@Pieter Boelen if you have some time left could you try to see if the reset functions are called in the case you described. It should work. Maybe something isn't deleted right or so....
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It just occurred that the Fleet Mali probably didn't work because I was on Arcade Game Mode....@Pieter Boelen if you have some time left could you try to see if the reset functions are called in the case you described. It should work. Maybe something isn't deleted right or so....
Since I have to rewrite that code anyway to prevent the game crashing in Realistic Game Mode(!), I will move it to the personal skills.About the character interface. Why not show the fleet mali there also. If there is a decrease it shows your own skill level in red (and it shows the reduced level). I believe I should even be able to add a tooltip to this or something like that to explain it.
If your ship is "too large" for your skills, your skills are reduced as a penalty.Could you explain how fleetmali works agian?
Okay, seems you have got this one down. I might look at it later indeed to make it more obviousSince I have to rewrite that code anyway to prevent the game crashing in Realistic Game Mode(!), I will move it to the personal skills.
So then it'll just be incorporated in the second row of skill numbers under F2>Character.
I thought about changing the colour and adding a tool tip as well, but am not sure it is worth the effort.
If you'd like to expand on it once I've sorted out the basics, you're welcome to do so. I'll just focus on getting it functional at all....
If your ship is "too large" for your skills, your skills are reduced as a penalty.
Similarly, if you have a fleet before your skill allows, your skill are reduced by one as well.
You check the effective skill right?Having it in personal skills does mean that none of your officers can help you to prevent this. But they do add their skills again later, so I think effectively it makes little difference.
But still, it is probably a bit different than it used to be.![]()
I am placing the Fleet Mali check BEFORE the effective skill calculation so it is will always be applied to the FULL leadership and sailing skills.You check the effective skill right?
It does seem fair to me to check the effective skill if its high enough.
You could do this in the same manner as the officertype. Just store the shiptype and num of ships in the skill. When this doesn't corespond anymore it needs to be reset.- "Fleet Mali" do not appear to work (got my Leadership 2 character a Tier 3 ship, but the Party Skill value in the Passengers interface still indicated 2 and isn't reduced)
- Party Skill has to be reset when you get a new ship in any way, because this may affect the "Fleet Mali"
Hmmm....need to look into that. It should put the officertype to a RandomNPC type.- Does "Remove from Post" work? That one DELETES the "officertype" attribute!
Yes- Does Auto Skill System OFF adding skill points also update everything correctly?
I hope it works right because I use it too for perks and such. I haven't seen anything weird when using it.- ResetPartySkill uses FindCaptainIndex; does that work properly for NPCs or will that do weird things?
you can do that right?- We have to check all calls to GetPartySkill to check if those should not be replaced with GetEffectiveSkill or CalcCharacterSkill (depends on whether it is personal or not)
I may do that. First need to get that Change Officer Role to actually WORK though.You could do this in the same manner as the officertype. Just store the shiptype and num of ships in the skill. When this doesn't corespond anymore it needs to be reset.
A random NPC type that is NOT an actual officer type and therefore does NOT contribute anything?Hmmm....need to look into that. It should put the officertype to a RandomNPC type.
Looking at that code, I don't remember seeing anything to specifically support NPCs.I hope it works right because I use it too for perks and such. I haven't seen anything weird when using it.
I could, though I'd prefer if someone else could. Once everything else is operational, I'll post a request for that on the forum.you can do that right?
DONE! In general, your officers help you out in interfaces (buy/sell prices, etc.) and at sea.- We have to check all calls to GetPartySkill to check if those should not be replaced with GetShipSkill or CalcCharacterSkill (depends on whether it is personal or not)
It should already be doing that, no?@Pieter Boelen when leveling up shouldn't the effective skill for the whole party be recalculated?
// Reset effective skills
// Called on gaining a skill point in AddXPtoSkill AND when GetEffectiveSkill detects officer type has been changed
void ResetEffectiveSkill(ref character, string skillName)
{
DeleteAttribute(character, "skill." + skillName + ".effective");
ResetPartySkill(character, skillName);
}