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Solved Just a few questions from a new pirate

jack sparring

Sailor Apprentice
Storm Modder
A few questions though i am sure more will come up in the future:

1. (this was while playing beta 3.4) When i speak to someone in the tavern and i decide to join him for a cup of rum am i supposed to have the chance to accomplish something? so far all i have managed to do is spend a few coins, being accused of trying to kill someone and end up stuck in my seat not being able to stand up , move or fast travel anywhere. Or sometimes trigger tavernbrawls when i refuse. What am i missing?

2. Officers / companion captains and their reputation. How does that affect the player? I've read in the forum that with a greater difference in reputation (for example me being hero and the officer a rascal) there is a chance of more random fights/ambushes on islands and morale drop/possible mutinies on ships. How do these work exactly? Can someone explain the mechanics of this (range of rep difference that triggers encounters / morale drops / mutinies, morale loss per rep difference etc) ?

3. (this was while playing beta 3.4) Are there characters in game that are considered pirate captains when in companion slots? Then what happens if the player's relations with the pirates are bad?
I had completed the Claire Larousse sidequest and i had to constantly raise the morale of her crew cause every 2-3 days they where close to mutiny. Finally they did turn against me. What are the rep levels for female characters? i see them being damsel, lady, lass, floozy etc but i don't know what rep each one represents. Can someone write them in order of best to worst?

4. Do officers reps change along with the players or are they fixed?

i know u guys are pretty busy but when/if someone finds the time to inform me i would very much appreciate it!
 
I can't remember there being any specific point to joining anyone for a cup of rum. Other than it being a piratey thing to do, that is.
Would be nice to ADD something though. But what? Maybe have treasure quests linked to that instead of the random town folk?

If you do still get stuck in a Tavern, please say so immediately.
@pedrwyth has done a lot of work on that recently so that should no longer happen.

Reputations for officers is still underdeveloped feature for now. Once Beta 4 is ready for public release though, I intend to do some serious reworking and improving on that.

At the moment, it has NO effect while ashore.
Only companions with a reputation on the other side of neutral to yourself will cause a Morale drop on their ship until they Mutiny.
I think you've already notice that. The worst is when you're a Hero and the companion a Terror or the other way around.

I can't remember the female reputations by the top of my head and cannot check right now either.
They're listed in Resource\ini\texts\English\common.ini though.
You can open that file in Notepad. Search for "Damsel" and you should be able to find the list you need.

I know that Escort Quest companions do object if you hoist a flag hostile to their own nation.
But I can't remember right now if that could apply to Claire too. I don't think so.....
Probably that was just the "difference in reputation Mutiny" that affected you there.
 
Found it.
string = wHorror of the High Seas,"Femme Fatale"
string = wBloody Terror,"Scarlet"
string = wSwindler,"Vixen"
string = wRascal,"Floozy"
string = wNeutral,"Damsel"
string = wBloke,"Lass"
string = wMatey,"Maiden"
string = wDashing,"Lady"
string = wHero,"Heroine"

So opposite of neutral u mean that everything below neutral causes morale effects with everything above neutral? so a horror-hero combination does same morale drop as a rascal-bloke combination?

EDIT: ok i read your post again and u have already answered that question. i didn't catch it first time
 
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The Morale drop depends on how far away the relations are.
So Rascal-Bloke has a slight effect and Hero-Terror is the worst. :doff
 
4. Do officers reps change along with the players or are they fixed?
Officer reputations are affected by your actions (at least, they were up until Beta 3.5, I don't know if it's been changed in Beta 4). If you do good things which raise your reputation (even if you're "Hero" and your own reputation can't get any higher), your companions (those officers who are active with you) will get a slight raise as well; keep doing it and you can eventually get your "Horror of the High Seas" officer all the way up to "Hero". Presumably the same goes the other way, i.e. if you keep doing evil things then eventually even your "Hero" companions will turn to the dark side.
 
Officer reputations are affected by your actions (at least, they were up until Beta 3.5, I don't know if it's been changed in Beta 4).
Hasn't been changed, no. I do have some ideas on reconsidering everything related to reputations, but am not going to start on that until Beta 4 is done.
So for now at least, this remains as it always was. :yes
 
All I can say is that this here is where that log message comes from:
Code:
  if (CheckAttribute(aEnemy,"ship.boxsize"))
  {
  float BoxY = stf(aEnemy.ship.boxsize.y);
  switch(sBallName)
  {
  case "Knippels":
  if (HasSubStr("Xeb,", RigType+","))  // we can add additional ships, example: "Xeb,Lug,Tar," Note final comma is necessary
  {
  Y  = BoxY * 35.0 / 100.0;  // aim lower on these ships as they don't carry much sail on top
  DY = BoxY * 10.0 / 100.0;
  }
  else
  {
  Y  = BoxY * 50.0 / 100.0;  // aim halfway up the mast
  DY = BoxY * 20.0 / 100.0;  // Variation of 20% total box size  ( Y plus or minus DY)
  }
  break;

  case "Bombs":
  Y  = BoxY * 6.0 / 100.0;  // aim 6% up the box
  DY = BoxY * 2.0 / 100.0;  // Variation of 2%
  break;

  case "Grapes":
  Y  = BoxY * 5.0 / 100.0;  // aim 5% up the box
  DY = BoxY * 1.0 / 100.0;  // Variation of 1%
  break;

  case "Balls":
  if (dist > 350.0 && stf(aEnemy.ship.SP) > 15.0)  // if firing ball at long range, aim for sails - LDH unless you've shot them up 06Feb09
  {
  Y  = BoxY * 20.0 / 100.0;  // aim 20% up the box
  DY = BoxY * 10.0 / 100.0;  // Variation of 10%
  }
  else
  {
  Y  = BoxY * 4.0 / 100.0;  // aim 4% up the box
  DY = BoxY * 1.0 / 100.0;  // Variation of 1%
  }
  break;

  // default case, just in case
  Y  = BoxY * 4.0 / 100.0;  // aim 4% up the box
  DY = BoxY * 1.0 / 100.0;  // Variation of 1%
  }
//  traceandlog(aCharacter.id + " firing " + sBallName + " at " + aEnemy.id + " Y: " + Y + " DY: " + DY);
//  traceandlog("Ship type " + aEnemy.ship.type + " has boxsize Y " + aEnemy.ship.boxsize.y + " (" + aEnemy.ship.boxsize.z + ")");
  }
  else
  {
  // if we remove Height.Y and Height.DY from the ship_init file, use these as a default
//  if (sBallName == "Knippels")
//  {
//  Y = 15;
//  DY = 5;
//  }
//  else
//  {
//  Y = 1;
//  DY = 1;
//  }
  traceandlog("AICannon: " + aEnemy.id + " with ship type " + aEnemy.ship.type + " has no boxsize!");
  }
As far as I ever understood this, the engine determines that boxsize variable from the ship GM model.
So if it is related to anything, it should be to the ships themselves, not the island you're at. o_O
 
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