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Career in Royal Navy

One reason to inspect ships would be to search for contraband. If a ship is smuggling it's likely to run instead of submitting to an inspection. If it is carrying contraband and doesn't run, you find yourself in a boarding situation with a captain who may or may not surrender without a fight.

If you're sailing for Britain, there aren't many friendly nations to board. You'd have to be inspecting ships flying the British flag, mostly.

Hook
 
How would be decided what contraband is though? That depends on the island.
Rum is contraband on Bonaire, so if I'd sail in the Dutch navy, should I go inspecting all friendly ships to check if they've got rum aboard? <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
just a thought but make rasions and rum not smuggle goods and make cinnamon a smuggle good theres no one who imports it anyways that i know of.
and say that could solve that and some things only come from some nations if my memory is correct so if british those goods that only are available at say spanish or french port and britian is at war then thats smuggled goods.????? all that really is needed is 3-4 goods that are contraband if status war. or always ecept on pirat settlements.
 
The whole imported/exported/smuggled goods thing is pretty confused. It'd be good if those settings would all be redone.
Indeed rum shouldn't be contraband anywhere, because it's part of the rations. Rations themselves CERTAINLY shouldn't be smuggle goods.

And indeed it'd make sense to have the smuggled goods depend on nation and not island. And especially on the relation to OTHER nations.
So for each nation, the smuggled goods would be those goods exported by their enemies. Of course those goods should then also be removed from the imported goods.
 
<!--quoteo(post=315100:date=Apr 22 2009, 02:52 PM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 22 2009, 02:52 PM) <a href="index.php?act=findpost&pid=315100"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->One reason to inspect ships would be to search for contraband. If a ship is smuggling it's likely to run instead of submitting to an inspection. If it is carrying contraband and doesn't run, you find yourself in a boarding situation with a captain who may or may not surrender without a fight.

If you're sailing for Britain, there aren't many friendly nations to board. You'd have to be inspecting ships flying the British flag, mostly.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->

That's the reason I want to have two buttons. The AIs determination if he complies should be the same in either case <i>if</i> the player is in the Navy, since it doesn't make a difference to theother captain if that Navy dude says "Hey, let me come over for a friendly chat" or "Hey, let me come over to inspect your ship". That's all the same to him. But if he doesn't comply to the "Hail" request, nothing should happen, while not complying to the "Inspection" request should make him start to run. I need to know clearly what (how forceful) the player's intentions are.

So, if you're in the Navy it should be like this:
1) "Inspection" -> AI complies -> Board for inspection -> Inspection - whatever that actually <i>does</i> in the end <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
2) "Inspection" -> AI doesn't comply -> Set Runaway task for AI -> Player can choose to open fire without taking a relation/reputation hit (or go hostile immediately?)
3) "Hailing" -> AI doesn't comply -> Nothing happens
4) "Hailing" -> Ai complies -> Board for chat -> Chat

A further option would be to include a dialogue option for case 4: "You act suspicious, let me have a look around your ship.", which leads to:
1) AI complies -> Inspection
2) AI doesn't comply -> Start fighting on deck

Another idea (okay, I'm getting ahead of myself here): Make it dependent on your position if you have the right to inspect ships from other (non-hostile) nations. In your own waters you have the right to inspect any ship, if you're in international waters you're only allowed to inspect ships from your own nation. If you inspect other nations' ships in international waters, international relations take a small hit. If you use force after a ship didn't comply to your inspection request, international relations take a big hit. Do this too often, and your superiors may throw you out of the Navy.
 
<!--quoteo(post=315109:date=Apr 22 2009, 03:12 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 22 2009, 03:12 PM) <a href="index.php?act=findpost&pid=315109"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The whole imported/exported/smuggled goods thing is pretty confused. It'd be good if those settings would all be redone.
Indeed rum shouldn't be contraband anywhere, because it's part of the rations. Rations themselves CERTAINLY shouldn't be smuggle goods.<!--QuoteEnd--></div><!--QuoteEEnd-->

Actually, I think you should be able to use simple water, which is cheaper and not suspect to becoming contraband, but doesn't provide a morale boost.
 
I agree with all the above. Sounds VERY good! <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

As for water vs. rum; on normal rum rations, morale increases by a factor 1.1, which is just enough to restore morale to the ordinary level after it took a hit.
I imagine that if you'd use water, morale wouldn't increase at all, right? But it'd be cheaper.
How would we handle the case where you've got both rum and water aboard though? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

Couldn't we just keep things simple and prevent rum from being contraband for the time being? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Uh... the REASON something is contraband on an island is because it's heavily taxed there, not because the local authorities don't want the stuff on their island. The code doesn't really support this concept very well.

Hook
 
could it be made so that from one nation or island you had 3 goods as contraband then but you would have to visit the different island zones for the different formula to be active??
and base it of the tax that hook mentions??

Edit: didn't someone add some goods at some point?? if yes then add 5 goods more that are purely contraband?
 
We indeed did add goods: gold, bricks and medications, if I remember.
 
Why not just ignore it entirely? It's certainly working well the way it is now, and having rum as contraband on certain islands makes you have to plan ahead if you're visiting there.

If you're inspecting a ship for contraband, and rum is contraband on that island, you don't care that the ship has enough for the crew, only that it's not carrying rum as a trade good. Base it on the reasonable amount of rum a ship should have for the crew it carries, and make sure when a ship is generated the food and rum rations are within reasonable limits and some ships might carry rum as cargo, not as provisions.

Hook
 
But then I still want to know when a cargo at sea is considered contraband, since at the moment this is island-specific.
And even if a cargo ship carrying rum is sailing near Bonaire, they could still be headed to Martinique instead.
Apart from the fact that none of the ships actually <i>go</i> anywhere, that is... <img src="style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" />
 
Of course it's island specific. How else could it be? I can carry anything I want as long as I don't try to take it to an island where it's contraband. I'd rather avoid having things in the game that every island considers contraband (and not just for tax purposes, either). If you don't understand this at first, think of what these items might be. There's no reason to list them here, as the are pretty universally controversial.

Before the directsail mod, every ship at an island was assumed to be going to, or coming from, that island. For coastal traffic, this is still true. Random encounter ships generated by directsail may be going anywhere and shouldn't be subject to local contraband rules.

Hook
 
Something can also be contraband if the colony produces it themselves and don't want the population to buy the 'cheaper' version.
 
With that specific ship inspect option, you could also make it so, that you always Hail ship and that you only get the option to 'inspect' during the dialog with the captain on board. This way, you could make it 'quest specific'
 
As for the "Inspect Ship" and contraband thing, we can also just keep things simple by not checking for contraband for the inspection but add some sort of attribute to the other captain of being "suspicious". But then how do you notice that? And what is "suspicous"?

<!--quoteo(post=315149:date=Apr 22 2009, 05:53 PM:name=Thomas the Terror)--><div class='quotetop'>QUOTE (Thomas the Terror @ Apr 22 2009, 05:53 PM) <a href="index.php?act=findpost&pid=315149"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Something can also be contraband if the colony produces it themselves and don't want the population to buy the 'cheaper' version.<!--QuoteEnd--></div><!--QuoteEEnd-->Buy at the trader, then go straight to the smuggler? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=315187:date=Apr 22 2009, 09:19 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 22 2009, 09:19 PM) <a href="index.php?act=findpost&pid=315187"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As for the "Inspect Ship" and contraband thing, we can also just keep things simple by not checking for contraband for the inspection but add some sort of attribute to the other captain of being "suspicious". But then how do you notice that? And what is "suspicous"?<!--QuoteEnd--></div><!--QuoteEEnd-->

I think that's another good reason to go for two buttons. The player could do a "Hail" first, and if the captain is "suspicious", he would not comply and set a course to get away from you. Then you could use "Inspect", which has all the implications of being an official military command behind it.
 
Oooh; that sounds interesting. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--quoteo(post=315204:date=Apr 22 2009, 10:12 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE (Pieter Boelen @ Apr 22 2009, 10:12 PM) <a href="index.php?act=findpost&pid=315204"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Oooh; that sounds interesting. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->

Don't get too excited yet, my hobbies are largely restricted to the weekends, so this <i>will</i> be a while in the making. It may very well be end of May or even mid June before I'm ready to put something out for testing.

I'll promise to stay on course though <img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
I'm already excited knowing that somebody's finally working on this! <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Seriously though, I can completely understand that you can only work in the weekend: most of us, me included, have the same limitation.
And we've been known to wait for years for mods to be released, for example the Period Flags mod.
That has been over a year in the making and only now is getting close to being finished.

As long as the mods are released, I can wait. Though we've had it in the past that people were working on the coolest things,
but then they left without releasing what they did do, even if it wasn't finished. That's quite unfortunate, of course.

Even an unfinished mod is worthwhile, since somebody else can finish it later. Similar to what Hook's been doing with Maturin's Weather Mod:
Maturin made a massive improvement to the weather system but never managed to finish it, but thanks to Hook, it is now all fixed up.
Ehm... apart from occasionally the wave height in storms, that is... But it's definitly better than it used to be! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />
 
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