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Yeah... Also, this problem seems to extend to all NPC's.
Strangely, I boarded a french ship which waiting for me with an escort quest (An English bark), and almost all those enemys have Hibernians, Or polish Szabla swords, and couples of horse pistols. I think that the word "balanced" is not yet accomplished as we would like.
That doesn't seem right. Which difficulty are you playing on?
I am however glad to see it extends to everything. Means at least I'm getting control over it .
That doesn't seem right. Which difficulty are you playing on?
I am however glad to see it extends to everything. Means at least I'm getting control over it .
Sorry about moving your posts everywhere. Have to try to keep them grouped by subject or things can become quite confusing when we read through the threads again.
Anyway, that sounds similar to the issue that @HellSailor reported earlier in this thread.
Check the screenshot he posted on the previous page!
- Restore the "Bonus Tick Marks" for NPCs as well
While officer type CAN be changed for your passengers, those tick marks indicate natural skills that cannot be changed.
Some characters are just better at certain things than others.
- Maybe(!) lock the officer type for certain (quest) characters?
For example, Viriginie d'Espivant joins as an officer, but she should probably be a civilian type and remain that way.
Also if desired, certain other characters can be locked into one role: For example Mr. Gibbs being a BOATSWAIN, not something else.
- Restore the "Bonus Tick Marks" for NPCs as well
While officer type CAN be changed for your passengers, those tick marks indicate natural skills that cannot be changed.
Some characters are just better at certain things than others.
- Maybe(!) lock the officer type for certain (quest) characters?
For example, Viriginie d'Espivant joins as an officer, but she should probably be a civilian type and remain that way.
Also if desired, certain other characters can be locked into one role: For example Mr. Gibbs being a BOATSWAIN, not something else.
Setting them at the init will make them this officertype. I can look into an "locking" thing, its probably just an attribute for these characters and some addition in the dialog file.
I was thinking about the bonusses. You think we should give a certain officer always a bonus for skills he contribute, or do we make this random so it's another thing to consider when hireing an officer?
I was thinking about having the bonusses be depended on other stuff. Like the gender and the model and the nationality etc.
Setting them at the init will make them this officertype. I can look into an "locking" thing, its probably just an attribute for these characters and some addition in the dialog file.
Setting them to the correct officer type is easy. KEEPING them that way would need some changes though.
"Lock" attribute to be added in the init file and have that gray out the "Change Role" button AND Enc_officer_dialog.c option, I imagine.
I don't imagine that being too hard. But would it be desirable?
I was thinking about the bonusses. You think we should give a certain officer always a bonus for skills he contribute, or do we make this random so it's another thing to consider when hireing an officer?
I was thinking about having the bonusses be depended on other stuff. Like the gender and the model and the nationality etc.
If I recall, the bonuses used to be linked to officer type so they'd gain experience the fastest in those skills they signed up for. That may be a bit simplistic and boring though.
I like your idea of shaking it up, but taking into account gender and nationality may be a fair bit of effort for very little improvement to the game.
My recommendation then would be to just assign two skill bonuses purely at random. At least that will help even officers of the same type and rank to still be different.
The more different they are, the more we're beginning to approximate "personalities".
Plus it might encourage players to fire certain officers and hire more appropriate ones if they come across them.
Otherwise you may find a set of officers in the early game and stick with them all the way through.
Shaking things up means that "thinking about your officers" can be a gameplay element longer throughout the game, rather being a "deal with it once and you're done" thing.
Another way to shake things up would be if even officers in your Passengers list could be killed randomly in sea battles.
Would technically be realistic, but also probably controversial and we may want to hold off on that one for a while longer....
I don't know how, but I managed to make my player character into a CITIZEN:
Also, I have two officers now: Aidan Haresign (hired from a tavern) and Hector Barbossa (given to myself through console as captain of Black Pearl, then sold the Pearl).
When I "Remove Officer Role" on both of them, they do not behave the same.
Aidan becomes "master at arms" contributing 1 grappling point, while Barbossa becomes "comrade-in-arms" contributing nothing.
Aiden still indicates an officer type in F2>Character, but Barbossa does not and is marked as "Inactive".
I seems the "changing and removing roles" system isn't entirely watertight yet....
EDIT: Hmm, never mind. Aidan IS in my shore party, but Barbossa isn't.
Removing or adding them both does get them to behave the same.
Now the main question is: Would Barbossa get set to a RANDOM type later after getting his officer type removed?
Until now, the mod has been set up in such a way that characters could indeed have NO officer type and it seems there is still code making use of that.
Maybe(!) lock the officer type for certain (quest) characters?
For example, Viriginie d'Espivant joins as an officer, but she should probably be a civilian type and remain that way.
Also if desired, certain other characters can be locked into one role: For example Mr. Gibbs being a BOATSWAIN, not something else.
Last time I met her, Virginie d'Espivant looks like an officer in your "Passengers" list but can't be assigned. Mr. Gibbs starts off as a boatswain but you're the captain and if you need him in a different role then you should be able to assign him where you want. If not, then I talk to him, get the compass, then tell him to get lost so I can go and hire a random boatswain who can be reassigned when necessary.
If I recall, the bonuses used to be linked to officer type so they'd gain experience the fastest in those skills they signed up for. That may be a bit simplistic and boring though.
I like your idea of shaking it up, but taking into account gender and nationality may be a fair bit of effort for very little improvement to the game.
My recommendation then would be to just assign two skill bonuses purely at random. At least that will help even officers of the same type and rank to still be different.
Nationality certainly shouldn't be a factor. Also, does that mean assigning a couple of random points in addition to, or instead of, the points that the officer earns in skills related to doing his assigned job? If the gunner continues to earn his gunnery skills and in addition learns some surgeon skills, eventually I might re-assign him as a surgeon, especially if I've found more gunners but haven't been able to find a decent surgeon. But if he's getting random skills instead of his normal gunnery skills then he's never going to progress in his own job, and if they're random then he won't make much progress anywhere else either. Instead of progressing from a low level gunner to a high level gunner, he'll progress from a low level gunner to a low level general officer.
Otherwise you may find a set of officers in the early game and stick with them all the way through.
That is exactly what I want to be able to do. Part of the game, for me at least, is hiring them early at low level and watching them progress. And occasionally switching them into other roles so they can learn other skills, plus taking one relatively weak officer ashore so he can learn melee skills. If all that is going to be lost then sticking with an earlier version of the game is beginning to look very attractive...
Another way to shake things up would be if even officers in your Passengers list could be killed randomly in sea battles.
Would technically be realistic, but also probably controversial and we may want to hold off on that one for a while longer....
If I have a "Naval Captain" without a ship in my Passengers list, is he supposed to contribute any skills?
In any case, Barbossa doesn't after me selling his ship. Also, why is he a Naval Captain when I myself am no navy officer or privateer?
I should be a Merchant Captain, though actually AM a Citizen for some reason.
Last time I met her, Virginie d'Espivant looks like an officer in your "Passengers" list but can't be assigned. Mr. Gibbs starts off as a boatswain but you're the captain and if you need him in a different role then you should be able to assign him where you want. If not, then I talk to him, get the compass, then tell him to get lost so I can go and hire a random boatswain who can be reassigned when necessary.
What do you think the exclamation mark in "maybe(!)" was for? Mr. Gibbs was just the first random example I could think of.
This was in the middle of the night when I really should have been asleep but couldn't seem to manage it because I had too many ideas floating into my head....
Anyway, I don't think we should actually do that to him, but perhaps there might be quest characters for whom that DOES make sense?
Just a thought anyway.
Nationality certainly shouldn't be a factor. Also, does that mean assigning a couple of random points in addition to, or instead of, the points that the officer earns in skills related to doing his assigned job? If the gunner continues to earn his gunnery skills and in addition learns some surgeon skills, eventually I might re-assign him as a surgeon, especially if I've found more gunners but haven't been able to find a decent surgeon. But if he's getting random skills instead of his normal gunnery skills then he's never going to progress in his own job, and if they're random then he won't make much progress anywhere else either. Instead of progressing from a low level gunner to a high level gunner, he'll progress from a low level gunner to a low level general officer.
This is for the "Tick Marks" that the player has based on the start game player type. NPCs used to get these too, but not anymore.
These are bonuses and, at least in theory, should only make skill progression of those ones faster, not the other ones slower.
If they're randomly assigned, you could consider it as the "special interests" of your officer.
For a gunner with a bonus on Defence, he may indeed eventually turn into a good doctor too. Who knows?
That is exactly what I want to be able to do. Part of the game, for me at least, is hiring them early at low level and watching them progress. And occasionally switching them into other roles so they can learn other skills, plus taking one relatively weak officer ashore so he can learn melee skills.
Whoever said something about taking that OUT of the game? I was talking about ADDING something to the game. Something that pretty much already used to be there anyway.
Nobody says that all your early game officers will be crap and you'll be forced to keep searching for better ones ad infinitum.
What I DO hope is that this might create an alternative to sticking with the same officers throughout the game.
Maybe one of your early-game hires was a reasonable gunner, but turned into a better doctor and now you need a new gunner.
And of course it could be that some officers you hired in the early game didn't quite work out how you had hoped.
Sometimes it works and sometimes it doesn't. But I strongly suspect that with only the change I proposed, it would lean very much to "it works if you make it work".
Yes, randomly killing officers during sea battles would be a different story,
which is why I said in advance it would be controversial AND that we probably shouldn't do that just yet.
Maybe later if people happen to be quite interested in such a feature. And not if they don't.
More work is more work after all and I like avoid doing work if it doesn't have to be done....
If you choose to read this, please take it with a massive grain of salt:
Perhaps it is because I'm really quite exhausted lately because of plenty real life work,
but I'm getting RUDDY BLOODY TIRED of a variety of people threatening to quit the latest modpack versions every time somebody makes a suggestion they fear they won't like.
We throw these ideas out there so we can discuss them and figure out if and how we should do something with them.
Most of them will never be implemented. And those that will be may take another 2 years to get off the drawing board!
So what is it with all those panic reactions?
This isn't addressed specifically at you. I just seem to notice it a fair few times a week here and there.
I know it isn't meant that in any bad way, but that doesn't stop it from sometimes detracting from the fun of the whole modding effort.
We're trying our best here and doing really complicated things that take a lot of time and effort in our spare time.
Captains you aquire won't contribute. They are a nice bonus if you have a ship for them you can assign them and they'll have a bit more perks, altough I should add a check to make sure the captain type isn't reset in this case, so if you find a merchant captain while you are a pirate captain you can keep him on one of your ships. If you want him to change just make him something else for a moment and assign again and it will take your type.
In the screenshot you posted it does show merchant captain at the bottom. So I think something is going wrong somewhere. Need to look into that.
My guess is in the interface/character.c
Code:
if (IsMainCharacter(xi_refCharacter))
{
GameInterface.strings.fakeTitle = XI_ConvertString(GetAttribute(xi_refCharacter, "quest.officertype"));
GameInterface.strings.OfficerType = XI_ConvertString(GetCaptainType(xi_refCharacter)); // PB: Indicate Player Type as subtitle to ensure it ALWAYS displays
}
changing the fakeTitle to the same as OfficerType will probably solve the trick.
Did you assign Barbossa while you where a navy captain? He will get the type which you are at that moment and keep it untill you reassign him. Altough after selling a ship he should revert to his previous type. It might be possible his previous type was a navy captain so he reverted back to that...
In the screenshot you posted it does show merchant captain at the bottom. So I think something is going wrong somewhere. Need to look into that.
My guess is in the interface/character.c
Code:
if (IsMainCharacter(xi_refCharacter))
{
GameInterface.strings.fakeTitle = XI_ConvertString(GetAttribute(xi_refCharacter, "quest.officertype"));
GameInterface.strings.OfficerType = XI_ConvertString(GetCaptainType(xi_refCharacter)); // PB: Indicate Player Type as subtitle to ensure it ALWAYS displays
}
changing the fakeTitle to the same as OfficerType will probably solve the trick.
That is the way it was set up before, but I deliberately didn't do that as it doesn't seem like an actual fix to me.
Also doesn't tell us anything we didn't already know from elsewhere in the interface, so it's just doubling up information.
It is true that we wouldn't SEE this if I hadn't changed the Character interface like that. But it still would be SET like that.
Is it possible to actually REALLY set the player officer type to the player's captain type?
Did you assign Barbossa while you where a navy captain? He will get the type which you are at that moment and keep it untill you reassign him. Altough after selling a ship he should revert to his previous type. It might be possible his previous type was a navy captain so he reverted back to that...
Barbossa was added through console and he got the "Navy Officer" type in some way I don't understand.
I could assign him to other normal roles after I sold his ship.
Hopefully that addresses the crazy levels being encountered too early in the game.
But as a lot has been changed, be sure to keep a critical eye out for anything that is still strange!
Yikes! It seems than an old problem that was fixed in the previous patch is now back in the latest patch. The enemy crew when boarding have not any abilites of fencing or their skill in fencing is rather mediocre. This also applies when on land to all NPC's except my officers.
Yikes! It seems than an old problem that was fixed in the previous patch is now back in the latest patch. The enemy crew when boarding have not any abilites of fencing or their skill in fencing is rather mediocre. This also applies when on land to all NPC's except my officers.