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Career in Royal Navy

<!--quoteo(post=309871:date=Mar 31 2009, 12:42 PM:name=a simple virtual sailor)--><div class='quotetop'>QUOTE (a simple virtual sailor @ Mar 31 2009, 12:42 PM) <a href="index.php?act=findpost&pid=309871"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I'm currently trying to change the officier system (leaving the three slots for the land party), when I have a bit of time. I'll eventually post some more infos later.<!--QuoteEnd--></div><!--QuoteEEnd-->That would CERTAINLY be one of my dreams come true! And it'd make sense gameplay-wise too!
No more annoying switching of officers between fighters and cannonneers when going from land to sea battles.
And the officers would only contribute the skills applicable for their role, rather than doctors who make perfectly good carpenters. <img src="style_emoticons/<#EMO_DIR#>/diomed.gif" style="vertical-align:middle" emoid=":dio" border="0" alt="diomed.gif" />
 
Well, Im using a simple system, which currently only works til lv 20... After that, officers only get more hp, but not skills.

Navy officer NPC chars has not too-bright basic skills, (two major, which is the highest and two minor which has also some progress, depending on their role) to encourage player, to keep, and train his navy officers, instead of selecting more and more new ones,
Yet I didnt made a perk calculating system, so new officers came with unspent perks points...


<b>Career in British Royal Navy mod v0.1 progress:</b>

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Features:<!--colorc--></span><!--/colorc-->

<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- You dont have to start a new game ( maybe it only makes the testing faster, lol ^^ )
- Theres a Royal Navy Recruiter office in Port Royal, close to the city gate, visible when you enter from the port. With:
- Office guarding marines with unique dialogs, (which change when you joined the navy)
- A navy officer sitting inside, who provide you with detailed information about what will happen if you join, (and you can leave when theres something you dislike XD) and you can actually JOIN the navy, by signing enlistment papers. (or putting the three x..)<!--colorc--></span><!--/colorc-->
<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->When you sign the papers:<!--colorc--></span><!--/colorc-->
<!--coloro:#008000--><span style="color:#008000"><!--/coloro-->- You randomly get a captains uniform,
- All other Royal Navy captain uniforms which avaliable ingame will added into your gardrobe (model selector)
- All your existing officers get a new model, matching their role on the ship,
- You will get all the roster filled, with all type of missing officers, with models matching their role, with unique irish-scottish names.
- (all models selected randomly from a list, which contains several models )
- You will get a "captain" before your name,
- You will get a brig-rigged sloop-of-war, with Royal Navy painting, and full crew, with a HMS pre-tag of course, its name is
selected from an irish, scottish ship name list.
- You get an English nationality<!--colorc--></span><!--/colorc-->

Huh, thats it for the start.


<b>Whats next:</b>
adding some restrictions, (you cant sell a ship on english land, and you can only have one ship in your Captain rank, others will confiscated by the Navy, and you get a fine prize sum, but your main ship will remains, and you can switch ships, until you reach an english port... All of your new ships get the HMS pretag)

Need to solve the problem, that lots of navy, or officer models wont have any picture, so need to asssign othe pictures to them.

by the way,<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--> if their maker (all the marine, and navy officer models are realistic masterpieces) can do icons, and passenger pictures to them, he will do mutch good for the community, and also eases my work <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /><!--colorc--></span><!--/colorc-->

Need to find out, why the HECK my mod isnt add the 47_Blaze_brtcpt.gm into the gardrobe, (all other captain models will added finely)
and why it produces a

RUNTIME ERROR - file: DanielWolf.c; line: 40
Unknown data type

(at line 40, theres an empty line... Before it, in line 39, is a function call, which called several times succesfully before this error. The game, or the functions wont locks up, only produces this error in error.log)

Need to add some variety of randomly generated captains quests, for the <b>captain mod.</b> (captain mod is the first step of later career mod)
For this, I need to add navy personnel into the forts, or, need to make a Port Command Building to each english port, to get the monthy salary from them, and the quests, and also you can collect prize for your captured ships, and personnel there.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro-->Also I want to add the all-discussed ship-visiting mode, with inspection option, if you are a navy officer. Yet only in the way how boarding works, instantly, but I look forward, that someone will make a boat-rowing option for this.<!--colorc--></span><!--/colorc-->

Purple steam plans for the future:
Nothing. I want to finish the Captain Mod first <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
ok, the unknown datatype error isnt caused by the misworking model. solved that. But still, 47_blaze_brtcpt model isnt added at all. No error messages, just it wont present. And I cant make the player wear it neither. It stays the normal blaze. This model is in the models directory, and looks healthy in GM Wiever, why it isnt work ingame? (without any error msg) huh

Edited:
by the way: I forgot a little thing, eh...
Ok, the player has a captains title, uniform, ship, and crew. But in the eyes of the world, he is still a civilian...
So, if he attacks the enemies of the Royal Crown, no matter, that warships, or merchants, hes going to loose reputation ^^
Im a bit lazy, so <b>do you know an easy way to get the "privateer effect"? I mean, to work like the letter of marquee mode-
</b>

Edit2:
Oh damn.. Letter of Marque is only an attribute..I cant trace, how it changes the gameplay. I dont want the Letter of marque options at the governor, nor the privateer ranking system, only its rights... Can you help me?

My progress is stopped til I can solve this... I go back to continue my 1755 naval novel. ...
 
A suggestion for how to get officers working differently would be to look at the AoP code. Officers work very differently there. There are various positions aboard the ship such as Captain, Navigator, Boatswain, Gunner, Surgeon, Quartermaster, Carpenter and 3 Fighter Positions. Now as long as you have an officer in each position, they will give you stat boosts aboard ship or on land just like they are in your party. Fighters though, they are the ONLY officers that accompany you in land travels.

Since they are so closely related, I don't see why it wouldn't be possible to do the same thing in PotC.

Cap'n Drow
 
a simple virtual sailor is having some ideas on that and might already have been doing some experiments. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

As for 47_blaze_brtcpt, is he added to PROGRAM\Models\initModels.c?
Short Jack Gold had a similar issue with the Jack Sparrow EITC model that also refused to be used.

As for the LoM effect: Why don't you add that attribute, but add an ADDITIONAL navy attribute that's used by the governors to prevent them giving you the LoM dialog options?

BTW: Hook added a mod that would make your crew's morale drop if you've got too much money on salary mode.
He added a check for possible future navy characters that would prevent this from happening for those characters.
It's simply an attribute added to the player character. I don't remember the exact name and can't look it up right now, but you might want to add that.
You might also use that same attribute for my above LoM-dialog suggestion.

Anyway, this sounds pretty darn good! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
I made the skins. I have the plan to improve them (put that is a long way from now, since I really have much to do, I also will do some portraits)
 
I think now that we have automatic portrait showing when facing characters, probably ALL characters must be given portraits.
Of course that would be a lot of work again, <i>sooooo.....</i> anybody interested? <img src="style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />
 
Hmm. Pieter, not a bad idea, But I want to change as less files as possible.
(this is a dead idea just yet, because I need to change ALOT to add the random quest system, the ship visit, and etc.)

Oh, I have a darn simply idea...
How can I check the ID of the area/room im in it?
Haha... hahaha... hahahaha...

^^ I can simply turn off LOM, while im in a governor mansion... You know, I have a check per second, for the soundcomments mod... And if navalcareer mod is on, it turns LOM on again, while NOT inside a mansion...
 
Something like:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->ref lcn = &Locations[FindLocation(pchar.location)]
if(lcn.id == "governor mansion")<!--c2--></div><!--ec2-->
Personally I'd find a simple if-statement in a dialog file to be a lot less cumbersome than turning on/off a mod and checking for it every minute! <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
Youre right about that, but write into every governor's file seems a too mutch disturbance in other peoples work for me. Anyway, we going to see th results soon- I was able to detect the current room, and if the statement returns, that the place has "esidence" in its ID, (as may some residence has its firs letter written in r instead of R) it turns the LOM off.
 
Your ship's cabin is also counted as a residence. I'm not sure if that makes any difference.

Hook
 
That is in the location type though, right? The ship cabin doesn't actually have "residence" in the location ID as far as I recall.
( Again I'm not at home and therefore cannot check to be sure )
 
<img src="http://i93.photobucket.com/albums/l68/Thomas_the_Terror/NewBritishOfficers.png" border="0" class="linked-image" />

Improved them a bit
 
Definitly better. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
Greetings!

I will going to work on the ship visiting / inspecting mod in the coming days <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> and after that, some basic quest writing.
before the quests, I will create a Navy HQ into each english port, OR add some new room, or just Navy personnel into the forts.

A Navy HQ will be better, but I have some problem:
My NPC generating will exceeded the maximum amount.

#define TOTAL_CHARACTERS 1750 // Size of Characters array, all the characters in the game
#define MAX_CHARACTERS 1349

as the number of characters exceed the Max Characters, If I create more, and hence it refuse to create one more. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
What could be done? As I heard, since alpha 9, Im not the only one, who made new characters.

I dont know the protocol of this, but if this is the way, I suggest to change the max numbers.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
Just increase the maximum numbers. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=311987:date=Apr 9 2009, 02:47 PM:name=Captain 'Dan the Lunatic Wol)--><div class='quotetop'>QUOTE (Captain 'Dan the Lunatic Wol @ Apr 9 2009, 02:47 PM) <a href="index.php?act=findpost&pid=311987"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I will going to work on the ship visiting / inspecting mod in the coming days <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> and after that, some basic quest writing.<!--QuoteEnd--></div><!--QuoteEEnd-->

How far are you? Because I just started something in that direction here (<a href="http://forum.piratesahoy.net//index.php?showtopic=13134" target="_blank">http://forum.piratesahoy.net//index.php?showtopic=13134</a>) and two people doing the same is kinda wasteful.

Edit: My current status on this, copied from the other thread:

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Still largely in the in the proof-of-concept phase and finding my way around unfamiliar code, but I'm making some progress. Right now the idea is that you can hail ships within a certain distance, and if they agree to get in contact with you (based mainly on your reputation) they go to drift. Then you can move broadside and initiate the actual contact. This all works so far, next I need to figure out how to get me and the other captain into his or my cabin for dialogue. Hopefully I can finish that part next weekend, then it's on to figuring out the actual dialogue functions <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

As you can see, I could easily add a "call for inspection" button next to my "hail for contact" button to be activated if the player character has a certain "is_military" flag set. Then we'd need another function to determine how the AI captain reacts to that. If he decides to make a run for it, he becomes hostile to your nation and you can attack him without reputation hit <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Since Patch 3, Hornblower and Jack Aubrey have gotten the <i>PChar.professionalnavy = true;</i> attribute which you can use.
I imagine that if you join the navy <i>during</i> the game, that attribute should also be added to the player.

<!--quoteo(post=314969:date=Apr 22 2009, 03:12 AM:name=Erwin Lindemann)--><div class='quotetop'>QUOTE (Erwin Lindemann @ Apr 22 2009, 03:12 AM) <a href="index.php?act=findpost&pid=314969"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As you can see, I could easily add a "call for inspection" button next to my "hail for contact" button to be activated if the player character has a certain "is_military" flag set. Then we'd need another function to determine how the AI captain reacts to that. If he decides to make a run for it, he becomes hostile to your nation and you can attack him without reputation hit <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->Would it be required to have two different buttons for this or could you use the "Hail Ship" button for both instances?
I imagine that if you are "the other ship" and you'd be hailed by a navy ship, you might be able to deduce that it is for an inspection.
So if you would have something to hide, you might then try to run. Or try to bluff your way through and hope the player doesn't notice.
 
<!--quoteo(post=315004:date=Apr 22 2009, 09:47 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 22 2009, 09:47 AM) <a href="index.php?act=findpost&pid=315004"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Would it be required to have two different buttons for this or could you use the "Hail Ship" button for both instances?
I imagine that if you are "the other ship" and you'd be hailed by a navy ship, you might be able to deduce that it is for an inspection.
So if you would have something to hide, you might then try to run. Or try to bluff your way through and hope the player doesn't notice.<!--QuoteEnd--></div><!--QuoteEEnd-->

I could, but that would rob the navy player of the option to make a frienly boarding without inspecting. I think both functions are different enough in their intent and particularly in their outcome for the "does not comply" function, that it warrants two distinct buttons. The "inspection" would also produce very different results depending on the type of ship and it's nationality. Take for instance a military ship of friendly nation, that could easily comply to a hail, but would basically never comply to an inspection.

Edit. I'm open for ideas, of course <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Some very valid points those, of course. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I'm wondering when you actually <i>would</i> get to inspect other ships. How would inspecting ships work gameplay-wise?
Could you just inspect ships at random? I think Captain 'Dan the Lunatic Wolf's idea was to have the admiral give you the assignment to inspect a specific ship.
If so, I can't imagine the player going to try and make friendly contact with that ship without inspecting.
In that case you could have the "Hail Ship" button perform as "Inspect" button on that ship alone. Or something like that.

But either way is fine by me, as long as it works and is understandable. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
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