Found another way to add my characters, this way you doesnt need to start a new game, you can start to use the mod in a previously saved game, (also its a goal in my future development <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="
" border="0" alt="biggrin.gif" /> to remain like that) and now my mod files reduced to 1, the functions file, as I dont need the previously existent file in the init folder.
<b>Career in the Royal Navy mod v0.1 progress: </b>
Now, after the call of the JoinTheNavy() function,
you will:
- Get a Brig-Rigged sloop-of-war, with royal navy painting,
- Your officers, dependig on their role will get a new model, and face picture, (selected randomly from a variety for each officer type) so they "join the navy" with you,
- As a Royal Navy ship cant leave port without all officer slots properly filled, you will get a randomly generated, proper navy officer, depending on your level, with unique irish-scottish names, one for each officer role, missing only those that already filled with your previous officers, (who joined the navy also ^^) and they are succesfully added as passengers, officers, so you can go ashore with them also. They have of course models selected from a variety of random models, strictly for each different role.
- As the process is divided into dynamic functions, later option of having randomly generated officers standing in each of the english forts as aquitances for you, will only need a proper location coding, as all other is given.
<b>How it works:</b>
The officer generating process is a completely new way. As I want to bond the generating of skills, and other things to match the Royal Navy mod, which needs a tad different officers. A bit of variability.
<strike>problems:
Yet somehow if you give your level (currently 7) to the function, which generates the new officers, its supposed to generate 1-2 level lower, or 1-2 level higher, or the same level officers, as you. But lvl 7 as given parameter will generate lvl 70, 69, 71, 72 officers... Adding a : lvl = lvl / 10; line will not change ANYTHING ^^
If I give the function a lvl 10 parameter, it generates lvl 100, 101,102 officers <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid="
" border="0" alt="biggrin.gif" />
Yet I was unable to trace where it multiplies the damn level with 10...
But worked on that a very short time.</strike>
<b>Whats next:</b>
Yet new officers only have skills generated, depending on their type, and your level, so need to code to generate perks also... They will going to have less, and different kind of perks, as normal officers, so you need to play with the tactics, that who you need in the active four...
The generating process is in its childhood yet, so you only get righteously balanced officers til lvl 20, after that only their hp goes up, skills variability remain the same as in lvl20. Also need a perk calculating function.
<u>The really big, next step is</u> going to be the recruiting office in every english colony. for that I will use the smaller shipyard, that little room with the desk, and little brigg model. There will be sitting a blue coat navy lieutenant, accompanied with two marine soldiers in red, and there you can sign up.
So I need to learn the basics of location creation, and quest, and dialog making.
For that I appreciate links to tutorials <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" /> at the ancient times i think there was something like that, or any other help.
Continuing the work
Good winds, and godspeed!
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid="
" border="0" alt="keith.gif" />