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dine with the captain

mark

Landlubber
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I've talked several times about putting in the ability to invite your officers to dine with you. Well, I've finally started to right a script of what the conversation would be.

I created this topic so that anyone who was interested could give ideas, but more importantly help me find the right code to modify to implement the idea. I've started by creating a dialog file. I need to find out whether I'll need to create another file or not. It seems that there might need to be another file I'll have to make in order to make the script functional, but having very little experience modding potc, I don't really know. Also, I think I would need to call the event from within the script of my officers. There are just alot of things that I need to get clear on. I'll also need to make the event happen in a different location (the great cabin) with you and your officers sitting at a table. I have no clue how to do that either.

Even if you don't know how to do any of this, any input would help a lot. You could also suggest someone that I could PM or email or something to get help.

<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
This'll be awesome! I'll try and help you as much as I can, but keep in mind that I hardly know everything. One important thing is that the dining scene would need to work with the walk on ship mod. This mod has been rewritten in the latest Alpha 8 WIP versions, so it would be best if you would base your mod onto that. That way it'd be readily compatible with future game versions. However, there is currently a pretty bad bug with that mod: If you go from deck to sea, your game crashes. That's not exactly helpful.

What you could try to do is first do some brainstorming on the dialog options there could be and what impact they would have. Then you can try to write the dialog first, possibly as a part of Enc_officer_dialog.c. Then finally you can try to have the dining scene actually take place in the captain's cabin. Hopefully by that time this deck to sea CTD bug has been fixed. I wonder where your officers should sit though. There's not really a table surrounded by chairs in most of the cabins. I am thinking it would probably be easiest to just perform the dialog while standing. It wouldn't look quite as good, but having had a look at the various captain's cabin, there's not really much places you could sit. Unless you, as captain, can sit on your desk with the other officer on the other side, sort of floating, but you can't see that, because it's hidden behind the desk. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
Also I think it would be easies to have a dinner scene with only one officer at once. Having multiple officers would make things rather complicated, because how would you address the various officers in the scene while personally sitting down?

In any case: I recommend starting with the simple stuff and then making it more complicated and more perfect as the simple stuff is working.
 
what would happen during the dining? what would they talk about? it has to have some purpose, otherwise the feature would hardly be used anyway. and i wouldn't think they'd discuss running the ship during something like that.
 
now we only need a violin/cello mod, a "better wildlife" mod and a spy-story, and I can really roleplay Aubrey's adventures <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="icon_wink.gif" />
 
personally, i think that this mod should be combined with other mods like this. i don't think it'd work that well alone.
 
As I see it, this mod could have the purpose of keeping the crew happy. It could work like the "Join me for a cup o´rum"-sequences in the taverns.
It would need some new background ambient talking, but hey..we´ve got a voice talent now! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
it would only keep the officers happy, actually. but i guess that would work.

meanwhile, what ARE those guys in the tavern for?
 
<!--quoteo(post=225768:date=Dec 13 2007, 07:57 PM:name=Morgan Terror)--><div class='quotetop'>QUOTE(Morgan Terror @ Dec 13 2007, 07:57 PM) [snapback]225768[/snapback]</div><div class='quotemain'><!--quotec-->meanwhile, what ARE those guys in the tavern for?<!--QuoteEnd--></div><!--QuoteEEnd-->

All I know is, that it increases your chance to slap a few people around in a barfight, once you´ve given them enough transparent juice (rum)! <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
lol, it's just another feature of the game that we should expolit for more fun. i think for the bar fights we should make it like a sceen from tortuga in which 20 or more people appear and start fighting one another. that would be pretty cool and since we have the fists weapon thing you won't get in as much trouble cause no one would die. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
that would certainly be an improvement on the tavernbrawl mod. people fighting each other, i mean, instead of just you. there is a toggle for just fist-fighting.
 
Hi guys. I saw this and just HAD to open my big mouth. xD Here's my ideas about what could be done with this:

In 3D sailing mode when not engaged in battle there is an option to go to the "Dining Hall"

When you go there the game time is shifted to evening (say 4/5/6 pm) and you and the officers accompanying you (or the first officers available in your passengers menu, save for those on other ships) are sitting, all 4 of you, around a large fancy table (well fancy-er then most tables, could vary with ship size and quality?) in a large fancy dining hall and the table is covered in food. You engage in conversation with the officer sat across from you:

Possible Options:

-How are the crew?: Officer tells you about the crew and advises you on how to improve morale, etc.

-About you...: The about you options from normal conversation.

-Hows the cargo hold looking?: Gives you a brief run down of the cargo hold, and what you are running low on, and if you are in an emergency with the food or rum.

-Have you heard any rumours in port?: Tells you of any available quests, where they are, or starts you on a new quest, or random quest. Such as a shortcut to treasure hunts. (E.g. A man told me of a treasure, but he demanded so much for it's location, would you like me to take you to him?)

-I wish to change the ship: Gives you the option to customise the ship, change sails, raise different flags, give it a paint job.

-What shape is the weapons locker in?: Tells you how well stocked the weapons locker is, and gives you the option to buy swords or guns. (Or both) and send the officer out to get them with some crew cash, (could pay varying amounts for weapons quality as well, and quantity)

-How do you like the food?: He says it's poor, you say that you made it, he stammers and changes his tune, no effect on gameplay, purely for humour, can be whatever you want, go NUTS with this one. xD

-How are our relations?: Gives you a brief rundown on relations with countires.

-Anyone fancy some fencing practise?: Duels (or not if the officer is afraid of your skills) with an officer, you can both gain exp and level up, the duel stops before you kill eachother. When you win you can rub it in his face, or congratulate him like an honourable opponent. Or if you loose you can temper-tantrum or lose gracefully (via dialogue) both have effects on you and your crew, and officers. (Should probably go to another location for this)

-I'm stuffed lads, I think I'll turn in for the night, please feel free to gorge yourselves like pigs.: Ends the dining scene.

Game time advances to morning, goes back to your cabin or 3D sailing mode.

Just my idea's would probably be very complicated but I would have regretted it if I didn't say them. =P
 
The idea for mod is nice, but how could that officer, sitting in the ship's cabin, possibly at open sea, bring some fellow he saw in the town? Secondly, why should you by weapons from your officers - people who depends on you?

pirate_kk
 
pirate_kk i think what apolis is suggesting is a custom order type of shopping. for instance when you engage in the weapons locker transaction we could make harder to find items appear in the list to choose from then you could select the ones you want and the next time you head to port your officer can appear and give them to you or have them automatically appear in the weapons locker. to make it more challenging we could base the actual completion of the transaction on the players luck for instance if his luck skill is level one then the chance of him actually getting what he wants would be difficult. this idea could be used to get rare swords, guns or what ever is needed, cargo even.
 
Both fair points and entirely my fault for not being specific enough.

- The officer would have to take you into the town to meet the npc, obviously this would not be possible at open sea so therefore the option would not be available there, you would have to be within proximity to an island or port. (With a town. xD )

- I didn't mean buy weapons FROM your officers. But rather send them to buy the weapons for you. Believe me I've longed for a fast-track option when I was fitting out my crew with top of the line weapons. Took me like 45 minutes just to get half way through the guns. >.<

And nice idea bassman, ashamed that I didn't consider that. xD
 
i like the sound of this. it would provide a quickmenu through dialogue for everything that has to do with the ship. one thing though: dining room? this isn't a manor, nor a cruiseship. the location has to have enough room for four officers, i'd think. problem is that this is just not possible in some cases. what i would think best is that you dine with one officer on the smaller ships, and with more as the ship get's bigger. as you can only talk to one officer (unless more people taking part is scripted, like in the main quest) the other two would simply be at the table stuffing their faces, but not actually taking part in the conversation. maybe having more officers dining with you would cost more food from the hold but give a bigger boost to morale.
 
Those were just some ideas I cane up with... In about 2 minutes. xD

There only suggestions and they can be re-worked, advanced, built-upon, or not even looked at twice. I just voiced my ideas. Although I like to think of myself as a creative person any idea can still be made better. =]
 
I know this would probably be nuts and/or impossible but I wonder if there might not be a way for officers on a ship to foment trouble or quarrel amongst themselves. Maybe two of them don't get along (personality could be based on reputation with officers who have similar reputations (Hero, Neutral, Scoundrel, etc...) getting along than those that are further apart disliking each other). Based on some random chance, over time, a Captain who dines with his crew might pick up on a rumor of trouble and be able to defuse it before real trouble hits. How the Captain defuses it and the possible complications might be a minigame in and of itself.

I'd say a subordinate with a low leadership is probably easily influenced by a captain with high leadership (and subordinate stats shouldn't help the captain here). Wilfulness of a subordinate could be a factor of both his innate leadership and his overall level (including the Iron Will special ability which would work against the Captain being able to shut down his conflict). Positive effects of defusing trouble could mean his officers get along from that point on. Negative effects could lead to a duel for command of the ship (with the loyalties of crew and officers possibly divided somehow) or the officer most displeased with the resolution stealing a secondary ship in the middle of the night and some of the crew/officers leaving with him. Or, possibly, later on he might get pirates or other scum to jump the captain in a town or ambush them when leaving a port?

Meh. Probably way too much work but could be fun and having consequences that are considerable might give a captain a reason to sit down at the table. Working NPC "personalities" into things via reputation would give captains something else to consider when hiring officers. An ambitious modder might be able to figure out how those "personalities" might react to an assortment of acts a captain could demand of them. Heroic officers probably won't be pleased with overt/illegal piracy and scummier characters should probably be less loyal overall and more prone to causing trouble with money is tight or luck's been poor.
 
Maybe as a one-in-a-million longshot, a random quest could start where a mutionous crew steals your ship and leaves you on a God-forsaken island. From there you have to get off the island, get a new ship, and hunt down and slaughter your traitorous crew. At which point you regain your ship and your wealth.

Yes......... This idea is completly my own..........

>.>
<.<

xD
 
*laughs* Hey, the way I see it a Pirate game without a potentially treacherous crew is hardly a Pirate game right? And I think the idea of sitting around with one's officers is driven by a desire to roleplay on some level. We have these great NPC models and it's always fun seeing them doing their thing. And we have these wonderful rooms. Why not sit down? But as Morgan rightly points out "What will they talk about?"

Personally, I think finding out about how these characters might or might not be getting along and trying to deal with those problems or maybe picking up quests from them as (randomly generated) part of their histories could be fun. Why do all the interesting NPCs with something to say have to be NPCs in towns? Maybe some scripts could be made around NPCs with pasts? Or other scenarios might branch out of disputes aboard the ship. What cliches are we missing? Walking the plank? Being marooned on an island? Seeking revenge? Having a "wronged" former crewman come back to seek revenge against you (down the road when you're least expecting it?).

I think these things could be done. We have hooks in the code for it. Personality could be reflected by the Reputations characters have or, alternatively, perhaps NPCs have secret personalities that drive their potential for causing trouble or, rarely, staying loyal despite how the world sees them. In Pirates of the Caribbean we see "honorable" naval commanders driven more by pride and ambition than duty while the occasional cutthroat will stick by his friends despite the odds.

The key to keeping this interesting would be keeping it random. Setting up tables of probabilities for certain events and conflicts to arise as well as providing for possible responses and variable outcomes. Modders here seem to be quite gifted at scripting interesting randomized elements.

What I don't know is how practical an idea this is or if it's even possible.
 
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