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Rhys Bloom and other Comrade-In-Arms

Henry_Avery

Landlubber
In Build 13 Final...

There are many "Free" Officers in the game. Rys is perhaps the most well-known.
The game seems to distinguish between two types of Officers: Companions and Comrade-In-Arms. Companions are listed by their role, usually: Gunner, First Mate, Boatswain, Navigator etc. Companions also get a monthly salary. Their advantage is you can usually hire one who is much better than your average Comrade-In-Arms, who you have to train.
Unfortunately, because Rhys Bloom has no points in Sailing, I can't assign him to a ship.

I have a few questions: Will Rys ever get points in sailing or is he stuck as my boarding officer? Currently he's level 13 or so and half his stats are at Zero, so I can't raise them.
Also, Rabel Yverneav is great at sailing and repair. I have him as the captain of my second ship. If I equip a Gunner to that ship, will the ship then benefit from the Gunner's Accuracy and Cannons skill?
Perhaps phrased better: Is a ship the sum of the abilities of all the officers on board, the highest of each, or does it simply take on the attributes of the captain?

Henry Avery
 
By default skills that are 0 for a character cannot be increased. You can set ENABLE_SKILLUP_IFZERO to 1 in PROGRAM\InternalSettings.h to enable you to increase these skills as well.

As far as I *know*, the cumulative points of all active officers aboard a ship are used. However, this is something that has been debated before, because it appears that it not always works. I still hope that one day we can rewrite this so that all officers contribute their skills, but only those that are relevant to their job. So these officers would then not nescessarily have to be selected as active officers. Also this way carpenters only contribute the repair skill and cannoneers only the gunning skills. That would make more sense than the way it is now. But that has not been recoded yet. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
You can also set them active as passengers and bring them with you to raids in dungeons and caves. This way, they get a lot of skill points you can distribute as you like.
 
but be sure to keep them BEHIND you when you do that. otherwise those guys will be doing a pure suicide action and you can't do anything to help them because you can't wriggle past them.
 
well, they do have the habit of pushing you from behind, but it's managable.
 
<!--quoteo(post=220341:date=Nov 6 2007, 09:56 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 6 2007, 09:56 AM) [snapback]220341[/snapback]</div><div class='quotemain'><!--quotec-->By default skills that are 0 for a character cannot be increased. You can set ENABLE_SKILLUP_IFZERO to 1 in PROGRAM\InternalSettings.h to enable you to increase these skills as well.<!--QuoteEnd--></div><!--QuoteEEnd-->
I did this, but I had to start a new game for it to take effect.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As far as I *know*, the cumulative points of all active officers aboard a ship are used. However, this is something that has been debated before, because it appears that it not always works. I still hope that one day we can rewrite this so that all officers contribute their skills, but only those that are relevant to their job. So these officers would then not nescessarily have to be selected as active officers. Also this way carpenters only contribute the repair skill and cannoneers only the gunning skills. That would make more sense than the way it is now. But that has not been recoded yet. <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

I believe it works. It may even be cumulative - that is, if I and my other three officers have 10 Accuracy - I have 40 accuracy for the ship. Never-the-less, I don't hit all the time. Range, ship velocity, and type of shot seem to be a factor too, one that can make me completely miss (like if I fire grapeshot while doing a 180 turn, for example).

I have confirmed that Comrade-In-Arms are not counted as salaried employees. I confirmed it by making Rys Bloom an officer and asking him, both with and without a salaried gunner as an officer, what my cost to pay the crew was per month, and it fit with what the gunners character sheet said it should be. This is with the Gunner as my only salaried crew.

Comrades-in-Arms you can get that I have found so far are:
Rys Bloom - Redmond
Blayth - the "bad guy" in QC (you have to side with him, let him kill the navigator Atios, and endure his not-very-cost effective quests, 1. coffee from Redmond to Isla Muelle 2. Sinking a ship outside of [unconfirmed location, may be Conceicao] and 3. [unknown - may be broken]
Rabel Yverneav - Main Quest
Tobias - Main Quest
Edgar Attwood - Main Quest

those are the ones I've found so far. I'll edit this post if I find more.

It's so wonderful to set sail with a Battleship and real in three more, loaded with cargo, and not have to pay the officers to board and sail them <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Henry Avery
 
I think the cumulative skills only work up to 10, just as your own skills can only increase to 10. The reason for the occasional misfires is because of a rewrite Hook did of the automatic aiming code. He added a chance calculation so that depending on your skill, you will have more hits, but even with a high skill, you'll still have the occasional misfire. But with a low cannon skill, you will also sometimes have the occasional well-aimed shot. Pretty realistic; I like it.

Most of those "Comrade-in-Arms" officers can be found in PROGRAM\Character\init\Officers.c.

To Thomas the Terror: See <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=7835&view=findpost&p=221291" target="_blank">here</a>
 
i might be able to confirm the commulative skills. however, i had it with an ability. it seemed like the ship defence bonuses where adding up. destroying redmond fort with my manowar cost me only 7% hp total. and that's BEFORE i landed my troops.
 
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