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El Rapido's Ammo Restock Add-On

Elrapido

Scurvy Seadog
Storm Modder
<!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo--><b>El Rapido's Ammo Restock Add-On</b><!--sizec--></span><!--/sizec-->
for Pirates of the Caribbean Post Build 12 Mod
with JRH's AMMO MOD turned ON

06-03-29 Version 1.1

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>DOWNLOAD THE AMMO_RESTOCK ADD-ON HERE: <a href="http://people.freenet.de/philipp.dorok/elrapido/Ammo_restock.zip" target="_blank">Ammo_restock.zip</a></b><!--colorc--></span><!--/colorc-->

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

This little mod really saves a lot of time and annoying exchange with your officers or the weapons locker.
It adds a completely new dialog with the owner of the <b>store in Redmond</b>, Thomas O'Reily, to the game.

At O'Reily's store you now have the option, to <b>restock your ammo supplies</b>.

<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->1.<!--sizec--></span><!--/sizec--></b> You can load a random quantity of gunpowder, pistol bullets, grapeshot and musket bullets to your ship directly into the <b>weapons locker</b> in your captain's cabin.
<img src="http://www.antique-central.com/images/minibarrel.gif" border="0" alt="IPB Image" />

<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->2.<!--sizec--></span><!--/sizec--></b> Restock your officers' ammo and gunpowder supply.
- The ammo type depends on the weapon, each officer has currently equipped.
- The amount for gunpowder is 6 by default, 12 if the officer has a powder flask and 24 if the officer has both a powder flask and a powder barrel.
- The amount for ammo is 6 by default, 12 if the officer has an ammunition pouch and 24 if the officer has both an ammunition pouch and an ammunition bag.
<img src="http://www.conceptart.org/forums/images/ca_smilies/advanced/pirate.gif" border="0" alt="IPB Image" />

<b><!--sizeo:3--><span style="font-size:12pt;line-height:100%"><!--/sizeo-->3.<!--sizec--></span><!--/sizec--></b> You have the option to load ammo and gunpowder into your weapons locker and restock your officers' supplies at the same time.
<img src="http://www.antique-central.com/images/minibarrel.gif" border="0" alt="IPB Image" /> <img src="http://www.conceptart.org/forums/images/ca_smilies/advanced/pirate.gif" border="0" alt="IPB Image" />

Backups of the original files are already included in the ZIP-archive.
Extract the whole package into your Pirates of the Caribbean folder.

If you have tested the Add-On, leave a message here. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

Depending on your feedback I will release new dialogs with the Restock Ammo Add-On for other shopkeepers on different islands, so that the player is not bound to Redmond for getting gunpowder and ammo quickly. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
For all I know, officers actually do have restrictions on the amount of ammo. Only the weapon's locker has a different restriction. Regular characters (officers included) can take 6 bullets and 6 powder. The weapon's locker can hold 1000 each.

If you can automatically restock everyone and everything with loads of ammo, that does remove the use of the ammo mod. On the other hand, this <i>is</i> a very good idea. But it might be able to use some tweaking. I don't know if you've read my suggestions in the Future of PotC Modding thread, but there I propose to add a character who can restock everyone with ammo at once. However, instead of being a trader, this would be a hireable officer (who will not follow you on land, but only will be available aboard the ship). And instead of buying it from him, you'd take it out of the ship's supply. For this, we'd need two new types of goods. Then you can buy ammo in large quantities from good traders and buy it in small quantities from regular item traders. The added plus is that you can restock whenever you are aboard your ship, instead of having to go to a trader. Also: I think you should limit the amount of ammo per person to 6 each. That way, people can still run out of ammo. If they carry 24 each, you'd never run out of ammo before the next restock. Anyway, although I reckon this mod might use some improvement, it is already a great start! So thanks a lot! <img src="style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" />

I hope you will want to cooperate in the modding team I propose in the Future of PotC Modding thread. If we work together, we can get this to be an absolutely great mod, instead of a really good one. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
Yes I hope this will do it, but not sure exactly how it works. The limit for officers is now 24 without bothering about any additional items I guess? <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Well, to my experience there is no ammo and gunpowder limit to officers. Simply try to give them as much ammo and gunpowder as you like with the normal exchange function without my add-on installed.

Okay, 24 is quite a lot. You're right, Peter. Restocking to 6 by default would be OK.

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>EDIT: I have added a check for the FLASK_ITEM_TYPE and the POUCH_ITEM_TYPE.</b><!--colorc--></span><!--/colorc-->
 
"...that does remove the use of the ammo mod" You´ve got a point there Pieter. Still think it´s (some) fun in looting an enemy for example and getting a few more shots etc.

But I also welcome this improvement of the ammo mod. A suggestion:

Let the weapons locker contain some ammo (ev. from a store) but keep the limits based on items for officers too.
6 as a limit is ok but maybe not later in the game. For information: The pf & ap shows up at rank 4, the pb & ab at rank 8. This reflects both variation & the idea of NOT getting it all already in Oxbay Port. <img src="style_emoticons/<#EMO_DIR#>/guns.gif" style="vertical-align:middle" emoid=":2guns" border="0" alt="guns.gif" />
 
The issue with black powder small arms is not as much running out of ammo, but reload time. Reload time is pointless if everybody in the game carries blades and rushes you. (OK, sometimes they stop long enough to fire one round first...). As long as nobody fires more than one shot per engagement, limiting the ammo is just strange.

Now, if we had some AI and weapons mods that would make muskets the primary weapon, and those using them would fire and then stand still to reload (like was done in period) - then two groups could trade musket fire for some time before anyone either broke and ran or got sick of it and charged the opposing line with a bayonet. Then, ten crewmen with muskets could burn 100 rounds of ammo in an engagement (against 10 or 12 guys doing the same 40 yards away), at a rate of 1 to 3 rounds a minute (depending on their skill levels and quality of equipment), and the whole ammo debate (like keeping a 60 pound keg of musket balls and an extra bag of powder on ship, or survivors searching the dead for an extra 30 rounds) could become an actual issue.

Otherwise, as long as everything is "fire one shot and charge" with 4 to 6 guys, ammo limits are not going to reflect any real decision-making. They will either be absurdly small (you only get one reload), or will not really change gameplay by much.

This could be beating at the snake's tail.
Ron
 
Making the animation for musket fire right will be virtually impossible. However, it <i>might</i> be possible to add a new AI task where the AI will make much heavier use of guns instead of firing one shot every now and then. I have no idea how to code this though... <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
Animation is not bad now, if the sword hand was empty. It's firing left-handed, but "invert picture" is a project for later.

The key would be to code the weapon so that it was primary, and the AI so that "shoot, stand still and reload, shoot again" was primary. Then, the musket must also serve a melee function, although not a very effective one. Animation for a reload was something the original was missing, so I assume it is not the most critical element of gameplay.

Of course, to make it effective, we also need a more realistic damage model (like, all humans get 20 hit points plus one per level, scale weapons appropriately - so nobody can take 20 hits from a scimitar and walk away). And a battle scale where there are 8 to 20 on each side. (The 'crewman on shore' mod was my inspiration for that idea.)

And, of course, reworking the perks to reflect actual skills - 'musketeer' lets you use muskets, plus 'grenadeer' also lets you use grenades, maybe - and a system to decide the attributes of crewmen. (What is in use on that one now?)

Then we would have the beginnings of a realistic squad-sized land battle simulator. If we couldn't write some random missions to make use of that, we're all slipping. Plus, ship boardings where 40 marines were slinging lead at each other, plus a few officers running around in that with swords, would be wild.

That would add both realism and gameplay. And, it would justify the small-arms ammo concern. A lot of work, but what isn't?

Ron
 
<!--quoteo(post=143866:date=Mar 29 2006, 10:56 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Mar 29 2006, 10:56 AM) [snapback]143866[/snapback]</div><div class='quotemain'><!--quotec-->
Of course, to make it effective, we also need a more realistic damage model (like, all humans get 20 hit points plus one per level, scale weapons appropriately - so nobody can take 20 hits from a scimitar and walk away). And a battle scale where there are 8 to 20 on each side. (The 'crewman on shore' mod was my inspiration for that idea.)
<!--QuoteEnd--></div><!--QuoteEEnd-->

Of course it would be realistic. But wouldn't it just be very very frustrating for the player?
BANG! BANG! Main character died in musket fire. Load a savegame.
BANG! BANG! BANG! Same again... load a savegame.
BANG! BANG! Main character survived, but two officers are dead... load a savegame...

<b>Every good game-development sticks to a simple rule: GAMEPLAY FIRST! Then realism, eye-candy graphics, sound effects, historical accuracy, etc. ... but GAMEPLAY FIRST.</b>

<b>Considering the Ammo Restock Mod:</b> Well, what it does actually, is not changing any aspects of the ammo mod's concept. It just replaces actions, you could already do in the ammo mod, by a simple macro.

I know it, because I was the weird one, who gave all the main character's gunpowder and ammo to an officer, purchased some ammo and powder, gave it to the officer, purchased another quantity, gave it to the officer, switched to the ship, anchored, purchased some ammo and powder, gave it to the officer... and so on. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
The whole thing kept going until I had about 100 gunpowder, 50 pistol bullets, 50 grapeshots and 50 musket bullets for my weapons locker. My officer carried all the stuff and in the Captain's Cabin, I exchanged the powder and ammo with him, put it in the locker, exchanged the powder and ammo with him, put it in the locker, ... and so on, until the locker was full and my officer had twelve shots left. Then I grabbed powder and ammo for my main character out of the locker and everybody was happy, especially the boarders.
But this was just a weird procedure, for which I wanted to have a simple macro. <img src="style_emoticons/<#EMO_DIR#>/wink.gif" style="vertical-align:middle" emoid=";)" border="0" alt="wink.gif" />

I will just add in a check for FLASK_ITEM_TYPE and POUCH_ITEM_TYPE, so that the normal restock amount for officers is 6 gunpowder and 6 ammo, rising to 12/12 for flask/pouch and to 24/24 for barrel/bag.
Well, in the late game you will also have 24 then, like it is now, but at least you will have to equip your officers with flask/pouch and barrel/bag to achieve this effect. <!--coloro:#ff0000--><span style="color:#ff0000"><!--/coloro--><b>EDIT: The feature is added now!</b> <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" /> <!--colorc--></span><!--/colorc-->

I don't render anything useless here. At least firing your gun costs gold. Arrrr! <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo(post=143880:date=Mar 29 2006, 12:54 PM:name=El Rapido)--><div class='quotetop'>QUOTE(El Rapido @ Mar 29 2006, 12:54 PM) [snapback]143880[/snapback]</div><div class='quotemain'><!--quotec-->
I don't render anything useless here.
<!--QuoteEnd--></div><!--QuoteEEnd-->
That much is certain! Thanks a lot! <img src="style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" />
I am wanting to slightly extend your ammo restock mod though, so I hope you'll be willing to give a hand when I get to doing that. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
The "BANG - you're dead" routine is arcade, not realism.


Realism would not over-rate the effectiveness of musket balls, and would also take into account armor, the fact you brought ten crewmen, and the fact that smoothbore muskets are not very accurate and most people shoot poorly anyway. The only way you would get butchered is if you were hopelessly outmatched - and that happens anyway. More than likely, results of a historically accurate gun duel between reasonably matched forces would be several wounded on each side, and both sides would withdraw.

Historically (and with modern handguns, although modern high-power rifles tend to lacerate more by shock), bullet wounds were much better at wounding and stunning than killing. However, their ability to wound and stun was usually good enough to make most people back down when they started taking fire. The odds of being killed quickly by a bullet hit are not what you see in the movies.

The horrible casualty numbers of this period usually resulted either from artillery, or from the fact that if a force was overrun, the attackers would usually kill the enemy wounded as they passed. That and bad medical care.... We should add several perks of medical skills, representing the ability to properly use medical supplies, and replace the potions with something that looks vaguely realistic and works a little slower (bandages, maybe).

Anyway, realism can be playable. Real people came out of many of those campaigns. Famous pirates boarded hundreds of ships, in hails of real musket balls, and still lived to become famous pirates. (Blackbeard was shot more than a dozen times in his career and survived fine. They finally shot him 25 times and still had to cut off his head to make him shut up. He was on drugs...) Only in movies and arcade games does one round-ball hit reliably kill anybody. In the real world, they usually get up or are helped off the field, and some of them keep fighting. Shotguns are worse - their ability to injure is substantial, but their ability to kill at any range terribly limited. Leading cause of death from bullet wounds has always been infection.

Maybe people aren't picturing the same "realism" I picture. Granted, I teach combat and self-defense to university students and city cops on my spare time (if my broken foot ever heals). (Chinese cops are badly trained to deal with real threats - I don't know how they keep China as safe as it is.) My image of a "real" fight is different from people who have never seen anyone killed in a fight.

I think realism would make a game - if we get realism, not action movie. I think good weapons, armor, and skills would win out often enough to balance the potential risk of getting hit between the eyes by a cannonball. It would force a more careful gameplay, but that's not all bad either. Combat that is too common and low-risk gets old, fast.

Ron
 
<!--quoteo(post=143866:date=Mar 29 2006, 10:56 AM:name=Ron Losey)--><div class='quotetop'>QUOTE(Ron Losey @ Mar 29 2006, 10:56 AM) [snapback]143866[/snapback]</div><div class='quotemain'><!--quotec-->
Of course, to make it effective, we also need a more realistic damage model (like, all humans get 20 hit points plus one per level, scale weapons appropriately - so nobody can take 20 hits from a scimitar and walk away). And a battle scale where there are 8 to 20 on each side. (The 'crewman on shore' mod was my inspiration for that idea.)
<!--QuoteEnd--></div><!--QuoteEEnd-->

Ron, you're absolutely right about the historical land battles.
I study history at the university and I can only underline, what you said.

BUT: 20 hitpoints are just twenty hitpoints. The game won't care. If the hitpoints are 0 or below, the character dies. We all don't want a fight to just take one slash with the sword, since the blocking capability of the most enemies is very poor. Let the characters have their several hundreds of hitpoints. As long as the fights are interesting... and not a one-hit-wonder. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<b>Just a thought:</b> Whenever you loose hitpoints in a fight, but are still alive, you just received a scratch from your opponent. <img src="style_emoticons/<#EMO_DIR#>/duel_pa.gif" style="vertical-align:middle" emoid=":ixi" border="0" alt="duel_pa.gif" /> The final hits can be considered severe or lethal.

It's just a matter of IMAGINATION!

Okay, now some ideas to make the fights more interesting:

- a short stun effect to either critical strikes in close-combat or gunshots (maybe a second or two)
- a bleeding effect for either critical strikes in close-combat or gunshots (damage over time)
- a damage model, which has certain effects with different body zones. Maybe: head: 0,5 sec stun and stars FX, torso: normal damage, for each 30 damage to left hand: accuracy -1, for each 30 damage to right hand: melee -1, for each 30 damage to legs: slight movement speed reduce.
- a bandage can stop bleeding after the fight
- the skill and movement speed reductions have to be cured with proper personal medical perks or by a surgeon/ apothecary/ doctor.
- special attacks, which can be activated by keys (maybe 1, 2, 3, 4, ...). The special attacks are perks and can be activated in combat after a cooldown time. (much like World of Warcraft, but I like it that way) For example a disarming attack, a stunning attack, a damage over time attack (bleeding), a knockdown attack which brings the enemy to the ground and reduces his parrying/piercing skill and movement speed for maybe 5 seconds... etc. etc. etc. The special attacks should not be overwhelming, but they could give the player a slight advantage, and they shouldn't be too fantasy-like (Dragonballz-style energy blasts and stuff. I think you get the point.). <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

Oh, if only someone found a way to edit the animations! I wanna see mighty swordmasters weaving two blades at once and professional gunners shooting akimbo-style. <img src="style_emoticons/<#EMO_DIR#>/smile2.gif" style="vertical-align:middle" emoid=":))" border="0" alt="smile2.gif" />
 
<!--quoteo(post=143899:date=Mar 29 2006, 01:20 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Mar 29 2006, 01:20 PM) [snapback]143899[/snapback]</div><div class='quotemain'><!--quotec-->
I am wanting to slightly extend your ammo restock mod though, so I hope you'll be willing to give a hand when I get to doing that. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
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Ya can count o' me, lad! At yer service! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

<!--coloro:#FF0000--><span style="color:#FF0000"><!--/coloro--><b>By the way: Check out the newest version of the Ammo Restock Add-On! <a href="http://people.freenet.de/philipp.dorok/elrapido/Ammo_restock.zip" target="_blank">Ammo_restock.zip</a></b><!--colorc--></span><!--/colorc--> <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
 
The "special attack" thing is too complex. Just figure a solid hit from a big, heavy weapon will kill just about anybody. The damage range - say weapon has damage 10-30 - represents the difference between a scratch and a solid hit. A stab wound with a rapier would likely not kill much, unless the bleeding was left unattended for some time.

If you are going to work up a bleeding model, start by looking at how the game computes poison and antidotes, then clone it for bleeding and bandages. Assume pretty much all injuries cause bleeding, some more than others. Also, if you want to do knockdown and stun, make them pretty random too. It's not a special attack - you just never really know how someone will react to getting hit.

The body zone thing would be random anyway - i.e. I slash at him, and hope I hit him SOMEWHERE, and hope I hit that somewhere hard enough to cause serious damage. So, there's no real need to create it. If you want injuries to cause some random effect - skill downgrades, dropped weapons, whatever - then just add it as a random function, based on damage.

Heavy swords kill very fast. The problem with swords is getting knocked down by gunfire before you can get close enough to use them. Then you get the priveledge of limping off the field and bandaging yourself up. Plus the fact most people are reluctant to get into a melee combat situation - that's why they would rather stand and reload a musket with people shooting at them. It's not as bad as getting close.

My comment on the hit points was to scale them to within human health range, relative to weapon damage. Some people are a lot tougher than others, buy nobody is tough enough to get hit between the eyes with an axe and walk away. Therefore, if some characters have 900 hit points, then maximum damage on an axe needs to be greater than 900. This is why you need armor and reinforcements, and this is why you don't get into a melee with a force that outnumbers you. Also, if some people have 900 hit points, then a total weakling should have at least half that - nobody is THAT much stronger than anybody else, unless one of them is in very poor health. (Blackbeard the Pirate=200 hit points. Shoot him, he just gets angry. 90-year-old cancer patient=4 hit points. If he falls out of bed, it will kill him. Everyone else is somewhere between those points.)

And by the way, the snipers I know use the same shooting form as everybody else. (My brother got out of the U.S. Marines recently, and he knows a bunch of snipers - they shoot the same way he does, which is to say, the way I taught him since he was 6 years old.) I am probably one of the great swordsmen you are talking about (Japanese kenjitsu, Ni-To-Ichi-Ryu), and I only use two blades for crowd control. New graphics are not the biggest problem. I don't do any "special attacks" either - arcade games do those. I tell my students of the blade, "just cut your enemy and kill him."

I like where you're going, if you can program some of this. However, if we want the illusion of some degree of reality, keep it simple. Damage, shock (stun effect), bleeding, morale failure - and any effective hit causes all of the above in some degree or another.

Ron
 
I posted these links in an older thread a little while ago, but since this combat stuff has resurfaced in a different place... These articles give some idea of the damage caused by swords in this rapier and sabre period and since decent sword fights in game are like duels (unless you're an idiot and get surrounded) the opinions here might be useful to you chaps thinking up damage modelling.

<a href="http://www.classicalfencing.com/articles/bloody.shtml" target="_blank">Dubious quick kill1</a>
<a href="http://www.classicalfencing.com/articles/kill2.shtml" target="_blank">Dubious quick kill2</a>
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> mates.

A more advanced combat and health system would indeed be desirable as far as I'm concerned.

If your interested then check out the Russian SLiB mod. The SLiB has an improved long term health feature which requires you to rest (sleep at tavern overnight) after sustaining substantial injury (usually critical hits, I think) to regain a certain amount of health, otherwise you suffer increasing degrees of penalties to your primary statistics. This is separate from your combat health (which is supported by potions), and the long term injurys can sometimes take many days "sleeping it off" to recover. There is also a "medicines " perk which improves your healing rate. Not the perfect model but something a little superior to the stock POTC system. This mod does also have a more advanced RPG character system, however I'm sure a similar health feature is a possibility for the Build.

I've got the impression that you, El Rapido, may have the necessary modding skills to implement such a feature.

The bandage/medicines feature, rather than the arcade like automatic regeneration of hit points, would be more engaging for me. Pieter's suggestion of a specialised doctor officer/character could work in well here.

Anyway, just some thoughts. Check it out SLiB if you get a chance.

Cheers, mates. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

p.s. the SLiB combat system is a little tougher and the RPG aspect allows for different weapons types/skills, i.e. separate skills for weapons such as daggers and foils, sabres and cavalry swords, broadswords and heavy swords, fire arms.
 
Is ammo restock always max (6 12 24) for both player & officers?

If so this means that getting out of ammo will be a very rare situation. That´s not good at all for me because I´m ready with a function which appears when your out of ammo. Also looting ammo doesn´t mean a thing and I wonder if ammo is interesting any longer? I mean this could be a delicate question of balance: Too much ammo: not interesting, too little ammo: focus turns to micro-m.

I am well aware that this add-on fixes the terrible player/officer exchange of ammo earlier.
 
<!--quoteo(post=144051:date=Mar 30 2006, 07:11 PM:name=Jack Rackham)--><div class='quotetop'>QUOTE(Jack Rackham @ Mar 30 2006, 07:11 PM) [snapback]144051[/snapback]</div><div class='quotemain'><!--quotec-->
Is ammo restock always max (6 12 24) for both player & officers?

If so this means that getting out of ammo will be a very rare situation. That´s not good at all for me because I´m ready with a function which appears when your out of ammo. Also looting ammo doesn´t mean a thing and I wonder if ammo is interesting any longer? I mean this could be a delicate question of balance: Too much ammo: not interesting, too little ammo: focus turns to micro-m.

I am well aware that this add-on fixes the terrible player/officer exchange of ammo earlier.
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Okay, okay, I will add a <b>#define MAX_OFFICER_RESTOCK</b> in the buildsettings.h, so that everyone can keep it the way he or she prefers. <img src="http://people.freenet.de/philipp.dorok/smilies/dozey.gif" border="0" alt="IPB Image" />

<b>#define MAX_OFFICER_RESTOCK</b> will set the maximal amount of ammo/powder to restock per dialog with Thomas O'Reily.

But I will code that tomorrow. <img src="http://people.freenet.de/philipp.dorok/smilies/kaffeetrinker.gif" border="0" alt="IPB Image" />
 
<img src="style_emoticons/<#EMO_DIR#>/slap.gif" style="vertical-align:middle" emoid=":slap" border="0" alt="slap.gif" />

Well blast me barnacles clean off'n me....this be the cats meow thar El Rapido, I'll be hoistin a mug of Rum tew ye, to celebrate this ere fine mod. I be one of the first fellers ere abouts, tew be bringin up that very "collection run" point that yew be describin as not very fun. Imagine me bringin up tew me betters ere a hundred times if'n not more than twice, about what a chore it be tew be runnin around gatherin up a few shot ere, and a few sprinkles of powder thar, to try an fill up your officers. And the first land encounters between ship and shore, arrrgg they each bang away sometimes two an three shots afore you come tew grips with them thar fellers, and send them packin tew join the bleedin choir of Capt'n Flint's invincibles, up yonder, sew they can be takin a proper account'n fer thar evil ways.....Ar'men. Anyway belay thar!!, fer gettin me ramblin.....anyways, I always says...that your ship should be able to stock all kinds of powder and shot and weapons with no limits, cept what ye be gatherin by purchace, and an easier way tew be gettin its tew yer officers without that mad scramblin jig ashore, I gots bett'r things tew be dipp'n me ...ah...Ahh...me hands into without chasin around like that. By all thats holy, I agree if'n yer officers aint as bright as a pot-o-pitch, and they be tew stupid, tew equip them thar new Pouches, then they should'n be allowed tew be carryin the full load.....but thats the only limits I'd be agree'in tew.....keep up the good work, an I'll put in a good word for ye, at the 1st annual Pirates Regatta and Bar-B-Q. If'n.....when....theys starts gettin along better'n stop skewer'in each t'other long enuff, tew be decidin on the date tew be hold'n that thar festival

Keep Sailin Matey

P.S. I'm off tew be judgin yer other works.....sa'long mate's
 
Tried the ammo restock but couldn´t open dialog with Thomas O´Reilly. Where is the lastest version?
 
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