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Stable Build 13 Work In Progress

Thanks a lot for taking this job up, CouchcaptainCharles! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

The format you show seems pretty good to me. It might not be perfect in every way, but I don't think it's possible to figure out a perfect format. Each format will have it's pros and cons. I think this format is good for first-time users. InternalSettings.h can have a column-like format for the more advanced users.

<!--quoteo(post=170928:date=Nov 11 2006, 06:55 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2006, 06:55 PM) [snapback]170928[/snapback]</div><div class='quotemain'><!--quotec-->
So the goal of this "cleaning up" is to make the file more comprehensible and easier to use, especially for first time users, right? So all settings that go too much into the details, and those that require some modding knowledge shall be moved into InternalSettings.h, right?

Though I would move at least one setting back from internal: IMHO the surrendering of ships happens too often, and often without apparent cause, spoiling the battle for me. There may be others with the same view, and for those I'd move the surrender chance scalar into the Sea Battle section.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Exactly! I agree with this wholeheartedly! <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=170943:date=Nov 11 2006, 07:45 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 11 2006, 07:45 PM) [snapback]170943[/snapback]</div><div class='quotemain'><!--quotec-->
Oh... and btw... NO_THEFT LOCKOPEN etc settings have got to be the worst setup settings in the lot. '60.0' turns it off? Eh?! '33.0' reduces change to just you ?!?!?!
<!--QuoteEnd--></div><!--QuoteEEnd-->
About the NO_THEFT LOCKOPEN etc settings: Please don't go changing the workings of these settings just yet. I have rewritten that code for Build 14 with the addition of the lockpicks, but it still works exactly the same as it always did. If this code is to be changed, it would be better if my new code is changed, otherwise I'll have to rewrite it again. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
See the bottom of this post for my rewritten code.

<!--quoteo(post=170943:date=Nov 11 2006, 07:45 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 11 2006, 07:45 PM) [snapback]170943[/snapback]</div><div class='quotemain'><!--quotec-->
Man. Talk about confusing <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> I don't know if you could clean those up somehow, maybe do a mass find and see where they are used and how, and see if simply toggles and then proper percentage floats can be used...
<!--QuoteEnd--></div><!--QuoteEEnd-->
Don't worry: CCC does know where these settings are used. He and Nathan <i>made</i> the mod. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

From itemLogic.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PB: Rewritten -->
int lock;
bool OpenLock = false;
if(chr.location == "Tutorial_Deck" || bDeckStarted || bCrewStarted) OpenLock = true;
// If you are on your own ship, all locks are open

if(REMEMBER_OPEN && CheckAttribute(Locations[locidx],"openboxes."+atrName)) OpenLock = true;
// If the lock has already been opened, it will stay open

if(CheckAttribute(Locations[locidx],"jammed."+atrName))
// If the lock is jammed, it will not open
{
    Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"This lock will not open. There seems to be a lockpick stuck in it."));
    return;
}

if(!OpenLock)
// If the lock is not yet open, try to open the lock
{
    lock = rand(100) + 3 * makeint(chr.skill.sneak) + LOCK_OPEN;
    // Chance to open the lock
    if(CheckCharacterItem(chr,"lockpick")) lock = 2 * lock;
    // Having a lockpick doubles your chance of opening a lock
        
    if(lock + NO_MINES < 20 && !CheckAttribute(Locations[locidx],"trapboxes."+atrName))
    // Boobytrap: If the boobytrap already exploded, don't explode again
    {
        Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"Boobytrapped") + "!");
        Explosion (chr, rand(20));
        if(ONE_TRAP) Locations[locidx].trapboxes.(atrName) = true;
        return;
    }
    if(lock < 33 && !CheckCharacterItem(chr,"lockpick"))
    // Hurt yourself: You never hurt yourself if you have a lockpick
    {
        if(chr.sex == "woman") PlaySound("OBJECTS\VOICES\DEAD\female\dead_wom4.wav");
        else PlaySound("OBJECTS\VOICES\DEAD\male\dead6.wav");
        Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"Your prying knife slips from the lock... into your hand!"));
        AddPartyExp(chr, 50 + Rand(100));
        LAi_ApplyCharacterDamage(chr, 10);
        if (sti(LAi_GetCharacterHP(chr)) < 11) Lai_KillCharacter(chr);
        return;
    }
    if(lock < 66)
    // Fail to open the lock
    {
        if(CheckCharacterItem(chr,"lockpick"))
        {
            PlaySound("AMBIENT\JAIL\chains.wav");
            Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"You failed to open the lock with your lockpick. Better try again."));
        }
        else
        {
            PlaySound("AMBIENT\JAIL\jail_door1.wav");
            Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"You try to pick the lock with your knife... in vain!"));
        }
        AddPartyExp(chr, 50 + Rand(100));
        return;
    }
    if(CheckCharacterItem(chr,"lockpick") && rand(100) < 10)
    // Lockpick fails
    {
        PlaySound("AMBIENT\JAIL\sigh.wav");            // Player sighs because his lockpick failed :p
        TakeItemFromCharacter(chr,"lockpick");        // One lockpick is taken away
        Log_SetStringToLog(LanguageConvertString(tmpLangFileID,"Your lockpick broke and got stuck in the lock!"));
        Locations[locidx].jammed.(atrName) = true;    // The lock can't be opened anymore
        AddPartyExp(chr, 50 + Rand(100));            // You get some experience
        return;
    }
    OpenLock = true;
}
    
if(OpenLock)
{
    if(REMEMBER_OPEN) Locations[locidx].openboxes.(atrName) = true;
    LaunchItemsBox(&ar);
}
// PB: Rewritten <--<!--c2--></div><!--ec2-->
 
I have written up the following text for the ReadMe and License that will be shown during the installation process. Please give your comments on it.

<i><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>ReadMe:</b><!--sizec--></span><!--/sizec--></i>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Finally, two years after the release of Build 12, Build 13 is here, introducing many new features and yet again enhancing the game quite a lot. For detailed information on what is new in Build 13, please have a look at Build 13 ReadMe.rtf in the buildinfo subfolder.

To install this modpack, please make sure you have the original game installed, then follow the installation instructions in this wizard. Once this wizard is done, you should be all set to enjoy the game.

I want to dedicate this modpack to all those people who have been invaluable in making this mod, but who have left the community before Build 13 had been finished. This most notably includes Nathan Kell, the original modpack compiler, Catalina the Pirate, who was a moderator at the forum and always kept everybody's spirits up, and Inez Dias, who has done a lot of great work in enabeling us to modify the game's 3D files. So a major "thank you" to everybody who participated in the work for this mod but has left us. I hope that one day you will get to see what we have been able to do thanks to you all.

Secondly I also want to thank those people who have been of great support in getting Build 13 to the point where it is finally reasonably stable and playable. I am sure that without the combined bugfixing efforts of IncredibleHat and Hook, this Build would never have been finished. Also a major thanks to CouchcaptainCharles, Pirate_KK, Jack Rackham, Maximus and all those modders who have been active during the past month to tirelessly work towards a final Build 13 release. Finally I want to offer a major thank you to the countless people who have worked on testing this mod. Without all of you, we would never ever have been able to get this mod to the point of release.

It has been an honour to work with you all. It hasn't been easy, but I think the result has been quite worthwhile. Although I will be unable to do very much work for the Build mod during the coming months, I hope that the community will keep up the good work. And I will try to help as much as I can, even though that will not be as much as it once was.

-- Pieter Boelen, modpack compiler<!--QuoteEnd--></div><!--QuoteEEnd-->
<i><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>License:</b><!--sizec--></span><!--/sizec--></i>
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Build 13 is freeware meant for personal use. This modpack, nor any part of it, may be used for making profit without the authorisation of the modders who did all this work. No part of this mod may be re-used for other purposes without the agreement of the modder who made the part you would like to re-use.

This modpack does not harm your computer in any way, but although we put quite some effort into making everything work as good as possible, this mod is not guaranteed bug-free. There are several occasions when the game crashes and we have been unable to figure out why. That is why we recommend you to save often!

This modpack is a result of the combined efforts of the entire PiratesAhoy! PotC modding community. If you have any comments on this modpack or if you want to help with the modding and/or testing of future modpacks, be sure to join in on the fun.

Pieter’s Pirates Page: <a href="http://pieter.piratesahoy.org" target="_blank">http://pieter.piratesahoy.org</a>
PA! Forum: <a href="http://www.piratesahoy.com/forum" target="_blank">http://www.piratesahoy.com/forum</a>
Bug Tracker: <a href="http://swankyplace.com/potcbugs" target="_blank">http://swankyplace.com/potcbugs</a><!--QuoteEnd--></div><!--QuoteEEnd-->
 
To CouchcaptainCharles: Would you be able to finish your work on BuildSettings.h before next weekend, so that we could release Build 13.0.0.0 then if we decide that that is a good idea? Also: I added some new mods by Hook into the next (unreleased) update and there are some toggles on that, so could you add those into the mix as well, please?
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->#define RELOAD_TIME_MULTIPLIER    1.0    // Cannon reload time scalar
#define USE_MINSAILCREW    1    // Mincrew influences cannon reload times
#define SAIL_DAMAGE_TURNRATE        1    // Sail damage influences turnrate<!--c2--></div><!--ec2-->

It could be that Hook can come up with better comments. I wrote these versions. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Finishing BS.h by next weekend should be no problem. But.. err... are you sure that you really want to add new mods to the almost finally completely finished endversion of the Build ? I don't think that I could survive another "back to square one of the debugging game" move.

EDIT: No offense to Hook who usually squashes bugs and doesn't introduce them <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=170943:date=Nov 11 2006, 07:45 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 11 2006, 07:45 PM) [snapback]170943[/snapback]</div><div class='quotemain'><!--quotec-->
Oh... and btw... NO_THEFT LOCKOPEN etc settings have got to be the worst setup settings in the lot. '60.0' turns it off? Eh?! '33.0' reduces change to just you ?!?!?!
<!--QuoteEnd--></div><!--QuoteEEnd-->
Hehe, as I said "When it comes to oddities I'm the usual suspect" <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" /> Trying to keep my mods small and simple I thought that one variable could be used for toggle AND chance setting. Well, maybe i was too thrifty there...
 
LOL... no problem CCC. I didn't mean offense, I just wanted to state a few settings in the thing are a big ... crazyish <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

But like pieter said, it may be too late to adjust those, since it looks a bit complicated to clean up. It certainly isn't HURTING anything the way it is now. A cleaner BS.h file will make more of a difference than fixing one or two oddball settings.
 
<!--quoteo(post=171080:date=Nov 12 2006, 04:53 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Nov 12 2006, 04:53 PM) [snapback]171080[/snapback]</div><div class='quotemain'><!--quotec-->
I have written up the following text for the ReadMe and License that will be shown during the installation process. Please give your comments on it.

<!--QuoteEnd--></div><!--QuoteEEnd-->

Seems perfect to me <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Well written, Pieter, and if I may - Thank YOU for all of your tireless work on the project!!!

<img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />


H.M.M.
 
I am going to remove all names from the ReadMe I wrote (except for Nathan Kell), because it is unfair to everybody who is not mentioned there, but also did a lot for the Build.
 
<!--quoteo(post=170928:date=Nov 11 2006, 06:55 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2006, 06:55 PM) [snapback]170928[/snapback]</div><div class='quotemain'><!--quotec-->
RE Buildsettings.h

<!--quoteo(post=170759:date=Nov 10 2006, 09:34 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 10 2006, 09:34 PM) [snapback]170759[/snapback]</div><div class='quotemain'><!--quotec-->
Aye, I'd be willing to help you with that as well, CCC. If nothing more than as a proof-reader and suggestion giver.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for that offer, it would indeed be good if someone who has a fresh, unbiased view does a final check <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--QuoteEnd--></div><!--QuoteEEnd-->
I have put both revised files onto the <a href="http://swankyplace.com/potcbugs/view.php?id=60" target="_blank">bugtracker</a>: TIH already put the latest changes in, so now would be the moment where someone not suffering from "modder's blindness" should check whether Buildsettings.h is now really "newcomer friendly" <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
"modder's blindness" ... LOL definately!

You know, all that work you did... is just gonna be torn to shreds during the building of 14 <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" /> hehehe...
 
Never mind, my old work has already been torn to shreds for B12 and B13, so I'm accustomed to it <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Sincerely, I do not mind much what happens to my old stuff. Once I have playtested it extensively I usually can't stand to play my own mods anymore anyway. The only thing I DO mind is being blamed for bugs that others introduced <img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />
 
<!--quoteo(post=171512:date=Nov 15 2006, 08:34 AM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 15 2006, 08:34 AM) [snapback]171512[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo(post=170928:date=Nov 11 2006, 06:55 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Nov 11 2006, 06:55 PM) [snapback]170928[/snapback]</div><div class='quotemain'><!--quotec-->
RE Buildsettings.h

<!--quoteo(post=170759:date=Nov 10 2006, 09:34 PM:name=Cap'n_Drow)--><div class='quotetop'>QUOTE(Cap'n_Drow @ Nov 10 2006, 09:34 PM) [snapback]170759[/snapback]</div><div class='quotemain'><!--quotec-->
Aye, I'd be willing to help you with that as well, CCC. If nothing more than as a proof-reader and suggestion giver.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks for that offer, it would indeed be good if someone who has a fresh, unbiased view does a final check <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--QuoteEnd--></div><!--QuoteEEnd-->
I have put both revised files onto the <a href="http://swankyplace.com/potcbugs/view.php?id=60" target="_blank">bugtracker</a>: TIH already put the latest changes in, so now would be the moment where someone not suffering from "modder's blindness" should check whether Buildsettings.h is now really "newcomer friendly" <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->

Can i suggest some very easy things to have as default in buildsettings.h? ok <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

1.#define CHOOSABLE_NEWGAMESKILLS 1(gives the player the choice as default - choice is good, they might want to be a fighter or a talker at game start etc?)

2.#define SKELETON_CHANCE 0.15
3.#define MUMMY_CHANCE 0.15 (still get the odd encounter but especialy at night its not like every other one will be a mummy/monkey combo)

4.#define LDH_TURN_RATE_FACTOR 2.0 (untill we get to the bottom of navigator officers skills NOT improving this)

5.#define START_MONEY 2000 (now this is a rareity from me - making the game easier!! - the reason being now you cant steal your officers money its much harder(and rightly so) to make that 1000 gold go around all the things you need to do)

out of those 1+4 are probably the real good ones to use.
2+3 are just a preference, but at some point i'm hoping to make it much more of a surprise for the player for when they first meet some of these otherworld beings. This reduces the occourance for the first time you go into the jungle/caves.

5. is not very important - but handy for new players now i expect? us old ones know all the ways to make the money up.

The new look buildsettings.h is much better imho - well done CCC <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
I've got LDH_TURN_RATE_FACTOR set at 2.0 in my game and have since I introduced it. Original comment said, "Because who wants to sail a fort?" I was surprised when someone upped the default from 1.0 to 1.5 but at least it's there for people to change if they want.

As far as start money goes, do you check the weapons locker in the start cabin as well as the normal ship locker? <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" /> It sometimes has money in it too. I think. In any case it has more loot to sell.

Hook
 
You are supposed to have 2000 gold when you leave your ship. That should be enough to handle your affairs.

The LDH_TURNRATE_FACTOR should be set to 1.0 by default, shouldn't it?
 
CHOOSABLE_NEWGAMESKILLS 1
This is actually a little different than you think. When you 'select' a skin in the new game menu, it randomly assigns a couple skill points to some slots. I personally hated the idea, and thus made this small mod toggle to simply pile those points into what you initially get, so YOU can decide easier. The other way, was me flipping back and forth between skins until it landed on Jack Sparrow, with Leadership 2 and Melee 2. Sort of a waste of time doing that. Thus the toggle.

Also, with this toggle, the more 'difficulty' setting, the less points you start out with to assign.

I'm indifferent to the default of that mod. Pieter always kept it off in the updates.

LDH_TURN_RATE_FACTOR 2.0
Turn rate was originally 1.0. Hook suggested it to be 2.0 when we updated some things. So I had compromised and set it to 1.5 so as to not piss off the diehard realistic sailing enthusiasts. Heh.

SKELETON_CHANCE 0.15
MUMMY_CHANCE 0.15
Those settings sound good. I'll second that change.

START_MONEY 2000
Hmm... naw. Stock is 1000, and stock had even worse ways of making money. So, we shouldn't mess with that.


If we are on the idea of finalizing defaults, I have a few others:

SURR_GLOBAL_SCL 0.1
0.2 to me is still to high. Hook says he likes 0.05. So, maybe reduce it a bit more. Surrenders should not occur so often it becomes ridiculous.

ENABLE_SKILLUP_IFZERO 0
To me, if an officer has "0" for a skill, it means they cannot be enhanced in that department. This should be left to off like the stock game had. I regard this setting as a 'cheat', not an improvement.

RARE_RAND_RETRIES 2
This is to reduce not only the 'hiccup' factor on applying random items to locations, but to also make random items a slight bit more rare (not a whole lot, but a bit). I have always run with 2, as 5 just seemed like overkill on this process.

FOOD_PER_CREW 0.005
The reduction of this number only means that 1 food goes a bit longer. With it being at 0.01, its about 1 wheat is 1 day of travel on a small ship (much more so with a bigger ship). By reducing this, it will mean more room in cargo for loot, and also the ability to go a bit longer without buying more food (or stealing it). Also reduces the annoying factor. If this is set too high, and a new person gets fed up with the mod (like I originally did), they might just turn the whole thing OFF without looking at how to reduce the consumption rate. That wouldn't be wanted, now would it. So, reducing this to a less troublesome number, may make the food mod a bit more appeasing. (Actually maybe this number should be moved to BS.h right under the FOOD_ON toggle!)

TAVERNBRAWL_FISTSONLY 1
Tavern brawls shouldn't be with swords and guns! Heh.
 
I don't like the idea of messing with the food consumption. Either give your guys a pound of wheat a day, or disable the darn thing. If people want to change the stock values for their own game, let them.

I would like to see the RUM_DAYS changed to the same value as wheat days, so instead of having 30 and 15, you'd have 30 and 30. Less confusing. Unless everyone sails at double rum ration. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />

Hook
 
<!--quoteo(post=171631:date=Nov 15 2006, 06:48 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Nov 15 2006, 06:48 PM) [snapback]171631[/snapback]</div><div class='quotemain'><!--quotec-->
2.#define SKELETON_CHANCE 0.15
3.#define MUMMY_CHANCE 0.15 (still get the odd encounter but especialy at night its not like every other one will be a mummy/monkey combo)
<!--QuoteEnd--></div><!--QuoteEEnd-->
Good idea to make the spooky ones a rare encounter. And in B14 I'll give them some features that make them really special, not just everyday bandits with a skin problem.


<!--quoteo(post=171664:date=Nov 15 2006, 08:17 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 15 2006, 08:17 PM) [snapback]171664[/snapback]</div><div class='quotemain'><!--quotec-->
SURR_GLOBAL_SCL 0.1
0.2 to me is still to high. Hook says he likes 0.05. So, maybe reduce it a bit more. Surrenders should not occur so often it becomes ridiculous.

ENABLE_SKILLUP_IFZERO 0
To me, if an officer has "0" for a skill, it means they cannot be enhanced in that department. This should be left to off like the stock game had. I regard this setting as a 'cheat', not an improvement.
TAVERNBRAWL_FISTSONLY 1
Tavern brawls shouldn't be with swords and guns! Heh.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Second those as well <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

No real opinion on the rest <img src="style_emoticons/<#EMO_DIR#>/dunno.gif" style="vertical-align:middle" emoid=":shrug" border="0" alt="dunno.gif" />
 
<!--quoteo(post=171664:date=Nov 15 2006, 08:17 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 15 2006, 08:17 PM) [snapback]171664[/snapback]</div><div class='quotemain'><!--quotec-->
TAVERNBRAWL_FISTSONLY 1
Tavern brawls shouldn't be with swords and guns! Heh.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Fists either do hardly any damage or do massive damage. Doing this could make for some weird gameplay-effects. I think the fists code should still be improved one day. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

<!--quoteo(post=171677:date=Nov 15 2006, 08:28 PM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Nov 15 2006, 08:28 PM) [snapback]171677[/snapback]</div><div class='quotemain'><!--quotec-->
I would like to see the RUM_DAYS changed to the same value as wheat days, so instead of having 30 and 15, you'd have 30 and 30. Less confusing. Unless everyone sails at double rum ration. <img src="style_emoticons/<#EMO_DIR#>/biggrin.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin.gif" />
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Sounds good to me, but we would also need to change the code then, right?
 
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