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Officers

Darth-me

Landlubber
Hi, I've already worked out how to edit the names of the different types of officers, but Could anyone tell me how to addnew types. Thanks.
 
Just tryed, search finds nothing. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
I'm using build 13.
 
On Build 13 (at least on my version), search find :
hope that helps.

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->Searching for 'OFFIC_TYPE'...
...\ PROGRAM \ Dialog_func.c (27) : #define OFFIC_TYPE_REGCAP "captain"
...\ PROGRAM \ Dialog_func.c (28) : #define OFFIC_TYPE_CAPMERCHANT "merchant captain"
...\ PROGRAM \ Dialog_func.c (29) : #define OFFIC_TYPE_CAPNAVY "navy captain"
...\ PROGRAM \ Dialog_func.c (30) : #define OFFIC_TYPE_CAPPIRATE "pirate captain"
...\ PROGRAM \ Dialog_func.c (31) : #define OFFIC_TYPE_RANDCHAR "fighter"
...\ PROGRAM \ Dialog_func.c (32) : #define OFFIC_TYPE_CIVILIAN "civilian"
...\ PROGRAM \ Dialog_func.c (34) : #define OFFIC_TYPE_BOATSWAIN "boatswain"
...\ PROGRAM \ Dialog_func.c (35) : #define OFFIC_TYPE_CANNONEER "cannoneer"
...\ PROGRAM \ Dialog_func.c (36) : #define OFFIC_TYPE_QMASTER "quartermaster"
...\ PROGRAM \ Dialog_func.c (37) : #define OFFIC_TYPE_NAVIGATOR "navigator"
...\ PROGRAM \ Dialog_func.c (38) : #define OFFIC_TYPE_FIRSTMATE "first mate"
...\ PROGRAM \ Dialog_func.c (40) : #define OFFIC_TYPE_CARPENTER "carpenter"
...\ PROGRAM \ Dialog_func.c (41) : #define OFFIC_TYPE_DOCTOR "doctor"
...\ PROGRAM \ Dialog_func.c (42) : #define OFFIC_TYPE_ABORDAGE "deck fighter"
...\ PROGRAM \ Dialog_func.c (932) : rCap1.quest.officertype = OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ Dialog_func.c (972) : rCap2.quest.officertype = OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ Dialog_func.c (1015) : rCap3.quest.officertype = OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ Dialog_func.c (1577) : case OFFIC_TYPE_FIRSTMATE: ofNum = 1; break;
...\ PROGRAM \ Dialog_func.c (1578) : case OFFIC_TYPE_BOATSWAIN: ofNum = 2; break;
...\ PROGRAM \ Dialog_func.c (1579) : case OFFIC_TYPE_NAVIGATOR: ofNum = 3; break;
...\ PROGRAM \ Dialog_func.c (1580) : //case OFFIC_TYPE_QMASTER: ofNum = 1; break;
...\ PROGRAM \ Dialog_func.c (1581) : //case OFFIC_TYPE_CANNONEER: ofNum = 2; break;
...\ PROGRAM \ Dialog_func.c (2267) : mr.quest.officertype = OFFIC_TYPE_CIVILIAN;
...\ PROGRAM \ Dialog_func.c (2380) : case "pirate": return OFFIC_TYPE_CAPPIRATE; break;
...\ PROGRAM \ Dialog_func.c (2381) : case "trade": return OFFIC_TYPE_CAPMERCHANT; break;
...\ PROGRAM \ Dialog_func.c (2382) : case "war": return OFFIC_TYPE_CAPNAVY; break;
...\ PROGRAM \ Dialog_func.c (2384) : return OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ Dialog_func.c (2447) : rCap1.quest.officertype = OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ Dialog_func.c (2487) : rCap2.quest.officertype = OFFIC_TYPE_CAPNAVY;

...\ PROGRAM \ NK.c (164) : case OFFIC_TYPE_NAVIGATOR:
...\ PROGRAM \ NK.c (205) : case OFFIC_TYPE_QMASTER:
...\ PROGRAM \ NK.c (246) : case OFFIC_TYPE_CANNONEER:
...\ PROGRAM \ NK.c (286) : case OFFIC_TYPE_CAPNAVY:

...\ PROGRAM \ Reinit.c (2346) : chr.quest.officertype = OFFIC_TYPE_FIRSTMATE;
...\ PROGRAM \ Reinit.c (2364) : chr.quest.officertype = OFFIC_TYPE_FIRSTMATE;
...\ PROGRAM \ Reinit.c (2587) : case 0: Fightincabin.quest.officertype = OFFIC_TYPE_BOATSWAIN; break;
...\ PROGRAM \ Reinit.c (2588) : case 1: Fightincabin.quest.officertype = OFFIC_TYPE_CANNONEER; break;
...\ PROGRAM \ Reinit.c (2589) : case 2: Fightincabin.quest.officertype = OFFIC_TYPE_QMASTER; break;
...\ PROGRAM \ Reinit.c (2590) : case 3: Fightincabin.quest.officertype = OFFIC_TYPE_NAVIGATOR; break;
...\ PROGRAM \ Reinit.c (2591) : case 4: Fightincabin.quest.officertype = OFFIC_TYPE_FIRSTMATE; break;
...\ PROGRAM \ Reinit.c (2592) : case 5: Fightincabin.quest.officertype = OFFIC_TYPE_CARPENTER; break;
...\ PROGRAM \ Reinit.c (2593) : case 6: Fightincabin.quest.officertype = OFFIC_TYPE_DOCTOR; break;
...\ PROGRAM \ Reinit.c (2594) : case 7: Fightincabin.quest.officertype = OFFIC_TYPE_ABORDAGE; break;

...\ PROGRAM \ Characters \ init \ Officers.c (114) : ch.quest.officertype = OFFIC_TYPE_BOATSWAIN;
...\ PROGRAM \ Characters \ init \ Officers.c (636) : ch.quest.officertype = OFFIC_TYPE_NAVIGATOR; // added by MAXIMUS
...\ PROGRAM \ Characters \ init \ Officers.c (696) : ch.quest.officertype = OFFIC_TYPE_ABORDAGE; // KevAtl to make him a Deck Fighter AKA Tough

...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (260) : if(CheckAttribute(NPChar, "quest.officertype") && NPChar.quest.officertype != OFFIC_TYPE_RANDCHAR) { tmpstr = NPChar.quest.officertype; } // do we already have an officertype?
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (268) : case OFFIC_TYPE_BOATSWAIN: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (269) : case OFFIC_TYPE_CANNONEER: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (270) : case OFFIC_TYPE_QMASTER: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (271) : case OFFIC_TYPE_NAVIGATOR: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (272) : case OFFIC_TYPE_FIRSTMATE: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (275) : case OFFIC_TYPE_CARPENTER: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (276) : case OFFIC_TYPE_DOCTOR: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (277) : case OFFIC_TYPE_ABORDAGE: gennew = false; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (284) : case 0: NPChar.quest.officertype = OFFIC_TYPE_BOATSWAIN; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (285) : case 1: NPChar.quest.officertype = OFFIC_TYPE_CANNONEER; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (286) : case 2: NPChar.quest.officertype = OFFIC_TYPE_QMASTER; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (287) : case 3: NPChar.quest.officertype = OFFIC_TYPE_NAVIGATOR; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (288) : case 4: NPChar.quest.officertype = OFFIC_TYPE_FIRSTMATE; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (290) : case 5: NPChar.quest.officertype = OFFIC_TYPE_CARPENTER; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (291) : case 6: NPChar.quest.officertype = OFFIC_TYPE_DOCTOR; break;
...\ PROGRAM \ DIALOGS \ Enc_Officer_dialog.c (292) : case 7: NPChar.quest.officertype = OFFIC_TYPE_ABORDAGE; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (500) : case 0: NPChar.quest.officertype = OFFIC_TYPE_BOATSWAIN; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (501) : case 1: NPChar.quest.officertype = OFFIC_TYPE_CANNONEER; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (502) : case 2: NPChar.quest.officertype = OFFIC_TYPE_QMASTER; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (503) : case 3: NPChar.quest.officertype = OFFIC_TYPE_NAVIGATOR; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (504) : case 4: NPChar.quest.officertype = OFFIC_TYPE_FIRSTMATE; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (506) : case 5: NPChar.quest.officertype = OFFIC_TYPE_CARPENTER; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (507) : case 6: NPChar.quest.officertype = OFFIC_TYPE_DOCTOR; break;
...\ PROGRAM \ DIALOGS \ Enc_Walker.c (508) : case 7: NPChar.quest.officertype = OFFIC_TYPE_ABORDAGE; break;
...\ PROGRAM \ DIALOGS \ Enc_fort_dialog.c (431) : NPChar.quest.officertype = OFFIC_TYPE_BOATSWAIN;
...\ PROGRAM \ DIALOGS \ Enc_shipmate.c (81) : NPChar.quest.officertype = OFFIC_TYPE_BOATSWAIN;
...\ PROGRAM \ DIALOGS \ Fred Bob_dialog.c (786) : //if(Npchar.quest.officertype == OFFIC_TYPE_QMASTER)
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (45) : case 0: NPChar.quest.officertype = OFFIC_TYPE_BOATSWAIN; break;
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (46) : case 1: NPChar.quest.officertype = OFFIC_TYPE_CANNONEER; break;
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (47) : case 2: NPChar.quest.officertype = OFFIC_TYPE_QMASTER; break;
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (48) : case 3: NPChar.quest.officertype = OFFIC_TYPE_NAVIGATOR; break;
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (49) : case 4: NPChar.quest.officertype = OFFIC_TYPE_FIRSTMATE; break;
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (51) : case 5: NPChar.quest.officertype = OFFIC_TYPE_CARPENTER; break;
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (52) : case 6: NPChar.quest.officertype = OFFIC_TYPE_DOCTOR; break;
...\ PROGRAM \ DIALOGS \ Random_mates_sit_tavern_dialog.c (53) : case 7: NPChar.quest.officertype = OFFIC_TYPE_ABORDAGE; break;

...\ PROGRAM \ INTERFACE \ ransack_captain.c (101) : case OFFIC_TYPE_BOATSWAIN: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (102) : case OFFIC_TYPE_CANNONEER: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (103) : case OFFIC_TYPE_QMASTER: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (104) : case OFFIC_TYPE_NAVIGATOR: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (105) : case OFFIC_TYPE_FIRSTMATE: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (106) : case OFFIC_TYPE_CARPENTER: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (107) : case OFFIC_TYPE_DOCTOR: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (108) : case OFFIC_TYPE_ABORDAGE: gennew = false; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (114) : case 0: prisoner.quest.officertype = OFFIC_TYPE_BOATSWAIN; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (115) : case 1: prisoner.quest.officertype = OFFIC_TYPE_CANNONEER; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (116) : case 2: prisoner.quest.officertype = OFFIC_TYPE_QMASTER; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (117) : case 3: prisoner.quest.officertype = OFFIC_TYPE_NAVIGATOR; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (118) : case 4: prisoner.quest.officertype = OFFIC_TYPE_FIRSTMATE; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (119) : case 5: prisoner.quest.officertype = OFFIC_TYPE_CARPENTER; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (120) : case 6: prisoner.quest.officertype = OFFIC_TYPE_DOCTOR; break;
...\ PROGRAM \ INTERFACE \ ransack_captain.c (121) : case 7: prisoner.quest.officertype = OFFIC_TYPE_ABORDAGE; break;

...\ PROGRAM \ LandEncounters \ LandEnc_init.c (695) : LandEncounters[n].char1.model1 = OFFIC_TYPE_BOATSWAIN;
...\ PROGRAM \ LandEncounters \ LandEnc_init.c (696) : LandEncounters[n].char1.model2 = OFFIC_TYPE_CANNONEER;
...\ PROGRAM \ LandEncounters \ LandEnc_init.c (697) : LandEncounters[n].char1.model3 = OFFIC_TYPE_QMASTER;
...\ PROGRAM \ LandEncounters \ LandEnc_init.c (698) : LandEncounters[n].char1.model4 = OFFIC_TYPE_NAVIGATOR;
...\ PROGRAM \ LandEncounters \ LandEnc_init.c (699) : LandEncounters[n].char1.model5 = OFFIC_TYPE_FIRSTMATE;
...\ PROGRAM \ LandEncounters \ LandEnc_init.c (701) : LandEncounters[n].char1.model6 = OFFIC_TYPE_CARPENTER;
...\ PROGRAM \ LandEncounters \ LandEnc_init.c (702) : LandEncounters[n].char1.model7 = OFFIC_TYPE_DOCTOR;
...\ PROGRAM \ LandEncounters \ LandEnc_init.c (703) : LandEncounters[n].char1.model8 = OFFIC_TYPE_ABORDAGE;

...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (71) : if(!CheckAttribute(Npchar,"quest.officertype")) Npchar.quest.officertype = OFFIC_TYPE_RANDCHAR;
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (75) : case OFFIC_TYPE_CAPMERCHANT:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (80) : case OFFIC_TYPE_CAPNAVY:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (85) : case OFFIC_TYPE_CAPPIRATE:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (111) : if(GetDifficulty() < 4 && Npchar.quest.officertype != OFFIC_TYPE_CAPPIRATE && nRank > makeint(pow((cShipClass),1.5)*2.5)) nRank = makeint(pow((cShipClass),1.5)*2.5);
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (560) : case OFFIC_TYPE_RANDCHAR:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (583) : case OFFIC_TYPE_CIVILIAN:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (606) : case OFFIC_TYPE_CAPMERCHANT:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (629) : case OFFIC_TYPE_CAPNAVY:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (652) : case OFFIC_TYPE_CAPPIRATE:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (675) : case OFFIC_TYPE_BOATSWAIN:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (703) : case OFFIC_TYPE_CANNONEER:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (730) : case OFFIC_TYPE_QMASTER:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (757) : case OFFIC_TYPE_NAVIGATOR:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (778) : case OFFIC_TYPE_FIRSTMATE:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (801) : case OFFIC_TYPE_CARPENTER:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (823) : case OFFIC_TYPE_DOCTOR:
...\ PROGRAM \ Loc_ai \ LAi_CreateOfficer.c (846) : case OFFIC_TYPE_ABORDAGE:

...\ PROGRAM \ Loc_ai \ LAi_monsters.c(578) : fnt.quest.officertype = OFFIC_TYPE_RANDCHAR;

...\ PROGRAM \ Loc_ai \ LAi_utils.c(469) : chr.quest.officertype = OFFIC_TYPE_RANDCHAR;

...\ PROGRAM \ Models \ initModels.c (145) : AssignModelType(isstart, &model, OFFIC_TYPE_BOATSWAIN, 1.0);
...\ PROGRAM \ Models \ initModels.c (146) : AssignModelType(isstart, &model, OFFIC_TYPE_CANNONEER, 1.0);
...\ PROGRAM \ Models \ initModels.c (147) : AssignModelType(isstart, &model, OFFIC_TYPE_CARPENTER, 1.0);
(and a huge amount of others lines here)
.
.
.


...\ PROGRAM \ QUESTS \ both_reaction.c (4236) : case OFFIC_TYPE_FIRSTMATE: ofNum = 1; break;
...\ PROGRAM \ QUESTS \ both_reaction.c (4237) : case OFFIC_TYPE_BOATSWAIN: ofNum = 2; break;
...\ PROGRAM \ QUESTS \ both_reaction.c (4238) : case OFFIC_TYPE_NAVIGATOR: ofNum = 3; break;

...\ PROGRAM \ QUESTS \ quests_reaction.c (70) : rFantom.quest.officertype = OFFIC_TYPE_CAPMERCHANT;
...\ PROGRAM \ QUESTS \ quests_reaction.c (75) : rFantom.quest.officertype = OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ QUESTS \ quests_reaction.c (80) : rFantom.quest.officertype = OFFIC_TYPE_CAPPIRATE;
...\ PROGRAM \ QUESTS \ quests_reaction.c (85) : rFantom.quest.officertype = OFFIC_TYPE_CAPPIRATE;

...\ PROGRAM \ SEA_AI \ AIFantom.c (164) : rFantom.quest.officertype = OFFIC_TYPE_CAPMERCHANT;
...\ PROGRAM \ SEA_AI \ AIFantom.c (169) : rFantom.quest.officertype = OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ SEA_AI \ AIFantom.c (174) : rFantom.quest.officertype = OFFIC_TYPE_CAPPIRATE;
...\ PROGRAM \ SEA_AI \ AIFantom.c (179) : rFantom.quest.officertype = OFFIC_TYPE_CAPPIRATE;

...\ PROGRAM \ SEA_AI \ AIFort.c (110) : rCharacter.quest.officertype = OFFIC_TYPE_CAPNAVY;

...\ PROGRAM \ SEA_AI \ sea.c (791) : case 0: rFantom.quest.officertype = OFFIC_TYPE_BOATSWAIN; break;
...\ PROGRAM \ SEA_AI \ sea.c (792) : case 1: rFantom.quest.officertype = OFFIC_TYPE_CANNONEER; break;
...\ PROGRAM \ SEA_AI \ sea.c (793) : case 2: rFantom.quest.officertype = OFFIC_TYPE_QMASTER; break;
...\ PROGRAM \ SEA_AI \ sea.c (794) : case 3: rFantom.quest.officertype = OFFIC_TYPE_NAVIGATOR; break;
...\ PROGRAM \ SEA_AI \ sea.c (795) : case 4: rFantom.quest.officertype = OFFIC_TYPE_FIRSTMATE; break;
...\ PROGRAM \ SEA_AI \ sea.c (796) : case 5: rFantom.quest.officertype = OFFIC_TYPE_CARPENTER; break;
...\ PROGRAM \ SEA_AI \ sea.c (797) : case 6: rFantom.quest.officertype = OFFIC_TYPE_DOCTOR; break;
...\ PROGRAM \ SEA_AI \ sea.c (798) : case 7: rFantom.quest.officertype = OFFIC_TYPE_ABORDAGE; break;

...\ PROGRAM \ Ships \ Ships.c (117) : if(isgen) chr.quest.officertype = OFFIC_TYPE_CAPMERCHANT;
...\ PROGRAM \ Ships \ Ships.c (122) : if(isgen) chr.quest.officertype = OFFIC_TYPE_CAPNAVY;
...\ PROGRAM \ Ships \ Ships.c (127) : if(isgen) chr.quest.officertype = OFFIC_TYPE_CAPPIRATE;
...\ PROGRAM \ Ships \ Ships.c (132) : if(isgen) chr.quest.officertype = OFFIC_TYPE_CAPPIRATE;<!--QuoteEnd--></div><!--QuoteEEnd-->
 
Thanks, Can I just add to the lists my own new types?

EDIT: Basically, Does anyone know how I would go about adding new officers EG. Lieutenant, Midshipman, Purser, marine segeant (I think that would be right, if anyone knows better tell me) Also If possible I'd like to restrict some until you reach a certain rank in the british navy, as these are based on british officers. If any of this would require me to start a new game, tell me, as I don't want to do that.
 
What would be the purpose of those new officer types?
We already had three new types added (deck fighter, doctor and carpenter)
and they hardly have any use as it is. <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
I don't really know, just for my own use really, I'm sure I can work out how to add them myself. Would it be a piratekk job to make all officers contribute their skills/abilities, not just the party.
 
pirate_kk-job, maximusjob, sound good <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> And to think, they probably have no idea how much work they're being assigned. <img src="style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" /> There's always a downside to being too good of a modder. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=276504:date=Sep 3 2008, 01:41 PM:name=Darth-me)--><div class='quotetop'>QUOTE (Darth-me @ Sep 3 2008, 01:41 PM) <a href="index.php?act=findpost&pid=276504"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I don't really know, just for my own use really, I'm sure I can work out how to add them myself. Would it be a piratekk job to make all officers contribute their skills/abilities, not just the party.<!--QuoteEnd--></div><!--QuoteEEnd-->

That's a really cool idea, has anyone worked/started or planned on this? I know AoP has the ability to assign all officers to their roles on a ship, it shouldn't be too difficult to do the same in PotC?
 
That would indeed be a very welcome mod as far as I'm concerned.
Right now the whole "officers contributing skill points" thing
seems confused at best. It'd be nice to redo this and improve upon it.
I've been requesting something like that for AGES! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
It's probably in either complicated code or files that I can't or shouldn't edit, but I'll have a look.
 
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