. I'll only care about what I think and just shut the damned thing off in my own config file. You happy now?
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When they have a "finished product" they can publish a beginner's set of settings for the buildsettings.h file and give the player the option to choose when they first start the game.

Right now, it's a work in progress. People who aren't interested with putting up with bugs should avoid it. It says so right in the download instructions. The same probably goes for config files. This is NOT a mass market game at the moment.

For what it's worth, I look at every feature to determine if it's suitable for a first time player. The game already has a steep learning curve, even in the stock version. There are a lot of features that should be disabled for a new player. But now isn't the time to implement that. Perhaps as the last thing before a stable build 13 is released.

And the good thing is, you *do* have the option to turn off things you don't like.

Hook
 
<!--quoteo(post=151429:date=Jun 18 2006, 07:59 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 07:59 PM) [snapback]151429[/snapback]</div><div class='quotemain'><!--quotec-->

This is like, putting in the chance of slicing your leg cause you had sweaty fingers while slashing your sword at someone <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

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lol had a funny image their (monthy python's the holy grail)

anyway some of these topics gave me an idea for a mod, when a blade beaks,
let the shards be an item on the floor, then you can pick'em up take em to a blacksmith so he can reforge it.

also this is more personal thing but can someone make a mod where you can ask the black smith to make a special sword for you, you can choose your blade, your hilt and other things, this might just be too complicated but i would apprieciate if someone would have a go.
Also that EACH "hero", "main" officers that you meet and join you (not misc officers in taverns) would have their own blade.

Just an idea... any feed back?
 
Thanks a lot to IncredibleHat for his good ideas. Please note, however, that most of the mods you don't like can be turned off in BuildSettings.h, so you can suit the game to your own tastes. It's maybe a bit much to ask from a beginning player to change the BuildSettings, but I don't want to have any mods turned off by default that make the game more interesting. It gets different for mods that cause trouble. But most of the mods you mention are pains-in-the-butt for you, but not for some other people. The idea of having several preset BuildSettings.h version would solve those issues. You get one for the casual player (with possibly annoying and complicated mods turned off) and one for the more advanced player (with all additional "realism" mods turned on).

I do admit that several weapon-related mods could do with some finetuning. That certainly goes for my bladedamage mod. It is certainly a major improvement over the disarm mod I made earlier, but there's a lot with the bladedamage mod that can still be improved. You bring up some excellent ideas that I will try to code into the game. But not for Build 13. I will try to improve my mod after Build 13 is done.

<!--quoteo(post=151408:date=Jun 18 2006, 03:32 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 03:32 PM) [snapback]151408[/snapback]</div><div class='quotemain'><!--quotec--><blockquote>When it breaks, you hear your character say "Blastid!" or something maybe with the clank of the broken sword sound. To distinguish YOURS breaking from your ENEMIES.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
Good idea. I also would like to make the blade breaking sound a 3D sound, so you'll hear from what direction the sound comes.

<!--quoteo(post=151408:date=Jun 18 2006, 03:32 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 03:32 PM) [snapback]151408[/snapback]</div><div class='quotemain'><!--quotec--><blockquote>When it DOES break, make all nearby enemies pause and you hear laughter... dont really need belly aching laughter animations for them all (although that would rule). Giving you enough time to DO something about the broken weapon instead of instantly dying at the swipes of swords only a half second later.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
Good idea. Not sure how to code that in, but I think it should be possible. Also: I added in the Quick-Equip key (F-key) for this reason: When your blade breaks, press [F] and you equip something else. As soon as your blade breaks, your fists should be equipped as well, so you never end up with no weapon at all in your hands. Your fists are pretty useless at the beginning of the game, but it gets better when you increase in level. The higher your level, the more damage you do to your enemies with your fists.

<!--quoteo(post=151408:date=Jun 18 2006, 03:32 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 03:32 PM) [snapback]151408[/snapback]</div><div class='quotemain'><!--quotec--><blockquote>SPECIAL RARE SWORDS SHOULD NEVER BREAK! Or if they do, do it rarely, and don't remove the sword from inventory, leave it so you can go get it repaired by a blacksmith.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
Another thing I deliberately added to the game is an EXTRA LARGE change for your blade to break if it's a good blade while you yourself aren't a good fighter yet. You can find very good blades at the beginning of the game (I don't know how to prevent that), but if you use them, they will break extra-quickly. If you have a high enough level, though, this effect will not play anymore. Also: If you don't want your good blade to break quickly: Don't use it in the beginning of the game! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

It should be pretty possible to make the broken blades not disappear completely, but be added to the inventory as broken blade shards instead. Might be annoying though if you get even more items in your inventory. It might be possible to replace "badly worn" items with "broken" items. Saves the trouble of adding yet another weapon quality. Then, once a worn blade breaks, it will be de-equipped and will be replaced with a broken (badly worn) blade. This broken blade will do extremly little damage and will truly break and disappear when you insist on using it. Added plus: It can be repaired.

<!--quoteo(post=151408:date=Jun 18 2006, 03:32 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 03:32 PM) [snapback]151408[/snapback]</div><div class='quotemain'><!--quotec--><blockquote>Degradation of swords should really only occur when you are struck while blocking or you strike their block. It doesnt need to degrade just swinging in the air... and if hitting someone, the fleshy body shouldn't be causing much harm to a sword.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
The effect when blocking or striking an other character's block is larger than when hitting an enemy proper. You can change how much of an effect the specific actions have on bladedamage in LAi_events.c. I wrote the code in such a way that changing effects should be really easy if you understand the code. You can completely remove bladedamage on hitting an enemy proper by simply removing the appropriate block of code from <i>void LAi_CharacterAttack()</i>. Your blade doesn't degrade by swinging in the air either. The code for bladedamage consists of three (almost) identical blocks of code in <i>LAi_CharacterAttack()</i> (for hitting enemies) and <i>LAi_CharacterBlock()</i> (for being hit while blocking & for hitting a blocking character). These functions only run if the hit is performed on another character referred to as <i>enemy</i>.

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->        if(!CheckAttribute(enemy,"bladedamagecounter"))
        {
            if(sti(enemy.index) == GetMainCharacterIndex())
             {enemy.bladedamagecounter = 0;}
            else
            {enemy.bladedamagecounter = rand(BLADEDAMAGE_RAND + BLADEDAMAGE_BASE);}
        }
        enemy.bladedamagecounter = sti(enemy.bladedamagecounter) + 3;
        // Counts the amount of strokes you performed with your blade<!--c2--></div><!--ec2-->In this example piece of code, the bladedamage counter is increased by 3 instead of by 1. 1 is the damage you get for hitting an enemy normally, but the damage is three times as bad when being hit when blocking.

<!--quoteo(post=151408:date=Jun 18 2006, 03:32 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 03:32 PM) [snapback]151408[/snapback]</div><div class='quotemain'><!--quotec--><blockquote>The "don't reload while fighting" setting could be made as "don't reload while slashing with sword". Give a three second pause after slashes before the reload process begins... and if you slash again before complete, it is aborted.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
Nice idea. Not sure how to code that in though. Might be possible.

<!--quoteo(post=151408:date=Jun 18 2006, 03:32 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 03:32 PM) [snapback]151408[/snapback]</div><div class='quotemain'><!--quotec--><blockquote>Maybe all the parts to ammo could be simplified into ONE inventory item "Bag of ammo stuff". The bag would contain the proper amount of all parts for one shot each. That way you buy how many shots you want, and that is all the micro management you have to contend with. The bag would show the number on it for how many you have... but it can be interpretted as "how much shot is IN the bag" and not "how many BAGS I have". Since you really only have ONE BAG... its just full of X# ammo stuff.

Another idea could be that ammo is 'automatically carried'. You carry with you X# shot (something you could have as a dialog option from your quartermaster or something, defaults to 10 shots) from the ship's stores. Then, you have the purchase of such things go into the ships hold (not taking up weight or space!!!). Whenever you return to your ship, your personal carry is automatically updated (no sense to waste time going to your cabin, then picking up more ammo manually, ugh). Same goes for your officers, they pull from the ships hold. Then, the buying of gun ammo is also part of the "AutoBuy" of other resources.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
Might simplify matters, yes. I like the idea of being able to take powder from your gunpowder storage aboard your ship though. Not sure how it should be handled for bullets though. Maybe your idea is better.

<!--quoteo(post=151408:date=Jun 18 2006, 03:32 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 03:32 PM) [snapback]151408[/snapback]</div><div class='quotemain'><!--quotec--><blockquote>Let them buy their own danged ammo and keep themselves up to stock. This really doesn't even need to be a dialog option. They just do it. Make them buy anywhere from 2-10 shots depending on their skill (because that determines how often they actually FIRE the blastid things hehe!). You could make it either come out of party money, or personal money. I don't care... just make sure there are checks to prevent them from going below like 100gc.</blockquote><!--QuoteEnd--></div><!--QuoteEEnd-->
I like the idea for the officers and sailors keeping themselves up to stock. But ONLY if these officers are skilled enough gunfighters. And officers get paid every month, right? So their personal money increased. I believe you can take this from them again. But it would be nice to make them buy the ammo from their own personal money. That would also be a good reason to let them keep their money. I also like the idea of being able to hire a weapon's officer to take care of ammo-related issues aboard your ship. However, such an officer costs money, so in the beginning of the game (when it is still a fun challenge with the ammo), you have to handle it yourself, but when it becomes a pain in the butt, you can hire a weapon's officer to take care of it all to save you the trouble. Added plus: You don't even need to change a BuildSettings.h toggle, because you can change it ingame by talking to your weapon's officer.

<!--quoteo(post=151426:date=Jun 18 2006, 07:49 PM:name=Jason Maffettone)--><div class='quotetop'>QUOTE(Jason Maffettone @ Jun 18 2006, 07:49 PM) [snapback]151426[/snapback]</div><div class='quotemain'><!--quotec-->
As to the breaking sword, all you have to do is hit the "1"key (top row not numeric) and the game will autoequip the best (by damage not condition) sword in your inventory.
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The auto-equip [F] key will equip a better item for all item types that exist. Provided that you <i>have</i> a better item, of course. Also: Sometimes this button doesn't equip the best version you have, but it will not equip a worse item than you currently have equipped. This goes for pistols, blades, spyglasses and armor. It's pretty easy to use this button. Saves you a whole lot of trouble with the inventory.
The number keys 1-0 above the character keys on the keyboard equip different types of special weapons automatically. Saves you yet more trouble of going through your inventory.

<!--quoteo(post=151429:date=Jun 18 2006, 07:59 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 07:59 PM) [snapback]151429[/snapback]</div><div class='quotemain'><!--quotec-->
Speaking of drawing the line, another thing is the Blunderbuss backfire chance. Its bad enough you are trying to defend yourself, we don't need the extra realism of possibly killing yourself in the process of trying to stay alive. For this reason, I have no reason to buy that thing, and as such its just another item in the game I want to ignore.
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I really like the Blunderbuss. Unlike other weapons, the blunderbuss does damage to multiple enemies at once. However, this comes at a price: The chance of the blunderbuss blowing up. Usually, this doesn't kill you , only weaken you temporarily. If you don't like this, you can remove the effect by removing just one line from initItems.c: <i>itm.misfire = 5;</i>.

<!--quoteo(post=151429:date=Jun 18 2006, 07:59 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 18 2006, 07:59 PM) [snapback]151429[/snapback]</div><div class='quotemain'><!--quotec-->
No ammo/gunpowder = no blue bar or bullet icon. Simple... right?
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A lot of this stuff is hardcoded, so we cannot change it. Might be possible to improve it for a bit though. Would need to think how though... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=151517:date=Jun 19 2006, 04:13 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 19 2006, 04:13 PM) [snapback]151517[/snapback]</div><div class='quotemain'><!--quotec-->
Whatever. I guess I am just forgetting that no one wants to make this for the mass public... instead just a small few who have insider info on how and where to change everything to suit ones own needs before they even try the mod for the very first time. Makes me wonder why even bothering making a Full Build Mod... Rather just go find the specific pieces to install.
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We make a full Build mod <i>because</i> people are not going to put all mods together themselves. Even experienced modders are not going to be able to put together their own version of the game, because it will cause many bugs, that they would then have to fix themselves. Instead, I put all mods together for everyone. And some mods, that some people might not like, can be toggled off in BuildSettings.h, which is much easier than compiling your own modpack (trust me on this... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /> ). And other mods that people don't like right now, can still be finetuned. I will do that for my bladedamage mod. Eventually, it's going to be a great mod, even though it isn't right now. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Please don't be offended by anything, IncredibleHat. You have pulled several incredible ideas out of your hat and I, for one, will try to implement several of them in the game. Not for Build 13, but once Build 13 is done, I will try to improve the game again, bot by adding new features, but by improving existing mods into almost new features that will be much better than the original mods. Anyway: Thanks a lot for your ideas. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
One very easy thing to do:
If we raise the number of powder & shots in those "containers" to much higher values and still let the containers show up after a while there will be an effect of dealing more with ammo in the beginning of the game and later on the supplying problems are not so in focus. 6 - 24 - 48 or anything.

This includes some place to restock greater volumes. Why not from the ship itselfe. Yes I like the gunpowder room or what it is called.

The officer situation, not so sure but maybe skip either the limits (in that case they don´t need containers either) or the use of ammo completely.
 
<!--quoteo(post=151426:date=Jun 18 2006, 01:49 PM:name=Jason Maffettone)--><div class='quotetop'>QUOTE(Jason Maffettone @ Jun 18 2006, 01:49 PM) [snapback]151426[/snapback]</div><div class='quotemain'><!--quotec-->
As to the breaking sword, all you have to do is hit the "1"key (top row not numeric) and the game will autoequip the best (by damage not condition) sword in your inventory.
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I think it's "f"
 
<!--quoteo(post=152572:date=Jun 28 2006, 02:38 AM:name=YourObed't Serv't LordNe)--><div class='quotetop'>QUOTE(YourObed't Serv't LordNe @ Jun 28 2006, 02:38 AM) [snapback]152572[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=151426:date=Jun 18 2006, 01:49 PM:name=Jason Maffettone)--><div class='quotetop'>QUOTE(Jason Maffettone @ Jun 18 2006, 01:49 PM) [snapback]151426[/snapback]</div><div class='quotemain'><!--quotec-->
As to the breaking sword, all you have to do is hit the "1"key (top row not numeric) and the game will autoequip the best (by damage not condition) sword in your inventory.
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I think it's "f"
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Checked this last night, the fast equip for sword is 1.
 
Swords are starting to seem mighty common. I sympathize with introducing a few rare indestructible swords. Really, having several cardinal's guards, atwoods, and bosun's is rather mundane..
 
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