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Solved Cleaning Up the Advanced Options

How about for this one we link it with iron man, realistic and arcade? :?
- Arcade all shown
- Realistic pirates shown
- Iron man none shown
Ships should always be seen on worldmap however in my opinion :yes
Iron Man doesn't allow you to go on the worldmap at all, so this setting wouldn't matter.

The way it works in realistic mode is that the big ships sail into the bay with the wind while your ships sit there unable to move. Then you fight it out at paint blistering range while the fort de-masts your ships. After that you find that the frigate has sailed away. "Sail to" is your last hope to keep from having to start all over again. It still took me four restarts before I got that frigate.
There's some code that we could put in there to ensure the wind always blows away from the land at that point; which direction would we need for that?
Also, there should be some code somewhere to prevent those ships from running away; that should help, no?

Is the minimap the "radar" in the compass?
Yes, that's what it is. :yes
 
Woops true... well then how about my other two suggestions... I believe pirates are easier to spot and tell the difference than that of the national ships (ships in less repair and sails more weathered
 
I'm not sure on showing the pirates; by default at sea, I set them to not use black sails either because I don't think pirates wanted to be overly recognizable at long distances.
 
Yep that is an excellent point...

How about arcade all visible and then realistic no colours visible ;)
 
bool WEATHER_UPDATE_AT_SEA = true;
// 0: Stock PotC, no weatherchange in sailingview
// 1: Weather changes during sailing every gamehour

In Build 13, this definitely required a toggle because the weather changes were very abrupt and random. However, that is no longer the case.
Can we remove this toggle? Or set it to no weather changes in Arcade Game Mode?

bool ENABLE_FLAGS = true;
// 0: Stock PotC, no flagchanges
// 1: You can choose your flag in a menu; even false ones(which may or may not be recognized)

Since you don't HAVE to use fake flags and can just fly your personal flag all throughout the game, I don't see any need for this toggle.
Stock game mode was basically similar as playing through the game with your personal flag.

bool USE_MINSAILCREW = true;
// 0: All available crew will reload cannons. Affects only cannon reload times
// 1: Cannon crew will be reduced by crew needed to sail the ship. Realism mod

I don't think anybody ever complained about this one. How about we remove the setting completely and have it always-on?
Alternate idea: OFF in Arcade Game Mode. Result would be faster loading times in Arcade Game Mode.

bool SAIL_DAMAGE_TURNRATE = true;
// 0: No change to turnrate based on sail damage
// 1: Sail damage influences turnrate. Below 7.5% ship will not be able to turn at all

Arcade Game Mode = OFF, Realistic Game Mode = ON or remove the setting altogether.

float SURR_GLOBAL_SCL = 0.01;
// Ships will surrender if damage or crew morale become critical
// 0.0 : Stock PotC, no surrenders
// 0.01 - 0.5 : The higher that value the faster ships surrender

We should probably keep this setting, but could consider putting it in InternalSetting.h .

float LDH_TURN_RATE_FACTOR = 1.5;
// Makes ships turn faster. Normal game 1.0, fast game 2.0

The current ship sailing characteristics are based on this value of 1.5 for Realistic Game Mode.
I think we can remove this setting and just have it always be 1.5.

int ARCADE_MULT_SPEED = 2;
// Shipspeed if you set the menu "Options/Sailing mode" to ARCADE MODE
// 1: Same speed as in "Realistic Mode"
// 2: Twice as fast (default setting)
// 3: 3x as fast etc.

Same as above; don't think we need this. Arcade = twice as fast sounds good to me.
I don't think we ever had any complaints on the game speed on either Arcade OR Realistic Game Mode, so I think the sailing models in both situations are fair enough.

bool VISIT_DECK = true;
// 0: Stock PotC: When anchoring, you go directly to shore; also you go directly to sea when leaving port or bay.
// 1: When anchoring, you go to your ship's deck. From there you can go to shore in the same way as in the tutorial.
// When leaving land you'll also go to your ship's deck, unless you select 'Sea' command.

Probably keep this setting, unless we want to have it linked to Arcade/Realistic Game Mode again.
Actually, though I was the one to start work on this mod, I don't think there's much point in it and might as well be off by default.
The idea was that your officers would come to talk to you on deck about important stuff with the proposed Officer Personality Mod,
but no work was ever done on that and probably won't be done either any time soon because it's a complicated new thing to add.

bool SHIPCLASS_DEPENDS_ON_SKILLS = true;
// 0: Stock PotC: Character can command any class of ship
// 1: When player takes command of ship of too high class Leadership and Sailing skills drops

Include in Arcade/Realistic Game Mode toggle.

bool DECK_VIEW_ON_SEAENTER = false;
// Decide where camera should start upon entering a ship
// 0: Stock PotC, external camera
// 1: Camera on ship deck

If I recall, switching this on has the potential for CTDs as soon as you enter 3D sailing mode; maybe remove the setting completely?
 
bool WEATHER_UPDATE_AT_SEA = true;
// 0: Stock PotC, no weatherchange in sailingview
// 1: Weather changes during sailing every gamehour

Removed

bool ENABLE_FLAGS = true;
// 0: Stock PotC, no flagchanges
// 1: You can choose your flag in a menu; even false ones(which may or may not be recognized)

Yep I agree gone :yes

bool USE_MINSAILCREW = true;
// 0: All available crew will reload cannons. Affects only cannon reload times
// 1: Cannon crew will be reduced by crew needed to sail the ship. Realism mod

I Think we can probably put this in realistic settings like you suggest ;)

bool SAIL_DAMAGE_TURNRATE = true;
// 0: No change to turnrate based on sail damage
// 1: Sail damage influences turnrate. Below 7.5% ship will not be able to turn at all

I say remove it all together

float SURR_GLOBAL_SCL = 0.01;
// Ships will surrender if damage or crew morale become critical
// 0.0 : Stock PotC, no surrenders
// 0.01 - 0.5 : The higher that value the faster ships surrender

Yep keep it and move it :)

float LDH_TURN_RATE_FACTOR = 1.5;
// Makes ships turn faster. Normal game 1.0, fast game 2.0

Yeah 1.5 seems like a good value and I havnt heard any complaints about it

int ARCADE_MULT_SPEED = 2;
// Shipspeed if you set the menu "Options/Sailing mode" to ARCADE MODE
// 1: Same speed as in "Realistic Mode"
// 2: Twice as fast (default setting)
// 3: 3x as fast etc.

Same as above

bool VISIT_DECK = true;
// 0: Stock PotC: When anchoring, you go directly to shore; also you go directly to sea when leaving port or bay.
// 1: When anchoring, you go to your ship's deck. From there you can go to shore in the same way as in the tutorial.
// When leaving land you'll also go to your ship's deck, unless you select 'Sea' command.

I'd say keep this one as is, I do enjoy having a walk around the deck occasionally ;)

bool SHIPCLASS_DEPENDS_ON_SKILLS = true;
// 0: Stock PotC: Character can command any class of ship
// 1: When player takes command of ship of too high class Leadership and Sailing skills drops

Include in Arcade/Realistic Game Mode toggle.

bool DECK_VIEW_ON_SEAENTER = false;
// Decide where camera should start upon entering a ship
// 0: Stock PotC, external camera
// 1: Camera on ship deck

Its only one button push to go to deck anyway so I say lets remove this one :yes
 
For the weather changes at sea, I think they should be on by default, with no toggle. They add a lot to the sailing experience, and don't exactly make things more difficult for beginners.

'Enable Flags' can go, as you said.

I like the idea of 'Minsailcrew' being an Arcade/Realistic dependant feature.

Turnrate damage: same thing- Arcade OFF, Realistic ON.

Surrenders, Turn Rate factors, and Arcade speed: agreed with your suggestions.

Visit ship deck: do we even need this toggle? The player always has the option to choose to visit the deck at any time, anyway.
Besides, I'm sure there used to be (or still might be) some CTD's related to this being ON.

Ship class skills dependency: agreed with Arcade/Realistic toggle.

Deck view on sea entry: I think we could do away with it altogether. I don't see how it adds much to the game, and if it causes CTD's then that's all the more reason to scrap it.
 
Visit ship deck: do we even need this toggle? The player always has the option to choose to visit the deck at any time, anyway.
Besides, I'm sure there used to be (or still might be) some CTD's related to this being ON.
You can always skip it; I very frequently do so myself. But it is more click-work that I can quite imagine people being able to live without,
especially since apart from adding a nice atmosphere, it doesn't actually add any gameplay value at this time.
I don't think there is any CTDs related to this mod; it's on by default.

Deck view on sea entry: I think we could do away with it altogether. I don't see how it adds much to the game, and if it causes CTD's then that's all the more reason to scrap it.
This mod is off by default.
 
I've been working on doing the actual coding for this. Look what I've got left at the moment:
Code:
// ======================================
// STARTING OPTIONS FOR A NEW GAME:
// ======================================

bool CHANGING_RELATIONS	= false;
// 0: Relations between different nations are constant (original stock game)
// 1: Relations between different nations can change over time

bool AUTO_SKILL_SYSTEM = true;
// 1: Skills will be distributed automatically, depending on player-actions
// 0: Player must distribute character's skills manually (Stock PotC)

// ======================================
// GENERAL MODS:
// ======================================

bool ENABLE_WEAPONSMOD = true;
// 1: Weapons have different quality grades: from "Badly worn" to "Excellent"
// 0: Off, stock PotC

int IRON_MAN_MODE = 0;
// Makes the info given by spyglasses unaccurate and depending of distance
//	0: Stock PotC: Deactivate mod
//	1: Worldmap sailing, Sail To, minimap and spyglass additional information disabled


// ======================================
// SAILING & SHIP BATTLES:
// ======================================

bool VISIT_DECK = true;
// 0: Stock PotC: When anchoring, you go directly to shore; also you go directly to sea when leaving port or bay.
// 1: When anchoring, you go to your ship's deck. From there you can go to shore in the same way as in the tutorial.
//    When leaving land you'll also go to your ship's deck, unless you select 'Sea' command.

bool DECK_VIEW_ON_SEAENTER = false;
// Decide where camera should start upon entering a ship
// 0: Stock PotC, external camera
// 1: Camera on ship deck
 
Since "options" is becoming irrelevant, and this internalsettings.h is becoming VERY VERY VERY VERY important, where is it?



Let's go get that frigate lads!
 
Since "options" is becoming irrelevant, and this internalsettings.h is becoming VERY VERY VERY VERY important, where is it?
That is not the intention; I want to have stuff removed and moved that people would not use anyway, so that we're left in Advanced Options with just the important options that people would need to have there.
But InternalSettings.h can be found in the PROGRAM folder.
 
bool AUTO_AIMED_FIRE = true;
// 0: Stock PotC: in deck viev(FPV) you have to aim cannons by means of the crosshairs
// 1: Auto aimed cannon fire also from deck view with spacebar. V key does original aimed fire
// If you change this, reset controls and reinit or start a new game

Might as well remove this, since you can still do manually aimed fire with the V-key.

bool USE_REAL_CANNONS = true;
// 0: Stock PotC: guns fire in a high arc, wide left-right traversing
// 1: More realistic, direct fire; less left-right traversing possible

Nobody ever complained about the cannons in the Build, so we could remove this.
Alternate idea: Switch this off in Arcade Game Mode.

bool ALLOW_CRIT_FROM_BALLS = true;
// Turn on/off the ability to get critical hits while using Balls (like stock game allowed)
// 1: Yes
// 0: No

Probably should move this to InternalSettings.h or remove it. Defauly setting sounds good to me.

bool ALLOW_FIRE_FROM_BALLS = true;
// Turn on/off the ability to set a ship on fire while using Balls (like stock game allowed).
// 1: Yes
// 0: No

Same as above.

bool EXTRA_HIT_CHECK = true;
// Enable stray shot hits on friendly ships to cause hostility
// USE_REAL_CANNONS must be set to 1 for this setting to take effect
// 1: Yes, when a ship is hit, reduce relation to you
// 0: No, accidental hits won't cause hostilities

Remove or turn off in Arcade Game Mode.

float CANNON_RANGE_SCALAR = 1.0;
// SET TO 1.0 IF USING REAL CANNONS!
// 0.3 - 2.0 : The higher the value the longer the cannon range

float CANNON_DAMAGE_SCALAR = 0.5;
// 0.3 - 2.0 : The higher the value the more damage cannons do

I think stock game values should be fine. Remove or InternalSettings.

bool CANNONPOWDER_MOD = true;
// 0: Stock PotC: no gunpowder required for ship guns
// 1: You must have gunpowder in your CARGO HOLD to charge SHIPGUNS
// (Not to be confused with the PERSONAL ITEM gunpowder for PISTOLS)

Keep or link with Realistic Game Mode.

float ARCADE_MULT_CANNONS = 0.5;
// Cannon reload time if you set the menu "Options/Sailing mode" to ARCADE MODE
// 1.0: Same speed as in "Realistic Mode"
// 0.5: Half as much reload time

Probably move to InternalSettings.h .

string BOARDERMODEL = "standard";
// Outfit for your boarders, insert one of these groups (Don't change spelling or the "" !):
// "marine", "corsair", "masked", "skeleton", "girl", "soldier" (soldiers of current flag),
// "boarder" (Nathaniel's soldiers); default: "standard"

I don't think this works very well. Would be nice if we could recode this quite a bit and be able to switch boarder models by talking to your officers/crew on your ship instead.

bool RANSOM_PRISONERS = true;
// 0: Stock PotC: Prisoners are ransomed through the Passengers interface
// 1: Prisoners are ransomed by talking to them on your deck. You can also hire them as officers

Probably should keep this because there's some occasional issues with prisoners in your hold. However, does the OFF setting work properly?
could we mereg this with the VISIT_DECK setting above into a general "more usage of your ship's deck" mod?
 
I'll just post a few more.

bool FOOD_ON = true;
// 1: The crew requires food (wheat) and drink (rum) to stay alive and happy
// 0: Off, stock PotC

Keep this unless we want to have it linked to Realistic/Arcade again.

bool AUTOHIRECREW_ONCHANGESHIP = true;
// 1: Automatically hire extra crew when repairing your ship or buying a new one at shipyard
// 0: Off, stock PotC

Might be able to remove this, since it does save you some additional clicking. Alternatively, keep this.

bool SY_RPG_STYLE = true;
// 1: Shipyards will not sell outclassed ships to low level players
// 0: Stock PotC: all shiptypes may be sold

Either keep or link to Arcade/Realistic switch.

bool REALISTIC_SHIP_PURCHASE = true;
// 1: No ships larger than frigates can be purchased but need to be captured instead
// This because ships of the line, etc, were never sold, especially not to privateers.
// 0: No additional limits on buying ships
// You can tweak this mod to your liking in InternalSettings.h

Same as above.
Alternate idea: link the two switches together. Though to be fair, they are fairly different in what they do.

bool IT_RPG_STYLE = true;
// 1: Traders will not have items that are too good for the player
// 0: Traders will have items based on their own random level. Players can buy VERY good items at the beginning of the game

Same as SY_RPG_STYLE

int SALARY_MULTIPLIER = 3;
// Multiplier for Crew and Officer salary. 1 is Stock POTC. 4 and above makes a more interesting and challenging game.

Keep this; it's a good setting for players to increase when they find the game too easy.

bool KB_TUNESHIPS = true;
// 0: Stock PotC: no possibility of changing ship's stats
// 1: enables KB Tuning Ships mod: allows modyfing some of ship's parameters for a price

Remove this toggle and set to always-on. Why would you NOT want to be able to do this?

bool CANNOT_RELOAD_WHILE_FIGHTING = true;
// 1: Your gun won't reload gun while your sword is drawn
// 0: Stock PotC: Gun will always reload

Either keep or link to Realistic Game Mode.

bool ENABLE_AMMOMOD = true;
// 0: Stock PotC: no ammunition required for handheld guns
// 1: You must have gunpowder and the right type of bullets in your PERSONAL INVENTORY to charge HANDHELD guns
// (Not to be confused with the CARGO HOLD gunpowder for SHIPGUNS)

Either keep or link to Realistic Game Mode.

bool BLADEDAMAGE_ENABLED = true;
// 1: Blades will suffer damage by use and decrease in quality
// 0: Stock PotC: bladequality never changes
// Note: Setting ENABLE_WEAPONSMOD to 0 will also disable this mod

Remove this toggle and link it to ENABLE_WEAPONSMOD. If there's different qualities with blacksmiths to increase them, it should be possible for the qualities to go down as well.

int CORPSEMODE = 4;
// 0: Stock PotC: no bodies laying around, no looting ability
// 1: Corpses will persist, but will not be manually lootable
// 2: Corpse persists and can be manually looted of items
// WARNING: Until a body is looted, the body will create an impassible obstacle!
// 4: Corpses fall to the ground properly, don't obstruct walking and can be looted manually

Keep this.

bool AUTOLOOT_ON = false;
// 0: No automatic looting of killed characters
// 1: Blade/Gun/Money of killed enemies is automaticly moved into your inventory
// (This can be combined with CORPSEMODE 2 as any leftover items not autolooted will be left on the corpse)

Keep this.
 
Now you've just given us more to reply to... :hmm

bool AUTO_AIMED_FIRE = true;
Agreed, remove it.

bool USE_REAL_CANNONS = true;
Arcade OFF, Realistic ON.

bool ALLOW_CRIT_FROM_BALLS = true;
Agreed, move and keep default setting.

bool ALLOW_FIRE_FROM_BALLS = true;
Ditto

bool EXTRA_HIT_CHECK = true;
Arcade/Realistic toggle.

float CANNON_RANGE_SCALAR = 1.0;
- AND -
float CANNON_DAMAGE_SCALAR = 0.5;
Both can be removed.

bool CANNONPOWDER_MOD = true;
Probably Arcade/Realistic toggle.

float ARCADE_MULT_CANNONS = 0.5;
Move to internalsettings.h.

string BOARDERMODEL = "standard";
Agreed, I think some of them cause problems. Remove the option, I say.

bool RANSOM_PRISONERS = true;
I don't know about the OFF setting for this, but merging it with the other setting sounds good.

bool FOOD_ON = true;
Probably Arcade/Realistic toggle.

bool AUTOHIRECREW_ONCHANGESHIP = true;
Might actually be worth keeping, maybe as an Arcade/Realistic option?
Or perhaps 'Iron Man' instead, only for players who want to do everything themselves.

bool SY_RPG_STYLE = true;
Arcade/Realistic toggle.

bool REALISTIC_SHIP_PURCHASE = true;
I've never really paid much attention to this one. It does sound like an Arcade/Realistic toggle to me, but I think players should be given a fair warning.
Think about all those who keep asking "Where can I get this ship?"...
Then again, considering that point, maybe the toggle should be left alone, OFF by default, and perhaps ON by default in Iron Man Mode.

bool IT_RPG_STYLE = true;
Same as SY_RPG_STYLE.

int SALARY_MULTIPLIER = 3;
Yes, keep it.

bool KB_TUNESHIPS = true;
Agreed, remove it. Upgrades are a must for serious sailors!

bool CANNOT_RELOAD_WHILE_FIGHTING = true;
"Your gun won't reload gun..." Hang on, that doesn't make much sense. xD:
I say Arcade/Realistic toggle.

bool ENABLE_AMMOMOD = true;
Arcade/Realistic toggle.

bool BLADEDAMAGE_ENABLED = true;
Agreed with link to Weaponsmod.

int CORPSEMODE = 4;
Agreed with keeping, but do the numbers go '0,1,2,4' on purpose...?

bool AUTOLOOT_ON = false;
Agreed with keeping.

OK, that's a whole bunch more done, how many more to go?
 
turning prisoners in your hold off works, yes. i find it prevents problems during boarding by quite a bit. in fact, i've turned off so often that i don't even remember what the bug exactly was.

the reason why we haven't been hearing any complaints about a feature might well be because people were able to change it. also, i'd say players should be informed in game about the location of internalsettings (i know i'll be using it) and what the details are of the different difficulty settings. there's also a lot of settings being linked to difficulty now. i prefer to play on realistic and tweak a few things to my liking here and there, the gun reloading system for example. i'd say keep it, since you otherwise just sheathe your sword and speed up the game for a while. it's little more than an unecessary nuisance to me if turned on. however, i do agree on most of the linkings from setting to difficulty. just inform the player of what he brought onto himself.

what is the default setting for crits and fire from balls? i prefer them enabled.
 
the boardermodels don't work because the models themselves have been modded to such an extent that they don't link to the setting properly anymore. however, it's perfect for identifying your crew. i'd say keep it and fix. as for the autohiring of crew, i prefer to avoid the micromanaging, no matter the game mode. although i do occasionally prefer to sail understaffed to save on food, if i'm not planning any battles. i think the setting should stay since it's a matter of playing style.
 
Thanks for your comments, Morgan! If there is any settings that we're proposing to remove, move to InternalSettings.h or link to Arcade/Realistic Game Mode that you personally do like to use, let us know.
I can only consider my personal preferences, but don't have much of a clue on what other people think. Especially those people who actually PLAY the game.
The final intention is that ALL options that people actually USE will still be in Advanced Options, so that virtually nobody would need to adjust InternalSettings.
If people DO find the need to adjust that file, then we didn't do a good job on the cleanup and removed too much, which is definitely NOT what we want. :no

string BOARDERMODEL = "standard";
Agreed, I think some of them cause problems. Remove the option, I say.
I think move this to InternalSettings while it is buggy, then we can put it back when it works again.

bool AUTOHIRECREW_ONCHANGESHIP = true;
Might actually be worth keeping, maybe as an Arcade/Realistic option?
Or perhaps 'Iron Man' instead, only for players who want to do everything themselves.
I don't think that the additional clicking is more realistic; it's just more micro-management. Don't think we need to link it with any realism settings.

bool REALISTIC_SHIP_PURCHASE = true;
I've never really paid much attention to this one. It does sound like an Arcade/Realistic toggle to me, but I think players should be given a fair warning.
Think about all those who keep asking "Where can I get this ship?"...
Then again, considering that point, maybe the toggle should be left alone, OFF by default, and perhaps ON by default in Iron Man Mode.
This is on by default and I do like the idea of it; I'd have to, because I made that particular mod. :wp
Anyway, the idea was that you can't buy navy ships unless you're in the navy, which seemed logical to me. But indeed annoying for those who quickly want to get the big ships.
But if we link it to Realistic Game Mode, probably the people wanting the big ships quickly wouldn't play in Realistic Mode anyway, so that might work.

int CORPSEMODE = 4;
Agreed with keeping, but do the numbers go '0,1,2,4' on purpose...?
If I recall, corpsemode 3 does exist, but leaves the corpses obstructing the way. Mode 4 is better, but the code for 3 wasn't removed.
So mode 3 was hidden and you won't find it in the game menu.

OK, that's a whole bunch more done, how many more to go?
We're over half-way. Still got to do "LAND EXPLORATION, LOCATIONS" and "LOG, LOOKS & EFFECTS".
 
I don't understand why you want to remove options. I find that one of the great thing about this game is that we can personalize precisely it to our taste. Removing and/or associating options with game mode would be a big step backward against the small step forward that would be a cleaner option interface.
Its not like you are some wii developer trying to sell it to some kids with low attention span who will get a headache reading a few options line.

Maybe make an option menu with the basic options that you think everyone will use then a submenu for advanced option that you think are less used.This way the option will look clean without limiting the game personalization.

If you really do have to remove options though I would at least want to have this. And please do not link disabled options to arcade mode I think some people like me play arcade only to have their ship be a bit faster but still like to have other parameters on. Not to have their game rendered super simple or easy.
If some deactivated/simplified option should be associated with a mode, I think it should be an easy mode that should be added.

bool SAIL_DAMAGE_TURNRATE = true;
// 0: No change to turnrate based on sail damage
// 1: Sail damage influences turnrate. Below 7.5% ship will not be able to turn at all
I would like this setting to stay for arcade I m just playing arcade because I find the ship a bit slow in realism mode but I do want damage to affect sails.

bool USE_MINSAILCREW = true;
// 0: All available crew will reload cannons. Affects only cannon reload times
// 1: Cannon crew will be reduced by crew needed to sail the ship. Realism mod
It seems to affect only realism mode according to the description, it would be nice if it worked in arcade too.

int ARCADE_MULT_SPEED = 2;
// Shipspeed if you set the menu "Options/Sailing mode" to ARCADE MODE
// 1: Same speed as in "Realistic Mode"
// 2: Twice as fast (default setting)
// 3: 3x as fast etc.

For this it would be nice if we could put a value in between 1 and 2. I find arcard too fast and realistic mode too slow.

bool SY_RPG_STYLE = true;
// 1: Shipyards will not sell outclassed ships to low level players
// 0: Stock PotC: all shiptypes may be sold

and

bool IT_RPG_STYLE = true;
// 1: Traders will not have items that are too good for the player
// 0: Traders will have items based on their own random level. Players can buy VERY good items at the beginning of the game

and

bool CANNOT_RELOAD_WHILE_FIGHTING = true;
// 1: Your gun won't reload gun while your sword is drawn
// 0: Stock PotC: Gun will always reload
Either keep or link to Realistic Game Mode.

and

bool ENABLE_AMMOMOD = true;
// 0: Stock PotC: no ammunition required for handheld guns
// 1: You must have gunpowder and the right type of bullets in your PERSONAL INVENTORY to charge HANDHELD guns
// (Not to be confused with the CARGO HOLD gunpowder for SHIPGUNS)
Either keep or link to Realistic Game Mode.

and

bool BLADEDAMAGE_ENABLED = true;
// 1: Blades will suffer damage by use and decrease in quality
// 0: Stock PotC: bladequality never changes
// Note: Setting ENABLE_WEAPONSMOD to 0 will also disable this mod

Please keep this for arcade too.

bool SHIPCLASS_DEPENDS_ON_SKILLS = true;
// 0: Stock PotC: Character can command any class of ship
// 1: When player takes command of ship of too high class Leadership and Sailing skills drops

It should be always on. or be kept in the option.
 
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