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Solved Realism with Health, Potions, Stamina, etc.

Hee hee... <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" /> Mad Mike, nice to see you back in these fair waters! Have an ale! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/beer2.gif" style="vertical-align:middle" emoid=":beer" border="0" alt="beer2.gif" />

And you've brought up a great idea; we've pondered the rations system a lot - I think Kieron was working on something but he's been not here for quite some time now.

Alan Smithee is working on an apothecary shop; that might be useful for potions & medkits & the like...

Intriguing how this all intertwines! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bookish.gif" style="vertical-align:middle" emoid=":mm" border="0" alt="bookish.gif" />
 
1) I think the "fanatic" animation only plays that one time during the Animists* quest line, when the fat friar goes nuts in the church and tries to stab you. I think I've seen it used in reference to him, anyway, and nowhere else... so I dunno if it could have many other applications. I don't remember noticing much different about it anyway.

[1.a - Inez: Any chance you could get the name of a specific animation to be displayed when you cycle animations in your tool?]

2) Is a `body-part`-specific wound system within our bounds and means? Say your one arm gets wounded too badly, so you can't use your gun; leg's stabbed so you can't run as well... some of the damage could be permanent, changing your appearance over time - gotta earn those peglegs, hooks and patches.

hm, I suppose that is a bit much.


* Animists were intended, by the way, to be Satanists at first, but Disney must've had a fit. A lot of the character filenames still say Satanist (like head animations I think), and the description for that little beetle amulet still describes it as a Pentagram...
 
Right, and it's frigate_satanist.

By fanatic, I don't mean the animation, I mean that's the name Akella used for people who appeared at church at certain times (presumably Sunday). LAi_SetFanatic() takes a character, a church location ID and locator, and a start time and end time for the character to be there.

2. Yes. Dunno how we'd handle _visible_ locational damage, but the _mechanics_ are certainly possible. Dock fencing skill if right arm damaged (and add disable check to LAi_CharacterCanFrie()* for left), slow runspeed (via using different man.ani files to control speed)

*[sic]: yes that's how it's spelled
 
hm, I'd never noticed that fanatic thing in the code... Where is it? It'd give a few possibilities, to go to church or meet people just coming out of it (requiring you to be at a certain place at a certain time), for quest purposes. Aside from donating to beggars for +rep at a time and place you'd know when and where to find them, what other options could it give with regularity?
 
Catalina,
Been busy of late, but not too busy that I don't read the forum or neglect playing POTC.
Have another idea- what about limiting the speed by which the sails are stricken? I've noticed that with a minimal crew, it takes longer to "strike em down". Of course, that may dependent on the game engine...
The use of a bandage instead of a potion is a great idea.
Personally, I'd like to see the guns limited to broadsides only, with no 45 degree movement arc left or right. Could it be related to the mouse cursor and how would it affect moving around on the ship?
Here's one for the character artists- how about characters modeled after historical pirates that we could use? We know what Morgan, Dampier, and others looked like, and have some resemblance of Rackham, Teach, Davis, Low, Bonnet, etc in Johnson's "Pyrates".

Yours, Mike
 
While playing, I've been noting that potions and the like are RIDICULOUSLY common. Pretty much every enemy has one on him.
And it isn't Bandages and Cauterization Kits either; it is full-on magical potions!
The whole idea with adding those more realistic items was to make the magical potions MUCH more rare (and possibly more valuable too).

So I've been doing the following:
1. Rewrite the code giving additional items to enemies to use Bandaids and Cauterization Kits mainly and only the occasional small potion.
Just for fun, add the occasional bottle of rum or wine too.
2. Increase the minlevel of all potions so they will not show up right from game start any-more.

My question would be though: How much do we want to press on the realism here?
We could make small and big potions REALLY rare by just removing them from traders altogether.
So that would leave you mainly with Bandages, Cauterization Kits and Antidotes during regular game-play.

Small and Large Potions, as well as Mixtures are extra-strong magical items that you can only find at random.
This might also put a purpose to those random characters in town who want to sell them to you for 200 gold.
After all, what is the point of them doing so if the item traders sell them in large quantities anyway? :shock

So... any thoughts?
 
1. Rewrite the code giving additional items to enemies to use Bandaids and Cauterization Kits mainly and only the occasional small potion.
Just for fun, add the occasional bottle of rum or wine too.
For the sake of variety, are there any other items you think would be fun to encounter as loot on occasion?
For example, perhaps some of the medications necessary for the Apothecary?
 
well these magical potions always disturbed me.. I would appreciate the removing from the traders and enemies ;)
 
What is the effect of the different prices of each of the medications.? I thought Cauterization Kits had a high price compared to some of the potions:shrug

Looting corpses of medications and taking them from chests, - i then selling toe surplus I don't need, - is I find a quick way to get money. :D

:cheers
 
What is the effect of the different prices of each of the medications.? I thought Cauterization Kits had a high price compared to some of the potions:shrug
The Cauterization Kits were indeed more expensive, but I've rebalanced them a bit and changed their values accordingly. This is what it looks like now:
Code:
  //-----------------------------------------------------------------------------------------------------------------------------------------------------------------
  // POTIONS: ItemIndex                         picIndex               numrandmod     antidote        skiptrade
  //             |     itmID  modelID               |  rare        Price  |   pic    |   health       | skiprand
  //             |      |        |      picTexture  |   |   MinLevel |    |    | tex |   |    quality | | skipequip
  //-------------|------|--------|--------------|---|---|------|-----|----|----|--|--|---|------|-----|-|-|----------------------------------------------------------
  n = InitPotion(n,"medical1",  "",             8,  7,  0.80,  1,    80, 2.5,  6, 1, 0,  30.0,  0,    0,0,0);// Bandage by Duncan
  n = InitPotion(n,"medical2",  "",             8,  6,  0.30,  5,   150, 1.5,  2, 1, 0,  60.0,  4,    0,0,0);// Cauterization Kit by Duncan
  n = InitPotion(n,"potion1",   "potion",       1,  7,  0.15, 10,   250, 2.5,  1, 1, 0, 100.0,  0,    0,0,0);// Small potion
  n = InitPotion(n,"potion2",   "potionbig",    1,  1,  0.05, 15,   350, 1.5,  0, 1, 0, 150.0,  4,    0,0,0);// Large potion
  n = InitPotion(n,"potion3",   "Antidote",     1,  5,  0.40,  1,   145, 1.0,  3, 1, 1,   0.0,  0,    0,0,0);// Antidote
  n = InitPotion(n,"potion4",   "balsam",       1,  4,  0.15,  7,   280, 1.0,  5, 1, 1,  60.0,  5,    0,0,0);// Mixture
  n = InitPotion(n,"potionrum", "Adrenaline",   1,  3,  0.10,  6,   120, 0.4,  4, 1, 0,  50.0,  4,    1,0,0);// Rum  by VERRUCKT
  n = InitPotion(n,"potionwine","elixir",       1,  6,  0.10, 12,   300, 0.2,  7, 1, 0, 180.0,  7,    1,0,0);// Wine by VERRUCKT
Main thing I'm wondering about is if we should set the Small and Large Potion to "skipsell = true", which would prevent traders from ever selling them.
And perhaps remove even the Small Potions from random encounters too. So the only way to get them would be:
1. Finding them in chests after level 10 or so
2. Buying them from the potion merchants in the streets (the dialog does make note of the "magical" aspect of these potions, so suggests they are supposed to be rare)

Looting corpses of medications and taking them from chests, - i then selling toe surplus I don't need, - is I find a quick way to get money.
That is clear proof that the loot is overpowered. What you find should be a bit of a help, but you shouldn't find more than you use.
That defeats the purpose of any healing items being sold altogether. But indeed that IS the impression I got while playing too.
I have more potions after a fight than before it. o_O

(Admittedly I tend to play with Godmode ON for testing purposes, so my results on this are a bit skewed.)
 
BTW: Doesn't Martinique tavern owner "Antoine Lebretton" keep selling you wine? I'm thinking that every time he does so, you really SHOULD get some wine.
Though right now that is a bit of an overpowered healing potion at +180 (compare to rum at +50).
But we could do that if we tone down the effect, no? After all, you ARE giving him 1 gold each time.
Or perhaps a counter: Talk to him 10 times and then you get a bottle of wine.
 
I am not sure if it is because I play Arcade mode - but I very rarely buy Medications.

I find that by going through all the chest on my ship ( plus whatever I get from the occasional corpse ) I have plenty of Medications. - I usually check all the chests either when I arrive or leave a Port.

My Current position is at Level 9

33 bandages
15 Antidote
21 Small Healing Potions
21 Cauterization
4 Large Healing Potions
9 Mixture
1 rum ( I usually sell these )

plus 2 Officers supplied with 10 bandages and 5 Antidote by me.


:dance
 
Wow, that's a LOT!

The only way that Arcade Game Mode influences land fights is because guns recharge while you're fighting, but that's it.
The amount of those items you use would probably change with Difficulty Level though.
 
na the amount of items is totally depending on luck AND luck skill :)

exept if someone shows me the code using difficulty, but it doesnt seems to have influence
 
While fighting I find myself throwing grenades with one hand while taking meds with the other. That is, before I take off running to avoid being killed. I keep at least 100 bandages just for meself and 20 for each of the officers, with lesser amounts of the other stuff. They need to be replenished regularly too. 100 or so bandages also goes into the ships chest.
 
na the amount of items is totally depending on luck AND luck skill :)
The items on random enemies are 100% random. Neither Luck skill nor Difficulty factors in.
It is in PROGRAM\LanEncounters\LEnc_monsters.c . Search that file for "booty for stealing".
As per Beta 2.5, every enemy is set to have a potion of some kind. That seems a bit too much to me, so here is a sample of what I came up with for now:
Code:
        // PB: Booty for Stealing -->
        switch(rand(10))
        {
            case 0:
                GiveItem2Character(chr, "medical1");                    // Bandaid
            break;
            case 1:
                GiveItem2Character(chr, "medical1");                    // Bandaid
            break;
            case 2:
                GiveItem2Character(chr, "medical"+makeint(1+rand(1)));    // Bandaid OR Cauterization Kit
            break;
            case 3:
                GiveItem2Character(chr, "potion3");                        // Antidote
            break;
            case 4:
                GiveItem2Character(chr, "potion3");                        // Antidote
            break;
            case 5:
                if(sti(chr.nation) != FRANCE)
                    GiveItem2Character(chr, "potionrum");                // Pirates will be pirates
                else
                    GiveItem2Character(chr, "potionwine");                // Except for Frenchies
            break;
        }
        // PB: Booty for Stealing <--
But all that is still really basic. I wonder if we can re-purpose the code that puts items in chests.
That would randomize this a bit further.

There is also some additional code to give indian trinkets to indians and jewelry to women.

But anyway, could someone tell me what they would want to be encountering? What would be fun and varied yet not overpowered?
 
i was talking only about chests only because talisman was talking about "farming chests regulary in some safe area"

i personnally do these farming time when i have a great money prob :p
 
More item stuff I'm experimenting with:
- Item traders don't sell "Items" that do NOT give skill enhancements. After all, why would you want to BUY random crap? All you need to do is SELL it.
- Guns and Blades no longer found randomly. After all, you get PLENTY of those when looting enemies.
- Trying to ensure that Spades and Pickaxes remain showing up later in the game for Treasure Quest purposes.

Good ideas...? :rolleyes:
 
It seems there is a bit of a bug with the item trader generating code: Once your character level gets too high, items stop showing up altogether.
Only the MOST high-level items still show up, but all weapons and maps start dropping out.
Anyone ever experienced this during actual play? Seems to happen once you get up to, say, level 20-30 or so.
Gets REALLY bad at level 50.
 
ah i never went to level that high (exept in cheat game just to have epic boarding enemies and captain for long dueling)

thats a bit strange about even level 20 because i remember seeing lot of items (but i must see that again)

bit weird still
 
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