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Skill Items

Izzie

Landlubber
There are some skill enhancing items changeable? Or are only certain ones " coded " into the game. I wanted to change what items have enhancements such as the Jewlery and trinkets rather then the gems or minerals. I see that the game does show what I changed, I just wanted to make sure it was utilizing these.
 
<!--quoteo(post=152576:date=Jun 27 2006, 12:46 PM:name=Izzie)--><div class='quotetop'>QUOTE(Izzie @ Jun 27 2006, 12:46 PM) [snapback]152576[/snapback]</div><div class='quotemain'><!--quotec-->
There are some skill enhancing items changeable? Or are only certain ones " coded " into the game. I wanted to change what items have enhancements such as the Jewlery and trinkets rather then the gems or minerals. I see that the game does show what I changed, I just wanted to make sure it was utilizing these.
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If your skills go up on the character screen, then your skill enhancements are being used. If your character skills do not change when you have the items, you either need to reinit the game or start a new one for the changes to take effect.

I'm about to do a change to "Sell Loot" so that items that change skills are not sold. Don't worry, it won't affect your changes. I'll be checking for item.skill modifiers in each item.

Hook
 
I also thought the introduction of various hunks of rock, was a bit silly. Woo Hoo! A chunk of black marble gives me the ability to launch fighter jets out my butt!!!

Yeah, seriously, jewlery, and idols and things make far better 'attribute enhancers' than chunks of minerals.
 
When you think about it, having a specimen of some specific mineral to study gives you more chance of gaining some skill than wearing a ring. Woohoo, a +5 AC ring! Yeah, right.

It's all magic anyway. Just go with the flow. If you don't like the effect, sell the stuff. And remember this is a game.

The function I mentioned is finished, I just wanna play it a bit in my game to make sure it doesn't do anything weird. And I left it so that if it's selling junk swords, it won't sell them if they give a boost to some skill, assuming that might be added later.

Hook
 
I agree with Hook,having a specimen of some specific mineral to study gives you more chance of gaining some skill. If you don't like the effect, sell the stuff. And remember this is a game.


If you want to be historically correct, Mariners had things like Minerals, Plants,etc to study & if it was precious enough, to sell.

IncredibleHat
Those chunks of minerals, as you call them, were also used to make junk like jewellery, idols, etc. So really, things like minerals should have a skill attached to them.
 
How about this: Carrying a rabbit's foot doesn't make you any luckier. But it might give you confidence to exceed your usual capabilities. All the skill enhancing goodies in the game have nothing more than a psychological effect on the characters. But the psychological effect is strong enough that it shows up in the skill numbers.

*rolls eyes*

Hook
 
If anybody wants to make the skill improvements more logical, be my guest. Although I like the feature, I don't see any form of reason in it. Maybe the skill enhancements can be added to the items which might actually have some influence on that specific skill?
 
<!--quoteo(post=152680:date=Jun 28 2006, 04:01 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 28 2006, 04:01 PM) [snapback]152680[/snapback]</div><div class='quotemain'><!--quotec-->
How about this: Carrying a rabbit's foot doesn't make you any luckier. But it might give you confidence to exceed your usual capabilities. All the skill enhancing goodies in the game have nothing more than a psychological effect on the characters. But the psychological effect is strong enough that it shows up in the skill numbers.

*rolls eyes*

Hook
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I think the rabbit might agree with you. Anyhow I didn't expect to start a debate over what make more sense. My choice was more over price and availability. Well some over the fact it's a temp boost so if you put it down you lose the effect so carry items fit that.

<!--quoteo(post=152705:date=Jun 28 2006, 07:02 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Jun 28 2006, 07:02 PM) [snapback]152705[/snapback]</div><div class='quotemain'><!--quotec-->
If anybody wants to make the skill improvements more logical, be my guest. Although I like the feature, I don't see any form of reason in it. Maybe the skill enhancements can be added to the items which might actually have some influence on that specific skill?
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I like this idea. The skill boosts were a good idea for low level characters, some of the quest character were pretty low level when you get them. A few of the items had a hint towards skill boosts, like the ruby and a luck idol. Although the idol also is said to increase fertility..you can leave that off I have a mostly female crew.
 
Yeah, the stock game always had you start with "Your lucky ring", and for some reason, I always kept it (and the 30 or so others I kept finding) in the thought that it actually helped my luck out in the game.

It really doesn't matter to me what items give you a boost.

The note about "studying the mineral" makes a lot of sense, didn't view it at that perspective. Reminds me of a scene from Master and Commander, where the doctor is studying specimens, and obviously learning much from that.

Guess it depends on the skill. Luck comes from trinkets and artifacts. Leadership could come from some gawdy necklace that make sthe player feel more pompous... things of that nature.

Either way, its a good addition. Allows low level players to seek out skill enahancers. Only beef I had with it, was the EASE of finding such skill enhancer, and how cheap they were at merchants! Back in BM12.1, at level 4, I had already found a heaping pile of skill enhancers! Seemed to sort of ruin the leveling aspect.

They should be more rare items.

HOOK:
The sell loot changes will be welcome!
 
You could do away with the jewelry and trinkets and use more realistic items.

A sextant to improve sailing skill. Also have a compass.

A gunner's quadrant (used to measure elevation on cannons) to improve accuracy. Give accuracy a boost if you have a better spyglass.

A set of items consisting of an improved ramrod and a powder measuring device to improve cannon skill. Both items needed. A flintlock mechanism to fire the cannons would also help.

You could even use books. Either textbooks or things like navigation tables and such.

Some swords should give a boost to melee.

These are just off the top of my head. Feel free to add to the list.

Hook
 
<!--quoteo(post=152815:date=Jun 29 2006, 08:04 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 29 2006, 08:04 AM) [snapback]152815[/snapback]</div><div class='quotemain'><!--quotec-->
You could do away with the jewelry and trinkets and use more realistic items.

A sextant to improve sailing skill. Also have a compass.

A gunner's quadrant (used to measure elevation on cannons) to improve accuracy. Give accuracy a boost if you have a better spyglass.

A set of items consisting of an improved ramrod and a powder measuring device to improve cannon skill. Both items needed. A flintlock mechanism to fire the cannons would also help.

You could even use books. Either textbooks or things like navigation tables and such.

Some swords should give a boost to melee.

These are just off the top of my head. Feel free to add to the list.

Hook
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Now we're talking, I agree 100% with you Mate.
 
They may have had the technology in those days to add index lines to a spyglass. This would allow the introduction of things like statia reticles to improve range estimation. This was a pair of lines that curve outward as they rise. Raise or lower the scope until the ship fits between the lines, then read the range at that point on the lines.

Gunner's quadrant, accuracy +1. Ranging scope, accuracy + 1. Having both gives an additional +1 for a total of 3.

Leadership is enhanced by anything that enhances a character's charisma. Jewelry, for example. Simple sailors might be overawed by a Papal Signet ring. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

A special practice sword, which cannot be equipped, could improve melee.

An improved grappling hook to enhance grappling skill.

Special tools to enhance repair skill. The graphic could be any common tools from the period.

Commerce: well, if you look wealthy, merchants give you better treatment. More jewelry. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Defense: not sure on this one. Might have to be a book.

Luck: trinkets, just like in real life. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

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These items have to be easy to find in the early stages of the game. That's when you need them. Once your character has high stats, and has hired a few high stat officers, they're no longer important.

One character I played recently took forever to find the best spyglass. I had to go to the Barbossa merchant to get it. And he had one skill at 10 before he ever found the three rocks to enhance it. Some games are just like that.

Personally, I'm just as happy with the skill items the way they are. But if someone wants to work on this one, I'm sure other people would love to have it.

Hook
 
Is there anybody here who would be able to create some nice interface pictures for maps, navigation equipment, etc? I would simply LOVE having all sorts of navigational equipment in the game. Would be nice to also add a store that sells navigational equipment. Would be much better than the current system. Most of the skill enhancements really don't make sense. <img src="style_emoticons/<#EMO_DIR#>/wacko.gif" style="vertical-align:middle" emoid=":wacko:" border="0" alt="wacko.gif" />
 
At first, I thought the enhancements were randomly generated because of the odd items.

Defense:
This is for ship defense only, right? It doesnt have anything to do with the defense of your character in a melee fight, right?

Also, Melee affects guns. So a practice sword that helps with your gun skill... well, the system is a bit silly as is anyway, because guns are not melee <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Not unless you start using the bunt end as a bludgen when you parry (as seen in Count of Monte Cristo).

Would the graphics have to be done two fold? One for "New Items" and one for "Old Items" settings in options?

Speaking of this ... why is there not an option in BS.h to turn off skill enhancing items from the game? I mean, I don't want to turn it off... but there should be a way to turn it off. See, someone could just say "then sell off those items and dont use them!"... thats not the point. If they are present in the game, people will use them, even if they wanted to turn off that feature. Now, if the feature was turned off, then the player would not come across them, and they would not be forced with the decision to sell or keep them.

But anyway, it was only a question. Seems almost everything else has a BS.h setting... which I am finding many do not accurately shut off the mods in the game... *cough*weapons/ammo mods*cough*
 
<!--quoteo(post=152943:date=Jun 29 2006, 02:51 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 29 2006, 02:51 PM) [snapback]152943[/snapback]</div><div class='quotemain'><!--quotec-->
Would the graphics have to be done two fold? One for "New Items" and one for "Old Items" settings in options?
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That setting only changes the trade goods icons, not the item buttons, so only one picture for each item is required. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

<!--quoteo(post=152943:date=Jun 29 2006, 02:51 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 29 2006, 02:51 PM) [snapback]152943[/snapback]</div><div class='quotemain'><!--quotec-->
Speaking of this ... why is there not an option in BS.h to turn off skill enhancing items from the game? I mean, I don't want to turn it off... but there should be a way to turn it off. See, someone could just say "then sell off those items and dont use them!"... thats not the point. If they are present in the game, people will use them, even if they wanted to turn off that feature. Now, if the feature was turned off, then the player would not come across them, and they would not be forced with the decision to sell or keep them.
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It's pretty easy to turn it off, really. Just remove the itm.skill references from PROGRAM\ITEMS\initItems.c.

<!--quoteo(post=152943:date=Jun 29 2006, 02:51 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 29 2006, 02:51 PM) [snapback]152943[/snapback]</div><div class='quotemain'><!--quotec-->
But anyway, it was only a question. Seems almost everything else has a BS.h setting... which I am finding many do not accurately shut off the mods in the game... *cough*weapons/ammo mods*cough*
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Thanks to Hook, the ammo mod now IS being properly turned off with the BS.h setting. What weapons mod can't be properly turned off?
 
<!--quoteo(post=152943:date=Jun 29 2006, 07:51 AM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Jun 29 2006, 07:51 AM) [snapback]152943[/snapback]</div><div class='quotemain'><!--quotec-->
Also, Melee affects guns. So a practice sword that helps with your gun skill... well, the system is a bit silly as is anyway, because guns are not melee <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> Not unless you start using the bunt end as a bludgen when you parry (as seen in Count of Monte Cristo).
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You're reaching. Don't criticize my ideas unless you have better ones to replace them.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Speaking of this ... why is there not an option in BS.h to turn off skill enhancing items from the game? I mean, I don't want to turn it off... but there should be a way to turn it off.
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For Gawd's sake, WHY?? If you don't want to turn it off, why the HELL would you want an option?

I'll make you a deal. I work incredibly cheap, only $50 an hour with a 4 hour minimum, payable in advance. If you want the option added to turn off skill items, pay me and I'll add it. And be glad I don't charge you full price for the work.

Hook
 
Ok, sure... whatever.
<img src="style_emoticons/<#EMO_DIR#>/rolleyes.gif" style="vertical-align:middle" emoid=":rolleyes:" border="0" alt="rolleyes.gif" />

A target dummy would work for both sword and shooting practice.

Another thought was, instead of the player carrying all of this around with them (unrealistic)... I wonder if there is a way to make the 'captains chest' hold these items and still apply the skill traits. That way, things that are not outwardly "worn" (jewelry), can be stored back on the boat.

Books, maps, practice equipement, ramrods, flintlocks and all that stuff that is ship enahncing.
 
<!--quoteo(post=152824:date=Jun 29 2006, 09:33 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Jun 29 2006, 09:33 AM) [snapback]152824[/snapback]</div><div class='quotemain'><!--quotec-->
They may have had the technology in those days to add index lines to a spyglass. This would allow the introduction of things like statia reticles to improve range estimation. This was a pair of lines that curve outward as they rise. Raise or lower the scope until the ship fits between the lines, then read the range at that point on the lines.

Gunner's quadrant, accuracy +1. Ranging scope, accuracy + 1. Having both gives an additional +1 for a total of 3.

Leadership is enhanced by anything that enhances a character's charisma. Jewelry, for example. Simple sailors might be overawed by a Papal Signet ring. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

A special practice sword, which cannot be equipped, could improve melee.

An improved grappling hook to enhance grappling skill.

Special tools to enhance repair skill. The graphic could be any common tools from the period.

Commerce: well, if you look wealthy, merchants give you better treatment. More jewelry. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Defense: not sure on this one. Might have to be a book.

Luck: trinkets, just like in real life. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

---------

These items have to be easy to find in the early stages of the game. That's when you need them. Once your character has high stats, and has hired a few high stat officers, they're no longer important.

One character I played recently took forever to find the best spyglass. I had to go to the Barbossa merchant to get it. And he had one skill at 10 before he ever found the three rocks to enhance it. Some games are just like that.

Personally, I'm just as happy with the skill items the way they are. But if someone wants to work on this one, I'm sure other people would love to have it.

Hook
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Ooh I like those ideas. Exactly how hard are these to put into the game. I screwed up on 2 replacement items and it threw everything off. But I know it was only because of what I used. I have to say though this would be something I would throw on the back burner since there really isn't anything wrong with the items that we have now. Since these can be adjusted to suite personal tastes there is no compelling reason to fool with them. But I have to say that Hook's ideas are good.
 
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