EDIT: Some of the included ideas (but not perk locks) now implemented here: Mod Release - Experiment 1: Skilled AI Captains and fair sea battles | PiratesAhoy!
@Levis @Pieter Boelen
Could I ask, do either of you know any way to set a prerequisite minimum skill requirement to purchase a perk?
So, for example, to the perk for maneuverability:
ChrPerksList.list.ShipTurnRateUp.descr = "perkShipTurnRateUp";
ChrPerksList.list.ShipTurnRateUp.disable.iRealismMode = 2; //Levis
ChrPerksList.list.ShipTurnRateUp.disable.REALISTIC_ABILITIES = 2; //Levis
ChrPerksList.list.ShipTurnRateUp.cost = 1; // Levis
ChrPerksList.list.ShipTurnRateUp.type = PERK_TYPE_SAILING; //Levis
I want to add something like:
ChrPerksList.list.ShipTurnRateUp.condition.______ = true, and make it sailing > 4;
But of course that doesn't work just plugging in sailing > 4. I'm wondering if there is some way of rephrasing it so that it does? Or some other thing I could do elsewhere to enable that?
@Levis @Pieter Boelen
Could I ask, do either of you know any way to set a prerequisite minimum skill requirement to purchase a perk?
So, for example, to the perk for maneuverability:
ChrPerksList.list.ShipTurnRateUp.descr = "perkShipTurnRateUp";
ChrPerksList.list.ShipTurnRateUp.disable.iRealismMode = 2; //Levis
ChrPerksList.list.ShipTurnRateUp.disable.REALISTIC_ABILITIES = 2; //Levis
ChrPerksList.list.ShipTurnRateUp.cost = 1; // Levis
ChrPerksList.list.ShipTurnRateUp.type = PERK_TYPE_SAILING; //Levis
I want to add something like:
ChrPerksList.list.ShipTurnRateUp.condition.______ = true, and make it sailing > 4;
But of course that doesn't work just plugging in sailing > 4. I'm wondering if there is some way of rephrasing it so that it does? Or some other thing I could do elsewhere to enable that?
As part of broader experiments, I am currently experimenting with possible ways to resolve two issues:
1) AI captains cannot purchase enough perks even at high level to cover all the roles the player can get officers for, meaning they inevitably fall behind
2) there is some odd parts of officers, like low level officers with only a couple points of cannons being able to max out all the perks, high level officers with near perfect cannons lacking many relevant perks
The best solution I've thought of involves reducing perk cost to 1 for all sea perks (keeping combat perks high cost, and raising noncontributing chance), and then implementing requirements for the skill itself.
In this way I'd tie each perk up the chain to more advanced sailing perks to an increasing level of sailing, but make them only cost 1. Then high level AI captains would be able to purchase what they need provided their skills are calibrated right, and have a good perklist to compete with the player. And the most powerful perks would be properly limited.
I could just tie it to level, which would mostly work, only I am afraid then the Player character will just be purchasing all the now cheap perks that his guys are missing...
1) AI captains cannot purchase enough perks even at high level to cover all the roles the player can get officers for, meaning they inevitably fall behind
2) there is some odd parts of officers, like low level officers with only a couple points of cannons being able to max out all the perks, high level officers with near perfect cannons lacking many relevant perks
The best solution I've thought of involves reducing perk cost to 1 for all sea perks (keeping combat perks high cost, and raising noncontributing chance), and then implementing requirements for the skill itself.
In this way I'd tie each perk up the chain to more advanced sailing perks to an increasing level of sailing, but make them only cost 1. Then high level AI captains would be able to purchase what they need provided their skills are calibrated right, and have a good perklist to compete with the player. And the most powerful perks would be properly limited.
I could just tie it to level, which would mostly work, only I am afraid then the Player character will just be purchasing all the now cheap perks that his guys are missing...
Last edited: