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Included in Build Improve officer importance

This is just a quick test, but what do you guys think of this solution? I think this is very clear for the player :).

Put in PROGRAM\INTERFACE
 

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  • perks.c
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Looks good @Pieter Boelen . Once you are done I will see if I can adapt it so it will remember the officer for the day, so it will always send the same one untill the day is done :).
I included my code changes for this here: http://www.piratesahoy.net/threads/personal-todo-list-goals.22239
As far as I'm concerned, this feature is operational and should serve its purpose.
I have no intentions of making it any more fancy than it is now unless gameplay feedback requires it.
 
This is just a quick test, but what do you guys think of this solution? I think this is very clear for the player :).

Put in PROGRAM\INTERFACE
Not bad, not bad. At least you can still SEE them.
Now you just need to remove the locks from them so that you CAN assign them and they just won't be used.
For a "Super Officer", there would just be more perks listed above the delimiter.

And one weird effect I noted: I have a character named Jack Sparrow as Quartermaster.
If I click "Show available perks", under "NON CONTRIBUTING PERKS", I see "Master Gunfighter" which should not be active in the Assassin storyline.
It is also showing personal abilities there too, which I don't think is the idea. So I think your change broke the filter a bit.... :oops:
 
This should show the abilities right now :).
 

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  • FIXES_LEVIS.zip
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Seems to be behaving itself quite reasonably in my quick test. :onya

Couple of comments:
- Is it possible to prevent the "1" from showing next to "NON CONTRIBUTING PERKS"?
- The perk colouring doesn't indicate that you CAN actually assign certain ones.

These are just cosmetic things though. Looks like the functionality itself is back so this should be an improvement for our players.
Thanks for doing this! :woot
 
I think I can get rid of the 1, but need to look into it a bit.
The colouring could indeed be off, might change that indeed. The filter wont show the things you can assign I believe, thats intentional. As you might have noticed if you click a perk which is non contributing it will also say it in the description.
 
The filter wont show the things you can assign I believe, thats intentional.
The filtering also does not show the ones you CAN assign but that will not contribute.

As you might have noticed if you click a perk which is non contributing it will also say it in the description.
Yep, I saw that! And like it quite a bit too. Clever, that! :onya
 
I mean the filter shows only the perks you CAN assign and Contribute. So not the ones you CAN assign but dont contribute. Thats what I tought was the best option.
 
At least that was intentional then.
At the moment you cannot tell from the interface which abilities you can assign that do not contribute.
But at least you can do so now.

If anything else needs to be done depends on how @Grey Roger and @Hylie Pistof like it like this.
 
Also feedback on the interface changes are welcome :).
 
So has anyone tried the "hire specific officer" option now? Does it work for you?
And, more importantly, do you reckon it alleviates some of the annoyances with trying to find the officers you want?
 
I've tried "hire specific officer". It shouldn't have worked because I'm playing "Chronicles of Horatio Hornblower", but that's a subject of another thread. ;) You find someone new standing next to you at the bar, and when you talk to the newcomer the response leads to the normal dialog to hire an officer.

Hornblower automatically declines, saying he has enough officers, then I talk to the officer again and have the chance to change my mind. That little backdoor is apparently closed in the latest update, which means someone else will have to take over testing of this feature... Perhaps someone who is allowed to hire officers can check that if you intentionally say you have enough officers and then talk to the officer again, you still have the option to change your mind and hire him after all? Meanwhile, I'll see if I can find any more loopholes for Hornblower to exploit. :wp
 
The automatically generated officer works exactly the same as the original hireable officers as they use the same dialog file.
The only difference is that this officer should be of the exact type you want and probably of a somewhat higher level.
I've tested the functionality and it does work. Now my main question is whether it makes an improvement to gameplay.

@Grey Roger: Since you currently are actively prevented from hiring officers in Hornblower, I understand that you cannot really test this properly for now.
But since it was also you who originally mentioned that finding the officers you want is quite annoying, I hope you can provide some feedback when you start another storyline.

And of course by all means try and find more Hornblower loopholes! The more you find, the more we can close them up. :cheeky
Did you get the latest update yet? Any luck with hiring any officers now?
 
@Grey Roger: Since you currently are actively prevented from hiring officers in Hornblower, I understand that you cannot really test this properly for now.
But since it was also you who originally mentioned that finding the officers you want is quite annoying, I hope you can provide some feedback when you start another storyline.
No, it was I who wanted the original method of recruiting randoms officers left unchanged. ;)
 
No, it was I who wanted the original method of recruiting randoms officers left unchanged. ;)
Well, that has also been done.

Who was it that was saying that finding the officers you want is too annoying now that their abilities are enforced per officer type?
We had a whole discussion about it. Was that Hylie then? Can't remember now. :modding
 
Well, that has also been done.

Who was it that was saying that finding the officers you want is too annoying now that their abilities are enforced per officer type?
We had a whole discussion about it. Was that Hylie then? Can't remember now. :modding
From earlier in this thread:
Moved this to its own Feature Request. Intention is to get rid of the "tavern in-out-in-out" trick, since that is just terrible gameplay.
It's annoying AND doesn't make sense. Having only one officer generated in a tavern each day sounds much more reasonable to me.
That may answer your question. ;)

I can't figure out what was moved and from where, so I can't tell if someone else originally complained about the original officer recruitment being annoying. It wasn't me because later we had a long discussion about how realistic the original system was or was not, what could replace it, and my suggestion that it adds to rather than replaces the original system. Starting from around here:
http://www.piratesahoy.net/threads/improve-officer-importance.24519/page-4#post-502121
 
So basically you're saying it was MY idea, eh? Well, I suppose that much is true.
Though someone was certainly saying that getting the officers you want was too annoying up to the Beta 3.4 release.
That is what prompted me to start rethinking things and make it easier to get what you want.

Indeed I do remember your suggestion to NOT remove the old random officers altogether. And I have indeed not done so.
In some ways, I suppose we *could* because there is a reliable alternate method now that you can use once a day.
But it depends on the players whether they want to make use of it or not, doesn't it? We could add a toggle to disable the old system.
But as you might know, I am no big fan of adding more toggles if it can be avoided.... :wp

Anyway, the feature is there now. I just hope it can serve some purpose to reduce annoyances for the players.

I still don't like the old system! :whipa
 
Thanks for keeping the old system as well as introducing the new system! :onya That keeps everyone happy. The random officers should not annoy anyone unless you go talking to people at tables in order to find a random officer and be annoyed. xD Otherwise, if you don't bother talking to him, the random officer is just one of many people sitting at tables minding their own business, and the player who is specifically looking for, say, a gunner no longer needs to keep checking random officers until he finds one, he just heads straight for the bar. Meanwhile, the player who doesn't care what sort of officer he gets so long as the officer is cheap and of the right reputation to command a prize ship without inciting a mutiny can look to the tables. The toggle, if you want to call it that, is where it belongs - in the player's head. :rolleyes:
 
The main thing that annoys me is the whole tavern in-out thing. But at least now you don't HAVE to do that anymore.
Of course you still can which makes me wonder if the officer appearance chance should be changed to 100% so that at least you won't ever have to do it several times "just because".
But I suppose that is mainly up to you. And you're fine with it as-is. So I might as well not bother changing it, I suppose.

The toggle, if you want to call it that, is where it belongs - in the player's head. :rolleyes:
That's the way I like it. Though of course Iron Man Mode consists largely of taking the toggles OUT of the players' heads and enforcing it in the code... :wp
Same goes for the new Commissioned play style.
 
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