• New Horizons on Maelstrom
    Maelstrom New Horizons


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Included in Build Perks Mod V2.6 Unlockable Perks! (READABLE BOOKS!)

So they are randomly appearing again later on? I really have no clue why that should be the case.
The if-statements around them should be preventing that. :modding
 
you still used the way trough perk_init?
 
At the moment indeed it still uses if-statements in perks_init.c, yes.
 
These four return as far as I can see:

Speed increase
Storm Helmsman
Increase Ship Damage
Increase voley range

And I think they return because they are called in the AIShip to calculate how effective your shots are etc. Because they aren't initialized they are only initialized the first time you get to sea because then the AIShip is called for the first time.
So to really get them away we would need to rewrite those area's also, or do the check in the interface which I think would be better. By not initializing them it will probally also cause errors when firing cannons etc and it can result into strange things.
 
Could we just keep those four around then? Just to keep things simple?
 
Well they return for now, but I assume when I get into battle there might even come more, or during boarding because thats when they are called. But dunno for sure (yet)
 
BTW, those perks did not reappeared so far in the game I've started after the latest update... Strange it is, the characters and the way I play them are pretty much identical.

Edit: Fast Reload appeared during a battle.
 
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About these extra perks..... Do the AI still get them? I want them to get them but do not want them for myself.
 
Sounds like we'll have to go with the "hide from interface" trick instead. That'll take some doing, but it is possible.
 
This should do the trick.

It's now very easy to disable a perk for a situation so if there is some balacing need let me know.

You need a new game to see the effects (I think). but it shouldn't interfere in other games.
 
Just started a new game this morning so there is no loss. It will be a while before I build myself up enough to see how it works.
 
Ok, let me know if anything strange happens.
Normally other characters should be able to get the perks.
I'm not sure for officers, maybe you can give them the perks. haven't tested that.
 
btw while going trough the perks I notices the perks aren't really balanced AT ALL.
and I believe it shouldn't be that hard to make a perk cost more then 1 skill point. Would it be an idea to have some perks cost more then others so they can be better balanced?
 
Not a bad idea, really. They did that in SW:KOTOR as well. It'd make character progression slower, which is definitely a good thing.
Would be especially cool to get to a situation where the player basically can't be getting ALL skills and abilities maxed and you'd HAVE to rely on officers too.
 
I was in the mood to make it so here it is:

I've set some costs for perks which I think are fine but I would like to have feedback.
If you don't like it you can set the PERK_MULTIPLIER to 0 in internal settings and just have everything cost 1. If you really like a challenge you can also set this multiplier to say 2 and have everything be twice as costly.

Let me know what you guys think of it and if you find any bugs.
 
Just had a look at your code and that is EXACTLY what I had been hoping for. Great job! :woot

I did add this line to the top of the CheckPerkAvailable function again:
Code:
if(sti(GetStorylineVar(FindCurrentStoryline(), "GUNFIGHTER_PERK")) < 1 && perkName == "GunFighter") return false; // JRH
 
Okay, I might change this later. I prefer to have the enable/disable of the perk in the perk options then. But for now its okay.

How do you like the perk costs (you need a new game for it)?
 
Okay, I might change this later. I prefer to have the enable/disable of the perk in the perk options then. But for now its okay?
Agreed, I'd prefer that too. :yes

How do you like the perk costs (you need a new game for it)?
I didn't check the actual numbers. I hardly ever play, so any thoughts I might have would near-invalid anyway. :shrug
 
I was actually refering to the interface changes, how its shown etc.
It shows a number after the skill showing how many points it cost. And if the number is gold you can select it. In the description window it shows the amount of points in the top.
 
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