This mod will revampt the smuggling.
You can still smuggle in excatly the same way as you could before but there are things to do to increase your chance of not getting caught now. I highly sugest to just try to find them yourself, but if you want to know more about this mod you can look at the spoilers.
Features:
Latest version:
-included in build-
You can still smuggle in excatly the same way as you could before but there are things to do to increase your chance of not getting caught now. I highly sugest to just try to find them yourself, but if you want to know more about this mod you can look at the spoilers.
Features:
- Islands now have a state of patrol for the coast guard, this can be from very high to none.
- Island have a dedicated coast guard which is take from the number of troops on the island. So island with a strong fort will probally have a strong coast guard to
- Only towns with the same nation as the island will contribute in the coastguard (hence the probally in the line above).
- Island now have theire contrabands set to the nation of the island and the state, this means the contraband can vary a bit, and if the nation of an island changes then the contraband changes
- Islands remember how much is smuggled to them and if to much or to few is smuggled the state will change
- You are not the only smuggler contributing to the amount so the state can change without you smuggling, but it shouldn't get to the highest state without you interfering
- There are 2 new perks (where included in a earlier post I made) for smuggling, they now also change the chance you can get cuaght
- Weather and if its day or night will also influence if you get caught. Also the difficulty will be factor now, on journeyman its normal, but after that it gets harder.
- Each island has coast guard patrols set to them and at certain times there will be a break, smuggling at these times will make sure you wont get caught.
- Expanded the use of books, you can now give attributes to the book which can be used in the text (like with quest text). This can also be done in the title and description. This can actually be done for all items, changes are made to the interfaces to support it.
- Smuggle quests are now in the questbook
- When a island changes its patrolling schedule this will show up in the town news
- You can talk to the crew members on deck to wait for 1,3 or 8 hours.
- When taking a smuggling quest the smuggler will warn you for the coast guard
- If you dont have the patrolling book there is another way to get it by talking to someone.
- You can see the prices smugglers pay in the tradebook after you dealt with them (only the item you sold ofcourse is shown )
- You can now toss items away.
- Added a option to Add an item in the game later on.
- Added a book with the patrolling schedule to one of the coast guards.
- The first smuggling perk is now locked at the start untill you find the patrol book.
- Added the possibility for GetAddingDataYear and other function of that sort to have a negative input also.
Still todo:
- Improving how the guards are spawned so its harded to get away on larger beaches
- Option to send out a decoy so you wont get caught
- Option in tavern to learn when the best time is to smuggle by winning a card game
- If you got caught by a guard in possession of a patrolling schedule (random event I think) they will confiscate it and change the schedule
- Smugglers wont deal with you once the market is saturated already (for a while)
- I you double cross the smugglers they wont deal with you for a longer periode of time
- Smugglers will ask you to help protect the goods when getting caught, when declining to help they wont like you that much the next time
- Price of goods will vary on how much the smugglers like you
- Island have a dedicated coast guard which is take from the number of troops on the island. So island with a strong fort will probally have a strong coast guard to
- Only towns with the same nation as the island will contribute in the coastguard (hence the probally in the line above).
- Island now have theire contrabands set to the nation of the island and the state, this means the contraband can vary a bit, and if the nation of an island changes then the contraband changes
- Islands remember how much is smuggled to them and if to much or to few is smuggled the state will change
- You are not the only smuggler contributing to the amount so the state can change without you smuggling, but it shouldn't get to the highest state without you interfering
- There are 2 new perks (where included in a earlier post I made) for smuggling, they now also change the chance you can get cuaght
- Weather and if its day or night will also influence if you get caught. Also the difficulty will be factor now, on journeyman its normal, but after that it gets harder.
- Each island has coast guard patrols set to them and at certain times there will be a break, smuggling at these times will make sure you wont get caught.
- Expanded the use of books, you can now give attributes to the book which can be used in the text (like with quest text). This can also be done in the title and description. This can actually be done for all items, changes are made to the interfaces to support it.
- Smuggle quests are now in the questbook
- When a island changes its patrolling schedule this will show up in the town news
- You can talk to the crew members on deck to wait for 1,3 or 8 hours.
- When taking a smuggling quest the smuggler will warn you for the coast guard
- If you dont have the patrolling book there is another way to get it by talking to someone.
- You can see the prices smugglers pay in the tradebook after you dealt with them (only the item you sold ofcourse is shown )
- You can now toss items away.
- Added a option to Add an item in the game later on.
- Added a book with the patrolling schedule to one of the coast guards.
- The first smuggling perk is now locked at the start untill you find the patrol book.
- Added the possibility for GetAddingDataYear and other function of that sort to have a negative input also.
Still todo:
- Improving how the guards are spawned so its harded to get away on larger beaches
- Option to send out a decoy so you wont get caught
- Option in tavern to learn when the best time is to smuggle by winning a card game
- If you got caught by a guard in possession of a patrolling schedule (random event I think) they will confiscate it and change the schedule
- Smugglers wont deal with you once the market is saturated already (for a while)
- I you double cross the smugglers they wont deal with you for a longer periode of time
- Smugglers will ask you to help protect the goods when getting caught, when declining to help they wont like you that much the next time
- Price of goods will vary on how much the smugglers like you
Latest version:
-included in build-
Last edited: