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Permanent corpses

<!--QuoteBegin-High Sea Lass+Jul 5 2005, 08:49 AM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 5 2005, 08:49 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-CatalinaThePirate+Jul 3 2005, 10:43 PM--><div class='quotetop'>QUOTE(CatalinaThePirate @ Jul 3 2005, 10:43 PM)</div><div class='quotemain'><!--QuoteEBegin-->How about "deathly quiet"?  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

(sorry, I'm in a strange mood again today!) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" /><div align="right">[snapback]121167[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
You're deadly serious about this, aren't you? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

Neat idea, Couchie! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" /> Er, CCC... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
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<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't mind at all if you call me Couchie, Lassie <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> On the contrary, doesn't it sound cute? Turns me into Cccc (Cute couch...) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

Hmm, looks like I'm in a strange mood as well <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->- When using a Thief's Knife on my officers, I could loot them. Maybe that should be prevented to happen.<!--QuoteEnd--></div><!--QuoteEEnd-->
Why do you use a thief's knife on your officers? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> But if you do it is basically the same as exchanging items with them via usual interface, right? So as long as it only looks odd and doesn't do harm I'd keep it that way, i am simply unable to fix each and every oddity (hope that doesn't sound arrogant, it is simply a matter of lacking mental capacity <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> )

But all your observations are of course welcome, and maybe I can post fixes for some of them after the weekend. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->About the itembox on dead bodies: It is possible to store the last x,y,z values of the enemy before dying, because it's also possible to store these coordinates when stunning them (for the stars effect). So would it be possible to store the last coordinates of the enemy before dying, then add a box locator to those coordinates? I don't know if this would work, but it is an idea. I would like the itembox on dead bodies; would be a more realistic loot-the-dead mod than the way it is now with the player automatically receiving the items.
------------------------------------
The problem is you can't, SFAIK, create locators with code--they have to be there in the model.
(Another way to do this--see the Perm. Corpses thread--is having an array of those coords stored, and doing x-times-per-second checks of pchar location vs. dead body locations to 'fake' the box-locator functionality...)
However, I should try just flat-up creating new locator attributes and seeing if I can...Maybe we'll be lucky. :}<!--QuoteEnd--></div><!--QuoteEEnd-->
There may be another possible solution: instead of creating locators at the deathsite creating temporary "corpse" fantomcharacters every time a character dies, and transfer name etc. AND the items of the dying person to that chr. The advantage is that you can easily put those corpsecharacters to the coordinates where the death took place, and if we use an invisible (or bloodlike!) model it would look as if you were looting the dead person.

I used similar "functional characters" to make barricades, mantraps and mines (yet another halffinished mod ), so the code of the "setmantrap" function in the attached file may be of interest here.
 
<!--QuoteBegin-CouchcaptainCharles+Jul 7 2005, 10:10 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 10:10 AM)</div><div class='quotemain'><!--QuoteEBegin-->Why do you use a thief's knife on your officers? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />  But if you do it is basically the same as exchanging items with them via usual interface, right? So as long as it only looks odd and doesn't do harm I'd keep it that way, i am simply unable to fix each and every oddity (hope that doesn't sound arrogant, it is simply a matter of lacking mental capacity <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" /> )
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I was just doing it for testing purposes; to see what would happen. Nathan seems to have fixed it already, but I haven't tested it yet.
 
Hah, great <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
Don't get me wrong, of course I don't mind if you playtest even strange.. err, I mean.. unconventional gameplaymoves. That's testing on a professional level. And of course i am always happy if Nathan puts some refinement into my crude raw material <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />

It's only that *I* feel unable to deliver professional refinement, and that feeling may make me sound a bit impatient sometimes. Preemptive apologies in advance <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
<!--QuoteBegin-NathanKell+Jul 6 2005, 09:13 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 6 2005, 09:13 PM)</div><div class='quotemain'><!--QuoteEBegin--><i>- When using a Thief's Knife on my officers, I could loot them. Maybe that should be prevented to happen.</i>
Yeah.
<i>- I also wondered what the actual use is of a Thief's Knife now. When you use it on someone not in fightmode, you can steal their belongings. But once you used it once, the whole town will be in fightmode, so that you can only use the Thief's Knife once in the town, until you've gone and returned again. Not really what you want when you're planning on just acting the pickpocket. So could it be made so that you can use the Thief's Knife multiple times? Maybe add a chance that it isn't noticed? Or is that chance already there? If so, I must have missed that.</i>

The item define for thief's knife also needs
itm.stealth = true;

for it to not raise alarm.<!--QuoteEnd--></div><!--QuoteEEnd-->
Right, that would do the trick. i didn't do it because i feared it would be too easy if you could disarm a whole town without causing alarm. But that's just IMO <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Peter, I added your "chance" idea to the "stealth" function in LAI_events.c. Depending on your Luck skill there is a chance that the use of a stealthy weapon will be noticed despite the stealth function. So if we now add itm.stealth = true; to the Thiefknife we have the best of both worlds: your possibility to plunder several people, and my thrill that you might get noticed.

<!--QuoteBegin-NathanKell+Jul 6 2005, 09:13 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 6 2005, 09:13 PM)</div><div class='quotemain'><!--QuoteEBegin-->Re: Pickpocket--and actually the knife too--I'd suggest not using the itemsbox interface, because IMO you shouldn't get to steal everything from a person on doing that, just one item (i.e. you cut the sword sash, or the purse string, or whatever, but not all of them...)
But that's just IMO.<!--QuoteEnd--></div><!--QuoteEEnd-->
True, technically a pickpocket or cutpurse could get only one item. The thief in me is torn on that point <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /> . What I like about the boxinterface method is that I can steal those skillenhancing items that way. But we could restrict that to plundering stunned or dead persons.
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->creating temporary "corpse" fantomcharacters every time a character dies, and transfer name etc. AND the items of the dying person to that chr.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is possible, but we have a hard limit of 32 chars per location. If the dying chars are respawnable, we'll quickly hit the limit.

I rewrote the alarm section of stealing to find local guard and citizen groups and set them hostile, as well as the vag group (LAI_DEFAULT_GROUP) and guard group (LAI_GROUP_GUARDS--which is not actually used much at all, SFAICT--the specific guards are after set LAi_GuardianType which makes them _GUARDS then set back to their local guard group via MoveCharacter).

To do this I added GetTownSoldierGroup() and CitizenGroup(), as well as GetCurrentTownXXXGroup(), which I should have done a while ago rather than us having to refind it each time we need it (amnesty, enc_resident, etc).

But your stuff ain't crude, don't think that. It's very neat stuff. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--QuoteBegin-NathanKell+Jul 7 2005, 01:53 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 7 2005, 01:53 PM)</div><div class='quotemain'><!--QuoteEBegin-->It's very neat stuff. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
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I like it too! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /> Wish I had more time to dig into it, I might learn something! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--QuoteBegin-CouchcaptainCharles+Jul 7 2005, 09:10 AM--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Jul 7 2005, 09:10 AM)</div><div class='quotemain'><!--QuoteEBegin--><!--QuoteBegin-High Sea Lass+Jul 5 2005, 08:49 AM--><div class='quotetop'>QUOTE(High Sea Lass @ Jul 5 2005, 08:49 AM)</div><div class='quotemain'><!--QuoteEBegin-->Neat idea, Couchie!  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />  Er, CCC...  <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /><div align="right">[snapback]121409[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
I don't mind at all if you call me Couchie, Lassie <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> On the contrary, doesn't it sound cute? Turns me into Cccc (Cute couch...) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

Hmm, looks like I'm in a strange mood as well <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" /><div align="right">[snapback]121931[/snapback]</div><!--QuoteEnd--></div><!--QuoteEEnd-->
"Strange moods in the night exchanging fire
Sail’ing in the night
What were the chances we’d be boarding soon
Before the night was through.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/sailr.gif" style="vertical-align:middle" emoid=":sail" border="0" alt="sailr.gif" />
Something in your hold was so inviting,
Something in your hull was so exciting,
Something in my heart,
Told me I must have you.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" />
Strange ships in the night, two lonely pirates
We were strangers in the night
Up to the moment
When we heard our first "Sail, ho!".
Little did we know
Bout was just a mile away,
A warm cannonball flies away and -
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/boom.gif" style="vertical-align:middle" emoid=":boom" border="0" alt="boom.gif" />
Ever since that night we’ve been a-fighting.
Foemen at first sight, at war forever.
It turned out so blight,
For strange moods in the night."
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/danse1.gif" style="vertical-align:middle" emoid=":dance" border="0" alt="danse1.gif" />
 
Well, what do you know?

Lass can sing <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/buds.gif" style="vertical-align:middle" emoid=":drunk" border="0" alt="buds.gif" /> ... at least with the voice I give her (in my mind). <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/razz.gif" style="vertical-align:middle" emoid=":razz" border="0" alt="razz.gif" />

Of course I can sing!

<span style='font-size:8pt;line-height:100%'>...just not very good...</span>
 
Amazing!
Art thou a bard in a buccaneer's disguise?
Or a pirate posing as poet?
Could a more cunning camouflage be thought of,
oh fatal femme ? (a bit too much, eh? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> )

Strange moods indeed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />


Alas, now I must spoil the lyric mood by returning to ccc's crude corpse coding. Wasted my weekend with necrophile experiments, tried to keep the killed characters alive, or at least able to "talk". That all caused only lots of complications and oddities. Nathan's idea with a grid of boxlocators is certainly good, but I wouldn't know how (and when) to do it. So I wrote following routine which seems to me the best compromise for the time being:

At the moment when the original dead character dissolves into vapour a lookalike corpsecharacter is being created, lying motionless on the ground (there is a slight positiongap, so players will notice the trick, but why shouldn't they)
The possessions of the original chr -including all items- are given to the corpse as well, and if you "talk" to the corpse the itemexchange interface allows you to loot the body (one could add further options to the "dialog", maybe last minute healing or reputation-enhancing burial instead of looting)

<!--QuoteBegin-NathanKell+Jul 7 2005, 09:53 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 7 2005, 09:53 PM)</div><div class='quotemain'><!--QuoteEBegin-->This is possible, but we have a hard limit of 32 chars per location. If the dying chars are respawnable, we'll quickly hit the limit.

I rewrote the alarm section of stealing to find local guard and citizen groups and set them hostile, as well as the vag group (LAI_DEFAULT_GROUP) and guard group (LAI_GROUP_GUARDS--which is not actually used much at all, SFAICT--the specific guards are after set LAi_GuardianType which makes them _GUARDS then set back to their local guard group via MoveCharacter).

To do this I added GetTownSoldierGroup() and CitizenGroup(), as well as GetCurrentTownXXXGroup(), which I should have done a while ago rather than us having to refind it each time we need it (amnesty, enc_resident, etc).

But your stuff ain't crude, don't think that. It's very neat stuff. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
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A very wellfounded concern, and I have taken it into account:

-after the looting the corpsecharacter is being killed (again) to clear the characterslot, and this time for good with no leftovers (small disadvantage: you can't enjoy the "serene = deathly quiet" atmosphere of the corpsepiles anymore )

-the recreation of respawning characters takes place BEFORE the corpsegeneration. That means that if the max number of chr is reached any slot cleared by a death is first being filled with the respawn, and corpsegeneration is simply skipped (doesn't even create an errormessage)
I just spent half an hour in Oxbay dungeon(as invincible), killed about 60 chr and left all the corpses untouched. After some time no new corpses appeared, but the stream of respawning enemies never stopped



These new corpses, being fullfledged characters, DO obstruct other characters. However, you can clear them away easily. And it's even a new tactical feature: you can take cover behind the bodies.

Whatever, if you like my solution for corpselooting try it, if you don't don't

Here are the files, as usual I recommend that you paste and copy only the section marked "ccc jul05 corpse"


BTW, the new LAI_poor AI file also improves the SWAK stunning feature: stunned persons do not squat scratching themselves anymore but fall flat on their face. And now this works also for women, no gender discrimination anymore.


<!--QuoteBegin-NathanKell+Jul 7 2005, 09:53 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 7 2005, 09:53 PM)</div><div class='quotemain'><!--QuoteEBegin-->I rewrote the alarm section of stealing to find local guard and citizen groups and set them hostile, as well as the vag group (LAI_DEFAULT_GROUP) and guard group (LAI_GROUP_GUARDS--which is not actually used much at all, SFAICT--the specific guards are after set LAi_GuardianType which makes them _GUARDS then set back to their local guard group via MoveCharacter).

To do this I added GetTownSoldierGroup() and CitizenGroup(), as well as GetCurrentTownXXXGroup(), which I should have done a while ago rather than us having to refind it each time we need it (amnesty, enc_resident, etc).

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Well done, thanks. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> Hope I'll catch up with all the recent developements soon.
 
Happens to me all the time when I download a .zip file that's uploaded to the forums. I found a way to get it to work though: Open the file with WinRar, then open the file inside and you can open the file. Sounds a bit weird, is a bit weird, but it does work in the end.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Pieter,

Thanks!
 
Request to Nathan Kell: Can you please merge the corpses mod in? I'm beginning to have trouble folling what is going on with the code. And I would like to do some coding myself soon. I'd like to fix the equip key and finally make the gunsmith mod work properly.
 
I've been testing with the most recent modpack version (unreleased yet - I'll make a release tomorrow or a bit later. There are a few things I want to have in there that aren't in there yet) and found some weird thing with the Sandbag: If you hit an opponent, he/she is not nescessarily knocked out (which is cool and more realistic than it used to be), but the stars are displayed even when the opponent isn't knocked out. Has this been changed in the Corpses mod?
Also: I got an error message: Stunned_dialog.c can't be loaded. I suppose that's fixed as well, right? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
Just a few observations...
 
Pieter: I'll merge it in, sure (and check the stars).
Is stunned_dialog the same as what's in your most recent upload? Or did you merge a new version in at some point?
 
Darnit, my first post didn't go.

CCC: Awesome work, and a very nice solution to the overloading problem.
Perhaps we can check if the creation fails, and if so add the failed-respawn corpse's items to an existing corpse?
 
<!--QuoteBegin-NathanKell+Jul 10 2005, 09:18 PM--><div class='quotetop'>QUOTE(NathanKell @ Jul 10 2005, 09:18 PM)</div><div class='quotemain'><!--QuoteEBegin-->Is stunned_dialog the same as what's in your most recent upload? Or did you merge a new version in at some point?
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I thought it was indeed the one from the most recent upload. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
Bugreport using my most recent modpack (containing Nathan's most recent update):
- If a character dies, a new body will be generated. When a lot of characters are killed in the same spot, all the newly generated corpses will be pointed in the same direction. Looks a bit odd, but isn't a very big deal.
- The loot-the-dead mod is still on. So if you kill an opponent, you will receive his money and weapons. Then when you "talk" to his corpse, you can get them again. Plus some extra items. So you're basically getting the same items twice. I reckon the loot-the-dead mod should be turned off now. Or at least for land encounters. Might still be turned on for boardings...
- You can kill a corpse. Some sort of fix has to be added so that you can't kill corpses.
- When raiding the Oxbay Sewers/Dungeons, I killed a lot of pirates. I searched them for new items and almost all had a blunderbuss, a grenade and some other SWAK weapons. Within a few minutes, I had fifteen blunderbusses.
- When in the dungeons, the newly generated enemies seemed to already be something like half-dead or stunned. They weren't properly awake anyway.
- Soldiers seem to be given some extra swords to loot. Seems a bit strange to me...

Personally, I would like it if the corpses wouldn't disappear and reappear, but just stay like in the first version of this mod. I know this causes trouble with character regeneration, but I'm not sure if it's a bad thing. It would stop infinite amounts of townguards showing up, which would be more realistic and it would give the player a better chance to survive when he/she (accidentally) angered them. Then, to "talk" to the corpse, an invisible character would be added to the corpse's spot. So you'd end up with two characters: the dead corpse and the "alive" invisible one. When you you're finished with talking to them, the invisible one will disappear, but the original dead one will stay. Maybe this could be a BS.h toggle? Whether you want the regeneration or the corpses to have the priority. If a toggle is too much work, just keep it the way it is.
Also: The random assignment of extra items to characters is being rather generous, especially for the dungeon pirates. I reckon they should only sometimes be given extra items. Not almost always a blunderbuss and a grenade.

And, while we're at it, I agree with Nathan that pickpocketing shouldn't open the trading interface, but just take a few items; the money or blade or gun or something like that anyway. The trading interface for looting should, according to me, only be opened for corpses and stunned characters.

And talking about stunned characters: It seems like te etherbottle doesn't always stun characters. I reckon that if anyone would inhale those smokes, they would be stunned, so the etherbottle should have a 100% stun-chance.

Just my random ideas. I hope they are of some use... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
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