I was thinking more along the line of: NOT having that is probably easier than to do have it.I think if it is a small chance, then captains occasionally being too good isn't a big deal at all, but it shouldn't be too regular.
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I was thinking more along the line of: NOT having that is probably easier than to do have it.I think if it is a small chance, then captains occasionally being too good isn't a big deal at all, but it shouldn't be too regular.
Why? The only thing that's needed is to initialize the captains using the same shared routines, similar to what I did already for the Quest Captains.Still in the end I will have to rework the whole encounter generation in potc
at the moment ships generated in direct sail are generated by a completly different function then ships generated by the world map encounters, and ships which are round the island coasts are generated by something else again.Why? The only thing that's needed is to initialize the captains using the same shared routines, similar to what I did already for the Quest Captains.
The only real difficulty is to pass the captains through Levelling until they can command the ship they've been assigned to.
Everything else should be quite straightforward, really.
I've had to dive into those several times last year to fix stuff related to Levelling, so I know how they work.at the moment ships generated in direct sail are generated by a completly different function then ships generated by the world map encounters, and ships which are round the island coasts are generated by something else again.
ok... then probably it shouldn't be such a problem.I've had to dive into those several times last year to fix stuff related to Levelling, so I know how they work.
If you can sort out some sort of "level up until fit to command assigned ship" logic, the rest is quite doable and if I could find the time, I could even set that up myself.
After all, I've done it before with the Quest Captains already and that worked out fine in the end.
int GetCaptainRank(ref SCaptain)
{
int shipclass = GetCharacterShipClass(SCaptain);
//Class 8 ship should have a rank 1 captain. A class 1 ship should have something round a rank 40 captain.
int rank = (8-shipclass)*7;
rank = rank*0.8 + 0.3*rand(rank);
rank += GetOfficTypeRankBonus(SCaptain.quest.officertype);
if(rank < 1) rank = 1;
return rank;
}
As far as I know the ship class is determined by the difficulty already so the captain is sort of done by that also.Question (just curious): from looking at that code, does difficulty level not raise the captain level as a small multiplier or something? Or is that handled elsewhere in the code, where the difficulty level takes a second pass to make them tougher?
Indeed that doesn't seem to be in place. I could write a function after the init of the captain wich levels his sailing and leadership to be right.I see nothing there to ensure the captain has the Sailing and Leadership skill to command his own ship?
It's called from:But indeed, it does look to be tied to ship tier.
Where is that function called from?
Ship tier in encounters is not affected by difficulty.