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WIP Officer perk contributions

The interface begins to look nice now,and its easier to understand.
thanks :), if there still are things you don't understand please say! But I really think with the last few changes some of the "hidden" stuff which was happening has become more clear and also unexperienced players can now take this stuff into account :).
 
Want to kick this topic back up. Still got all the changes I made for this, and I want to see if I can get them back in the game and finish it.
 
I couldn't sleep so looked at this a bit.
I believe this will add in some of the missing perks. And it will add some special perks again.

Please check for the following things:
- Performance on land (is this impacted)
- Performance on sea (is this impacted)
- Performance in the interface navigation

Especially try it with multiple officers and passengers etc.
I haven't been able to fully test this myself. I will be able later this week but tought people might want to try to help test it.
 

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Also try hireing a doctor or gunner as officer and look at their perk.
You do need to press F11 to make this all work btw!
 
Nobody seen any strange behavior yet?
 
Got a nice idea. Would it be a nice addition if you need a carpenter to be able to resurect buildings?
This could be the special ability of the carpenter.

If someone could make an image for that, that would be awesome!
 
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Would it be a nice addition if you need a carpenter to be able to resurect buildings?
Normally you wouldn't have a need to take your carpenter ashore at all.
With this change, you would need to. Adds a bit of a risk since he might not be able to defend himself too well.
Plus it might make the building dialog less visible for players who may not know it exists.
Whether those are good or bad things, I'm not certain....
 
Normally you wouldn't have a need to take your carpenter ashore at all.
With this change, you would need to. Adds a bit of a risk since he might not be able to defend himself too well.
Plus it might make the building dialog less visible for players who may not know it exists.
Whether those are good or bad things, I'm not certain....
it will show the ability very clearly in the characters perk tree (at the top listed as a special ability) so maybe that would actually inform the player better of the possebility to build buildings.
I think it would be nice to have a reason to bring your carpenter on land if you want to do this.
 
it will show the ability very clearly in the characters perk tree (at the top listed as a special ability) so maybe that would actually inform the player better of the possebility to build buildings.
Fair point. :onya

I think it would be nice to have a reason to bring your carpenter on land if you want to do this.
I wonder what @Grey Roger, @ANSEL and @DeathDaisy think about the potential extra risk.
 
The risk will be taken by anyone who downloads this mod and tests it. Until it has been tested and verified not to cause any problems, I don't plan to put it into the updates collection.

Oh, you meant risk to the carpenter? Early in the game, none of your officers have much combat ability and neither do you, so the only way any of you is going to build up that ability is by going on land and taking chances. So, if you're planning on putting a carpenter in harm's way later, get one early in the game and take him down all the dungeons. Alternatively, once you have three officers with high Melee skill and all the combat perks, replace one of them with the carpenter, then look after him and protect him if you get into a fight - eventually he'll build up his combat skills. This, in fact, was why I suggested that Melee XP be shared among everyone in your shore party regardless of officer type, some time ago - so that you could train more officers in combat.
 
Oh, you meant risk to the carpenter?
That's indeed what I meant.

Early in the game, none of your officers have much combat ability and neither do you, so the only way any of you is going to build up that ability is by going on land and taking chances. So, if you're planning on putting a carpenter in harm's way later, get one early in the game and take him down all the dungeons. Alternatively, once you have three officers with high Melee skill and all the combat perks, replace one of them with the carpenter, then look after him and protect him if you get into a fight - eventually he'll build up his combat skills. This, in fact, was why I suggested that Melee XP be shared among everyone in your shore party regardless of officer type, some time ago - so that you could train more officers in combat.
So if I understand you correctly, it is an acceptable risk and fits in with the gameplay?
 
The risk will be taken by anyone who downloads this mod and tests it. Until it has been tested and verified not to cause any problems, I don't plan to put it into the updates collection.
I know, that's why I ask people now to test it. and once I have more time (which should be soon I hope) I'm planning on testing it myself too.
 
So if I understand you correctly, it is an acceptable risk and fits in with the gameplay?
It doesn't bother me, partly because carpenters can be trained to fight the same way as anyone else, and partly because I don't bother with buildings anyway, so it's someone else's problem. xD Though I'd rather not have an extraneous icon on the carpenter.
 
A quick bit of WinMerge checking indicates a possible omission.

As well as "BasicBattleState" and "AdvancedBattleState" being changed to "BasicDamageControl" and "AdvancedDamageControl", there are some new perks, e.g. "BasicFirstAid" and "AdvancedFirstAid". The dialog files for tailors and for Father Bernard contain code to wipe the player's perks, but although the renamed perks have been renamed in those dialogs, the new perks do not appear to be included. My guess is that if you've taken any of the new perks, you'll still have them after the tailor or Father Bernard has wiped the other perks.
 
A quick bit of WinMerge checking indicates a possible omission.

As well as "BasicBattleState" and "AdvancedBattleState" being changed to "BasicDamageControl" and "AdvancedDamageControl", there are some new perks, e.g. "BasicFirstAid" and "AdvancedFirstAid". The dialog files for tailors and for Father Bernard contain code to wipe the player's perks, but although the renamed perks have been renamed in those dialogs, the new perks do not appear to be included. My guess is that if you've taken any of the new perks, you'll still have them after the tailor or Father Bernard has wiped the other perks.
right, forgot about that. while at it I will just change that code to remove all perks anyways instead of doing them all with their own line of code so this doesn't have to be changed every time.
 
Just like last time this new system won't work if you play whit unlocked perks, which I always do.
 
havent played with a whole lot of officers yet so cant give much feedback yet, but one thought I had was that I think I preferred the old colors for costs. the green and dark red are very clear but I find they clash a bit with the rest of the aesthetic. personal preference of course, Ill get used to the new ones if they stay
 
Whenever I get a new officer I always assign them to the shore party in order to build up their combat skills, then build them up in their specialty. Gunner, surgeon, carpenter, it makes no difference.
 
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