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Tweaking what happens, when the plunder is divided?

Bathtub-pirate

Sailor
Storm Modder
Hey guys, is there an option in the internal settings (or anywhere else) to manage what happens, when the plunder is divided?


One of the realities of being a pirate was that purchasing a ship or having it completely repaired was probably never all that viable (if at all). It was either “do it yourself” or keep whatever prize is in acceptable enough shape to warrant an exchange of the ships.

I find this instant and full auto-repair when dividing the plunder a tad too convenient. Also the automatic equipping of the ship when dividing the plunder is something, that I would prefer to deactivate, if possible.


But where and how could I tweak this?
 
PROGRAM\Characters\CharacterUtilite.c search for DividePlunder .
I think you just have to get rid of this code:
Code:
  for(q = 0; q < 4; q++)
   {
     cn = GetCompanionIndex(&PChar,q);
     if(cn!=-1)
     {
       chref = GetCharacter(cn);
       ResetShip(&chref)
     }
   }
 
It seems to work just fine. Thanks for that! Really enhances the gameplay as a pirate imo. Because now one has to weigh the options of possible benefit and expected damage to the own vessel. Maintaining a big crew, that is meant to be paid by signed articles, really needs a whole lotta more foresight, when long periods of ship repair are to be expected and the crew becomes restless. This problematic of course is all the more true, when one has a high tier ship with a really big crew.
That was my main beef with this auto repair mechanic. It happened instantly and without any cost whatsoever. Due to this alone it was way too easy to really climb the ship tier ladder in a heart-beat.
Now I really have to be mindful of the state of my vessel and the time-consuming repairs I may very well risk, when attacking bigger or stronger guarded ships. Also having a big ship and crew yourself as a pirate is something that requires consideration, for a smaller, more agile vessel with smaller crew leaves much more leeway for repairs between now and the next payday.

Speaking of which - how does this repair mechanic actually work? Is it cumulative? All officers contribute? Or just the carpenter and the captain? Also: Why is it, that the rate of % increases, the less damage a ship has? Is that meant to represent fundamental damage to a ship requiring more sophisticated (and therefore much slower) repairs?
 
It seems to work just fine. Thanks for that! Really enhances the gameplay as a pirate imo. Because now one has to weigh the options of possible benefit and expected damage to the own vessel. Maintaining a big crew, that is meant to be paid by signed articles, really needs a whole lotta more foresight, when long periods of ship repair are to be expected and the crew becomes restless. This problematic of course is all the more true, when one has a high tier ship with a really big crew.
That was my main beef with this auto repair mechanic. It happened instantly and without any cost whatsoever. Due to this alone it was way too easy to really climb the ship tier ladder in a heart-beat.
Now I really have to be mindful of the state of my vessel and the time-consuming repairs I may very well risk, when attacking bigger or stronger guarded ships. Also having a big ship and crew yourself as a pirate is something that requires consideration, for a smaller, more agile vessel with smaller crew leaves much more leeway for repairs between now and the next payday.
I don't know why that instant repair was ever added; that was still back in 2003 before I was on the forum.
Though I do like to encourage players using Divide the Plunder mode and I'm not sure if making that harder will help much there.

Anyway, if you have any suggested code changes, feel free to post them and I could put them in the next update. :doff

Speaking of which - how does this repair mechanic actually work? Is it cumulative? All officers contribute? Or just the carpenter and the captain? Also: Why is it, that the rate of % increases, the less damage a ship has? Is that meant to represent fundamental damage to a ship requiring more sophisticated (and therefore much slower) repairs?
Dunno about those percentages. Basically the highest Repair skill that actually contributes is used.
This may be the player's OR the carpenter's, whichever is highest.
The player skills in the Passenger interface indicate your effective skills, making use of all officers.
 
Sorry for digging this one out. But it seems the code has changed slightly ever since. What bit of code would I have to cut out in order to get rid of the on the fly auto repair when dividing the plunder?
 
The same as before? I don't remember that being changed in forever.
 
Was just unsure because it was formulated a bit different. Said COMPANION MAX now instead of four. But everything else was the same.
Got rid of it.
 
Ah, right!
Companion Max is just defined as 4 elsewhere.
It was a start for eventually allowing more companions, but that was never fully completed.
 
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