The missing option I'll add - but if posted here, it won't get forgotten...
About fencing being a personal skill, I'm not sure - seems to me as if this is only half of the truth.
Appearently, the party members fight with the skill they personally have, not influenced by my own (at least this has always been my impression...). But if I have low fencing skill myself, but a good fencer in the party, my personal stats show the value of the good fencer. If I actually do use this value, I cannot tell - when I played, I took always the fencing skill part by myself first and had the officers for the other skills - when they had their (planned) skill(s) full, then I gave them fencing, too. Well, I might have some tests, but currently my game is not running due to some bug in my modifications, so I have to get this up again first.
I'll ask pirate_kk - but I wanted to clear first the requirements we do have. Can't imagine pirate to be really happy if we come along with this and that idea, and two weeks later we decide differently...
The names I changed already, but could not test it yet (see above...). They are in RESOURCE/INI/TEXTS/ENGLISH/common.ini. However, I had to rename the file to 'common.c', because I appearently have no right to upload .ini files. At many other places a doctor is referenced, too, but these are doctors ashore, and in these cases I considered it more suitable to leave it. By the way: I have a second INI_ dir - is this left over from installation and can be deleted or is there any sense for it?
View attachment common.c
<!--quoteo(post=329979:date=Jun 17 2009, 03:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 17 2009, 03:09 PM) <a href="index.php?act=findpost&pid=329979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True. Maybe a hide/show button?<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds better to me. Still I'd like to have the symbol(s) signalling the officer type, coloured if current officer has a corresponding role, greyed out if not - and the button in addition. The state of the button should be remembered, of course - having to switch every time you enter the interface would get quite annoying (if you are the unlucky one preferring the non-default...).
<!--quoteo(post=329979:date=Jun 17 2009, 03:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 17 2009, 03:09 PM) <a href="index.php?act=findpost&pid=329979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds good. So until you assign them a type, they'll be more-or-less off-duty, right? Maybe useful to accompany you ashore though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. Not more or less, they ARE. If a player likes to have him as officer, perhaps captain of companion ship or personal party member - completely his own choice (ok, we need the interface changes, of course... then he'll be able to). Apropos personal party: shall these members receive full payment or not? (I personally tend to give them half payment and only consider the officer role - seems to me more realistic - and is easier to handle, too...)
About fencing being a personal skill, I'm not sure - seems to me as if this is only half of the truth.
Appearently, the party members fight with the skill they personally have, not influenced by my own (at least this has always been my impression...). But if I have low fencing skill myself, but a good fencer in the party, my personal stats show the value of the good fencer. If I actually do use this value, I cannot tell - when I played, I took always the fencing skill part by myself first and had the officers for the other skills - when they had their (planned) skill(s) full, then I gave them fencing, too. Well, I might have some tests, but currently my game is not running due to some bug in my modifications, so I have to get this up again first.
I'll ask pirate_kk - but I wanted to clear first the requirements we do have. Can't imagine pirate to be really happy if we come along with this and that idea, and two weeks later we decide differently...
The names I changed already, but could not test it yet (see above...). They are in RESOURCE/INI/TEXTS/ENGLISH/common.ini. However, I had to rename the file to 'common.c', because I appearently have no right to upload .ini files. At many other places a doctor is referenced, too, but these are doctors ashore, and in these cases I considered it more suitable to leave it. By the way: I have a second INI_ dir - is this left over from installation and can be deleted or is there any sense for it?
View attachment common.c
<!--quoteo(post=329979:date=Jun 17 2009, 03:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 17 2009, 03:09 PM) <a href="index.php?act=findpost&pid=329979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->True. Maybe a hide/show button?<!--QuoteEnd--></div><!--QuoteEEnd-->
That sounds better to me. Still I'd like to have the symbol(s) signalling the officer type, coloured if current officer has a corresponding role, greyed out if not - and the button in addition. The state of the button should be remembered, of course - having to switch every time you enter the interface would get quite annoying (if you are the unlucky one preferring the non-default...).
<!--quoteo(post=329979:date=Jun 17 2009, 03:09 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Jun 17 2009, 03:09 PM) <a href="index.php?act=findpost&pid=329979"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Sounds good. So until you assign them a type, they'll be more-or-less off-duty, right? Maybe useful to accompany you ashore though.<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly. Not more or less, they ARE. If a player likes to have him as officer, perhaps captain of companion ship or personal party member - completely his own choice (ok, we need the interface changes, of course... then he'll be able to). Apropos personal party: shall these members receive full payment or not? (I personally tend to give them half payment and only consider the officer role - seems to me more realistic - and is easier to handle, too...)