AH!
Al-right, so I had a quick look now. I definitely like your idea of blue vs. gold to show what can be selected and what not.
The only comment I might have is that it isn't quite obvious what the number stands for until you actually click on a skill.
But once you know, it should be easy enough.
With this disabling of various abilities, enemies CAN still get them. And hired officers could have them too.
But since the interface hides them, you won't know about it. In fact, officers will also still contribute those skills.
Some other semi-related thoughts:
- Not sure if SandbankManeuver (Sense Fairway) actually serves any purpose.
There IS code in place for a "grounding" to be able to occur, but I don't think there is anywhere in the game world where you can actually manage that.
So that makes it quite a useless ability.
- Basic Ship Defence for MORE than 1 point means that you can no longer choose it straight away when you start the game.
So that means: Cannot execute firedrills. Tough!
- Landing Party allows you to land troops at non-fortified towns for quite easy money.
Perhaps it should require more ability points?
- In Pirate_KK's code files that I sent you, he also made some changes to the perks system.
If I recall, he defined "min character levels" for each ability. I did put those values in perks_init.c, but at the moment they are unused.
I could not use Pirate_KK's perks interface code changes, because they were related to many, many other changes to the F2>Character interface.
He also wanted the TimeDelay to be displayed somewhere. So perhaps you can still find some use for those concepts?
Al-right, so I had a quick look now. I definitely like your idea of blue vs. gold to show what can be selected and what not.
The only comment I might have is that it isn't quite obvious what the number stands for until you actually click on a skill.
But once you know, it should be easy enough.
With this disabling of various abilities, enemies CAN still get them. And hired officers could have them too.
But since the interface hides them, you won't know about it. In fact, officers will also still contribute those skills.
Some other semi-related thoughts:
- Not sure if SandbankManeuver (Sense Fairway) actually serves any purpose.
There IS code in place for a "grounding" to be able to occur, but I don't think there is anywhere in the game world where you can actually manage that.
So that makes it quite a useless ability.
- Basic Ship Defence for MORE than 1 point means that you can no longer choose it straight away when you start the game.
So that means: Cannot execute firedrills. Tough!
- Landing Party allows you to land troops at non-fortified towns for quite easy money.
Perhaps it should require more ability points?
- In Pirate_KK's code files that I sent you, he also made some changes to the perks system.
If I recall, he defined "min character levels" for each ability. I did put those values in perks_init.c, but at the moment they are unused.
I could not use Pirate_KK's perks interface code changes, because they were related to many, many other changes to the F2>Character interface.
He also wanted the TimeDelay to be displayed somewhere. So perhaps you can still find some use for those concepts?