Well i actually do like the tips all over the loading screens........i did actually learn something new from a few as i've been playing the later builds and stuff changes
And thanks for the pointers etc, that will all be extremely handy when i get time to do things And while it might seem i was being down on the locked abilities thing, in principle it can work, just as the realistic skills thing works, i just ran into a few unfinished things (or bugs maybe as Pieter mentions) here and there and it felt a little too rough around the edges for comfort, if you know what i mean.
@Grey Roger it would have been either Beta 3.4 or 4 that i had that issue with the 'blocked' cannoneer ability tree, i'll do my best to find the situation again and stick it in the bug thread.
If it provides a clue the ability was a 1 point cost (pretty sure it was increased range) that was gold in colour, which i understand means it should be available for me to select, but it had no reasons on it's info screen (when you actually click ok to get it, and that normally shows any pre-requisite things etc) as to why the 'ok' was greyed out and non-selectable.
Well one thing to consider would be a bit like the situation with the Open Sea Mod currently, that normally forces you to play in Iron Man mode (if i have that correct, or is it that when you select Iron Man mode you get the Open Sea mod by default?), so when you do go into the files to activate it for a regular type game, it can get a little confusing, especially in relation to explaining bugs/issues etc.
So by that i would not try to say tie it into the realistic skills gain system, as some people may love that but not love locked abilities, so flexibility to all these systems can be a great thing in terms of players getting to play the type of game of PotC they prefer, and to be fair to the Build Mod it has been excellent for this, maybe more so than any other mod i can think off, certainly one of it's strengths
And thanks for the pointers etc, that will all be extremely handy when i get time to do things And while it might seem i was being down on the locked abilities thing, in principle it can work, just as the realistic skills thing works, i just ran into a few unfinished things (or bugs maybe as Pieter mentions) here and there and it felt a little too rough around the edges for comfort, if you know what i mean.
@Grey Roger it would have been either Beta 3.4 or 4 that i had that issue with the 'blocked' cannoneer ability tree, i'll do my best to find the situation again and stick it in the bug thread.
If it provides a clue the ability was a 1 point cost (pretty sure it was increased range) that was gold in colour, which i understand means it should be available for me to select, but it had no reasons on it's info screen (when you actually click ok to get it, and that normally shows any pre-requisite things etc) as to why the 'ok' was greyed out and non-selectable.
My personal suggestion would be relatively simple:
- Have two separate modes, one being the current PotC system and one new and experimental one that is a sort of "Auto Skill System for Abilities"
- "Locked Perks" could then be remove from the current PotC system because having too many different things being able to lock your perks might end up being a bit too complicated
- The new system would have as many perks as possible be given to the player through specific gameplay actions/career promotions
Does that sound reasonable?
Well one thing to consider would be a bit like the situation with the Open Sea Mod currently, that normally forces you to play in Iron Man mode (if i have that correct, or is it that when you select Iron Man mode you get the Open Sea mod by default?), so when you do go into the files to activate it for a regular type game, it can get a little confusing, especially in relation to explaining bugs/issues etc.
So by that i would not try to say tie it into the realistic skills gain system, as some people may love that but not love locked abilities, so flexibility to all these systems can be a great thing in terms of players getting to play the type of game of PotC they prefer, and to be fair to the Build Mod it has been excellent for this, maybe more so than any other mod i can think off, certainly one of it's strengths
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