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Included in Build Reworkings of item file

Tingyun

Corsair
Storm Modder
The discussion of item file changes ended up split between three threads, with a spirited debate that jumped from thread to thread, and the eventual uploads then happened in an essentially unrelated thread. ;)

But I think we have reached a consensus now, so I want to post a revised item file reflecting what was discussed, revised with today's scope accuracy change to match Grey Roger's suggested 120, and see if anyone has objections to this version, or whether we have agreement.

Summary of changes in current file:

1) skill boost for fencing added to repel boarders book, and price doubled, by Grey Roger

2) skill boost for luck from lockpick increased to +2, by Tingyun

3) Melee weapons except for unique or quest swords and jeweled dagger all have prices reduced to 50%, reflecting discussion among Pieter and other team members, file prepared by Tingyun

4) moved/added item changes reverted from last update to preserve save compatibility, by Tingyun (temporary measure for while we investigate the glitch and until we don't mind hurting compatibility)

5) No Scope longrifle stats changed from:
accuracy 20 damage, 50-150, 2 pb per shot, 30 sec reload
To:
accuracy 80 damage 150-200, 1 pb per shot, 50 sec reload

taking inspiration from common rifles of the 1700 era and differentiating from musket

It remains a one-time, player only quest item.

6) Accuracy of scope version increased from 80 to 120 per Grey Roger's suggestion


Finally, in testing right now, separate files for merging linked:

1) New Baker Rifle, stats by Grey Roger, files prepared by Tingyun:

Damage 150-250, accuracy 120, 1 pb per shot, 50 reload time
Made available in Napoleonic period as a rarer alternative to musket, and implemented in Hornblower storyline

Rifle stats | Page 2 | PiratesAhoy!
 

Attachments

  • initItems.c
    313.6 KB · Views: 385
Suggestion: have the Baker rifle use 2pb rather than 1, as the original longrifle used to be - it's still the heavy calibre version. Drop the damage for the 1pb longrifle back to 50-150 as it's supposed to be a low calibre hunting rifle and doesn't even have the increased muzzle velocity of the long-barrelled version. Then you have the choice of the inaccurate, hard-hitting, ammo-eating musket; the accurate, weaker, economical hunting rifle; and in "Napoleonic", the accurate, hard-hitting, ammo-eating military rifle.
 
Baker rifle ammo change is fine by me either way. :) Any other changes to it you'd like? I don't play napoleonic, just implemented it for other people's sake, so I'm fine with whatever you prefer on the baker rifle.

I disagree regarding this earlier longrifle though--if we reduce it to 50-150 damage and 50 sec reload, I think it drops out as much of a interesting choice against the musket and the horse pistol. And we want it to be somewhat of a nice weapon, it is a player only quest weapon with one instance in the entire world. ;)

Further, from a realism perspective, damage is partially about accuracy, hitting them in vulnerable body parts, that's why sharpshooters like Daniel Boone could use the kentucky rifle to score single shot kills against enemy soldiers in the french and indian war. This is a medium game hunting rifle of substantial caliber, and highly accurate, it needs damage stats that reflect that.

150-200, with the tigher range reflecting the consistency granted by accuracy, is a good choice both to create interesting choices of weapon and to feel realistic.
 
I have an idea for the Baker Rifle. Instead of resusing the long_rifleC model I could try fixing another
(unique) model to distinguish the two rifles from each other even more. Ok with you guys?
 
Awesome! :)

Note for reference: the file posted above has already been rendered obsolete by Levis's item file changes posted alongside his skill item changes (he completely cleaned and restructured the file).

Note: Before the release version the following changes need to be added back into Levis's file:

1) Baker rifle from rifle thread/ Jack Rackham's new items that were temporarily removed (for the release version, when we presumably want to get all changes in and not worry about save compatibility for current campaigns)

2) scope accuracy increased from 80 to 120 (that's the only change above that didn't make it into Levis's file that I noticed, I think because he used an earlier edition, but it is minor enough that no harm in waiting until we want to make other changes as well)
 
Awesome! :)

Note for reference: the file posted above has already been rendered obsolete by Levis's item file changes posted alongside his skill item changes (he completely cleaned and restructured the file).

Note: Before the release version the following changes need to be added back into Levis's file:

1) Baker rifle from rifle thread/ Jack Rackham's new items that were temporarily removed (for the release version, when we presumably want to get all changes in and not worry about save compatibility for current campaigns)

2) scope accuracy increased from 80 to 120 (that's the only change above that didn't make it into Levis's file that I noticed, I think because he used an earlier edition, but it is minor enough that no harm in waiting until we want to make other changes as well)
I did?
I included the last init items file which was posted in that topic.
I don't know which version of the init items I do need to have now so if you know which one please let me know..
 
Levis: the only change was the increase in the scoped version of the longrifle (longrifle_ct) accuracy from 80 to 120. It was discussed in the rifle thread afterwards, and occured in the posted file in this thread we are in here. You have the right version otherwise. So the easiest thing is just to change that 80 to 120 in longrifle_ct accuracy.

Actually: should we do the same 50% price cut to guns that we did to swords? I would think so, but figured at first best to test with one ctaagory changed. After playing for a bit with the new lower sword prices, I think they work very well and feel right in game, and I do think guns should be cut as well. What do people think?

If people do agree to cut them, I can upload a version of Levis's file with that and the scope rifle accuracy change (might do it while traveling, probably can upload to tomorrow).
 
We'll certainly be needing a "fully correct" version of the file soon. I wouldn't know where to find that right now....
 
Pieter, that is why I made the post Levis responded to. It says exactly the steps needed to transform Levis current item file into a complete one (once the glitch is deemed investigated and the baker rifle is ready for inclusion).

Including so it is easy to find:

Note: Before the release version the following changes need to be added back into Levis's file:

1) Baker rifle from rifle thread/ Jack Rackham's new items that were temporarily removed (for the release version, when we presumably want to get all changes in and not worry about save compatibility for current campaigns)

2) scope accuracy increased from 80 to 120 (that's the only change above that didn't make it into Levis's file that I noticed, I think because he used an earlier edition, but it is minor enough that no harm in waiting until we want to make other changes as well)
 
Feel free to take the init items file from my zip and change it the way you want.
I think changing the gun prices could work too.
 
@Jack Rackham

Modified version of Levis's file attached.

Most guns cut to 50% of cost. Some kept a bit higher for various reasons (for example, sets of pistols kept to slightly more than the number of component pistols separately would cost, previously they were usually cheaper, slightly more to reflect whatever vest or belt makes them usable as a set). Brace of flintlock pistol min level dropped from 20 to 17 (a horse pistol is usually a better weapon, so not sure why it was higher min level). Scope version of long rifle moved to 120 accuracy.

If you disagree with any of those, please go ahead and change to whatever you think would be better. :)

Needs Baker Rifle and your items to be added (presuming we have decided the glitch was just saved game compatibility, and there was nothing wrong with your items themselves, not sure if you figured that out).
 

Attachments

  • initItems.c
    313.6 KB · Views: 327
Here's the Baker rifle mod. All files are included also those I didn't change.
This is what I changed/added::

bug fixed in LAi_fight.c
code for longrifle_H in quests_common.c
new unique models: "longrifle_H" and "longrifle_H_back"
shottype pb2
another sound than longrifle_C
new picture
additional rifle sounds now also for NPC:s

The Baker rifle mod is a work of cooperation between @Tingyun, @Grey Roger and me.
 

Attachments

  • Baker rifle mod JRH 16-09-07.7z
    558.1 KB · Views: 279
Just one question: Can all of the rifles be aquired now? And if so how?
 
Just one question: Can all of the rifles be aquired now? And if so how?
Yes, they can.
longrifle_C in Maltese Knight Abbey
longrifle_W exclusive for Woodes Rogers
LongRifle_BT exclusive for Bartolomeu
longrifle_H for Hornblower and general use in final two time periods.
 
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