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My current modding work

<!--quoteo(post=160540:date=Sep 5 2006, 03:24 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 5 2006, 03:24 PM) [snapback]160540[/snapback]</div><div class='quotemain'><!--quotec-->
Add "Give all" option to the ship-to-ship goods exchange. As of right now, If I want to transfer my loot to the companion ship, I have to do it manually.
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That's quite a good idea. I don't know how to do that though.

<!--quoteo(post=160540:date=Sep 5 2006, 03:24 PM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 5 2006, 03:24 PM) [snapback]160540[/snapback]</div><div class='quotemain'><!--quotec-->
Also, is it possible to add some kind of auto-sorting of the items in the inventory?
<!--QuoteEnd--></div><!--QuoteEEnd-->
Might be possible, but I haven't got the SLIGHTEST idea how to do that. Would be great though. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=160553:date=Sep 5 2006, 05:20 PM:name=Jack Davidson)--><div class='quotetop'>QUOTE(Jack Davidson @ Sep 5 2006, 05:20 PM) [snapback]160553[/snapback]</div><div class='quotemain'><!--quotec-->
Some great ideas there, matey. Looking forward to seeing what you come up with. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope I come up with properly working code that does what I want it to. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

I have high hopes that I will be able to get all but the <i>better inventory screen</i> to work. I think I know how to code it in, but I haven't tried it yet. I am going to try and code them all for the next modpack update. For the <i>better inventory screen</i> I will truly need some help though.
 
Do forgive me if my suggestion is guilty of noobish optimism, but seeing that there's already button named "[Commodity name] - take all" (this isn't the actual variable name, only text on the button) I just thought that copying that particular piece of code and then renaming it and reversing its effect shouldn't be too hard... <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
I suppose it ISN'T too hard. But I don't know how to do it myself. I don't know much about interfaces. At all. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />
One question: If you have more cargo than you can store in the other ship, how will the button choose which cargo to add? It would be nice if we could add four [Take all] buttons; one for each ship. So you can first take all for your own ship. Then you do the same for ship 2 in your company. And ship 3 and 4. So you get to take everything.

<b>New healing system:</b>
I finished this now. Toggle is added. If turned off, everything will be exactly as it was.

<b>Health has influence on fighting skill:</b>
I have tried to code this in, but have been unable to test the effect of my code. I added this code into <i>LAi_fightparams.c</i> at the end of the <i>LAi_ApplyCharacterBladeDamage</i> function:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PB: Health scales sworddamage -->
damage = MakeInt(ApplyArmor(enemy, attack, damage + critical, true) + 0.5); // Original damage
if(HEALTH_SCALES_SWORDDAMAGE && CheckAttribute(attack, "hp" ) && CheckAttribute(attack, "hp_max" ))
{damage = damage * attack.hp / attack.hp_max;} // Health scalar added
LAi_ApplyCharacterDamage(enemy, damage); // GreatZen-NK
// PB: Health scales sworddamage <--<!--c2--></div><!--ec2-->
Could some coder please have a look at this code and spot some obvious mistakes? Would this work?

<b>Fists being blocked hurts the attacker</b>
I have tried to code this in as well, but it doesn't have the proper effect yet. I want it to work like this: If you attack with your fists, but you are blocked, the same damage is done to you as you would get if you would be attacked by the enemy you're fighting. This code in <i>LAi_events.c</i> in the <i>LAi_CharacterBlock</i> function does <i>not</i> do the trick:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// PB: Hitting a blocking enemy with fists hurts the attack -->
weaponID = GetCharacterEquipByGroup(attack,BLADE_ITEM_TYPE); // defines weaponname
Items_FindItem(weaponID, &weapon);    // defines object for weaponattributes

if( CheckAttribute(weapon, "fist" ))
{
    LAi_ApplyCharacterAttackDamage(enemy, attack, attackDmg, hitDmg);
}
// PB: Hitting a blocking enemy with fists hurts the attack <--<!--c2--></div><!--ec2-->
Could some coder please have a look at it and figure out why this is not working? Would anyone have any idea of how I SHOULD make this to work?

Any help with above issues would be welcome. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/wavarr.gif" style="vertical-align:middle" emoid=":warr" border="0" alt="wavarr.gif" /> <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Pieter.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Getting loot from corpses that are NOT killed by the PChar:<!--QuoteEnd--></div><!--QuoteEEnd-->

I have been playing the 8/28 update a lot and I think I am getting loot from people my officers kill. Even so I like your idea of recovering it all, especially from our crew as well as enemies. As to what you do with it, any of those three options are fine with me. <b> I think the weapons locker or the chest might be best</b>.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->New healing system:<!--QuoteEnd--></div><!--QuoteEEnd-->

Sounds great!

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Health has influence on fighting skill:<!--QuoteEnd--></div><!--QuoteEEnd-->

Just a note of caution. The new boarding code is working extremely well and the way combat works in boarding is more difficult than on land -- enemies start with a higher HP. The resulting difficulty is significat at Adventurer but not unmanageable.

<b><!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Realistic Ship Purchase mod that I made<!--QuoteEnd--></div><!--QuoteEEnd--></b>


In the realistic ship purchase mod do we still calculate the value of cargo or do we need to go back to selling it first?

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Blocking time limit<!--QuoteEnd--></div><!--QuoteEEnd-->

When you adjust this, you need to leave unaffected the ability to block<b> repeatedly </b> a single blow, i.e. parry, which is a basic part of sword combat.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Fists being blocked hurts the attacker<!--QuoteEnd--></div><!--QuoteEEnd-->

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

This is my most important thing to fix. I am really tired of watching officers and crew knocked silly or even beaten to death with fists while the victim is swinging a three feet long piece of sharpened steel. No current aspect of the game is more unrealistic than this. The appropriate response for people dumb enough to attack a sword with thier bare hands should be immediate loss of limbs, followed by exsanguination, not a continued whacking. Thank you so much for fixing this.

Speaking of blood, any chance we could some blood in the game other than on the decks?


Thank you again Pieter for all you are doing.
 
(turning around in the doorway with the finger raised) Oh, and last one thing... if you can add new objects, how about adding some set of lockpicks? After all, the player spends considerable amount of time picking locks in various chests...
 
<!--quoteo(post=160535:date=Sep 5 2006, 04:29 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 5 2006, 04:29 AM) [snapback]160535[/snapback]</div><div class='quotemain'><!--quotec-->
Getting loot from corpses that are NOT killed by the PChar:
This only applies with autoloot on. By default you get only loot for those characters you kill yourself. Would be nice to make you get loot for all characters that are killed by your officers and crewmembers as well. This should be quite possible with some small changes to LAi_fightparams.c.

The "You got..." message will drive you nuts though, so I'll make it so that you only get that message if you do the kill yourself. This might also cause your inventory to get pretty full, so instead of giving the looted items to the PChar, I could make them be given to:
- The weapons locker
- A character on your deck (talk to him to be able to get all loot)
- The chest in your captain's cabin
<!--QuoteEnd--></div><!--QuoteEEnd-->

Currently I get all loot from enemies killed during boardings, no matter who does it. It goes in my inventory and I can ignore it. I go to a merchant and click on the Sell Loot button, and the only time I even see what it was is when I leave the merchant screen and get the summary of what was sold as loot.

If I had to talk to up to 13 different boarders to get any of the loot, it would be a real pain. Even going to the weapons locker or another chest would add an unnecessary step to the process. I don't care how many cutlasses they collected, I can sell them all with just one click.

I'd prefer not to get loot from my own boarders if they are killed. This has a certain gameplay element where I have to try to keep my crew alive so they don't lose their good equipment. I don't want to replace *everything* after every boarding, but getting it all back every time even if you lose your entire crew takes a lot of the game out of it.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Health has influence on fighting skill<!--QuoteEnd--></div><!--QuoteEEnd-->

This looks like a really good idea.

Hook
 
Hook, is getting the stuff from all enemies killed the default?

And another question about the new boarding code. Only my officers seem to be firing their pistols. I put all kinds of pistols, musketoons and musket in the weapons locker and the log says they get them and you can see them carrying them but they are never fired.

They used to be fired. Has something changed about this or am I missing something?
 
I don't take my officers boarding, they end up getting killed too often. But my crew equip pistols and use them. I'm not sure why your crew wouldn't, unless they're not equipping ammo and you have that mod turned on. I don't use the ammomod in my game.

I didn't mess with anything to do with getting stuff from dead enemies. Whatever is in there was in the previous boarding code. It shouldn't be too hard to change, but I'm reasonably happy with the way it works. Except I don't get the armor from the dead enemy who use it.

As far as I know, you get loot from bad guys in town when they're killed by your officers. But if you're too far away, you may not get it.

Any feedback on the boarding code is welcome. I'm still tweaking it, but it should play reasonably well now.

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


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I'm not sure why your crew wouldn't, unless they're not equipping ammo and you have that mod turned on.<!--QuoteEnd--></div><!--QuoteEEnd-->

I have the ammo mod on and the officers are getting ammo and so am I. The weapons chest has powder and pistol bullets. I leave the officers out and see what happens. Thanks


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As far as I know, you get loot from bad guys in town when they're killed by your officers. But if you're too far away, you may not get it. <!--QuoteEnd--></div><!--QuoteEEnd-->

In the default settings you loot corpses on land by pressing "o" as before and get everything.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->play reasonably well now.<!--QuoteEnd--></div><!--QuoteEEnd-->


I think it plays very well now. You have done a great job. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />

Thank you.
 
<!--quoteo(post=160647:date=Sep 6 2006, 07:41 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 07:41 AM) [snapback]160647[/snapback]</div><div class='quotemain'><!--quotec-->
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->As far as I know, you get loot from bad guys in town when they're killed by your officers. But if you're too far away, you may not get it. <!--QuoteEnd--></div><!--QuoteEEnd-->
In the default settings you loot corpses on land by pressing "o" as before and get everything. <!--QuoteEnd--></div><!--QuoteEEnd-->
I'm using auto looting and corpsemode zero. I don't ever have to press "o". This is just the behavior with this particular setup.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I think it plays very well now. You have done a great job. <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <!--QuoteEnd--></div><!--QuoteEEnd-->
Thanks! There's been a lot of work put into it; I hope it's all worth it. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

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

Boardings seem to be much more challenging now... love it. Haven't noticed any problems so far.

Great work. <img src="style_emoticons/<#EMO_DIR#>/me.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="me.gif" />

Cheers <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
I have been playing the 8/28 update a lot and I think I am getting loot from people my officers kill. Even so I like your idea of recovering it all, especially from our crew as well as enemies. As to what you do with it, any of those three options are fine with me. <b> I think the weapons locker or the chest might be best</b>.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I am not entirely sure how the code handles auto looting at the moment, so any reports on how the current code works in the game would be most helpful. I will try to make it work in the best way that is not annoying. I think it would be a good idea to do the following:
- "Loot" from dead crewmembers is returned into the weapon's locker. I believe IncredibleHat made some code for this that was not getting executed. I might be able to use that code.
- Loot from dead enemies is split into blades and gold: Gold is given to the player immediately. Blades are put in the cabin chest. That way you can quickly put any good blades from that chest into the weapon's locker without having to leave your cabin. I will add a toggle that, when on, gives the loot to the PChar instead.

I think that should work pretty well and it would give most players what they want. Right?

<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>New healing system:</b>
Sounds great!
<!--QuoteEnd--></div><!--QuoteEEnd-->
I hope you'll like it. It's not a big change really. But it might feel a bit more realistic, even though it is just about as unrealistic as the current healing system.

<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Health has influence on fighting skill:</b>
Just a note of caution. The new boarding code is working extremely well and the way combat works in boarding is more difficult than on land -- enemies start with a higher HP. The resulting difficulty is significat at Adventurer but not unmanageable.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't know what kind of influence my mod would have on the difficulty. It would have the same on effect on all characters, including the enemy boarders. I think the difficulty should remain just about the same. But the game will be slightly more realistic again, because your health has some effect on your fighting as if you are wounded. This mod will first need to be made working (I coded it in, but I don't know if it works). Then it will need to be tested and we need to see what influence it has on gamebalancing. And there will be an on/off toggle, of course.

<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Realistic Ship Purchase mod that I made</b>
In the realistic ship purchase mod do we still calculate the value of cargo or do we need to go back to selling it first?
<!--QuoteEnd--></div><!--QuoteEEnd-->
My Realistic Ship Purchase mod does nothing with the cargo-code at all. I just added some code with the new functionality, but I didn't remove any functionality. IncredibleHat made a thorough rewrite of the shipyard code though and I'm not entirely what he changed. See the "RPG Style Shipyards.txt" file in the <i>buildinfo</i> subfolder for info on his changes.

<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Blocking time limit</b>
When you adjust this, you need to leave unaffected the ability to block<b> repeatedly </b> a single blow, i.e. parry, which is a basic part of sword combat.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm not entirely sure what you mean by this. At the moment you keep blocking effectively as long as you keep the [Block] key pressed. This strikes me as highly unrealistic.

My idea is to make the block ineffective after a while. So you press the block key and the character begins blocking, because an enemy is about to attack. A timer starts to run. The attack is blocked. As soon as the timer has run out, the blocks by the PChar will not be effective anymore. So if you keep the block key pressed, after the timer has run out, the PChar is just as vulnerable as if he wasn't pressing the block key. If you let go of the block key, then press it again, there will again be a time of effective blocking.

So the effect of this mod would be that keeping the block key pressed during long periods of time does the player no good, because his block will become ineffective. Depending on the timer setting, this time period can be shorter or longer.

<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Fists being blocked hurts the attacker</b>
This is my most important thing to fix. I am really tired of watching officers and crew knocked silly or even beaten to death with fists while the victim is swinging a three feet long piece of sharpened steel. No current aspect of the game is more unrealistic than this. The appropriate response for people dumb enough to attack a sword with thier bare hands should be immediate loss of limbs, followed by exsanguination, not a continued whacking. Thank you so much for fixing this.
<!--QuoteEnd--></div><!--QuoteEEnd-->
At the moment, my code doesn't have the required effect at all, so I need to look into this again. I think it's a good idea though. Characters fighting with their fists should be as good as dead. They would hopelessly try to win, but they have hardly any chance of surviving. Unless they are really strong. Fists being blocked and it hurting the character who did the attack would balance that quite a bit, because if you keep being blocked, you'll kill yourself. Also the knock-out chance should perhaps be decreased.

<!--quoteo(post=160596:date=Sep 6 2006, 12:20 AM:name=Jason)--><div class='quotetop'>QUOTE(Jason @ Sep 6 2006, 12:20 AM) [snapback]160596[/snapback]</div><div class='quotemain'><!--quotec-->
Speaking of blood, any chance we could some blood in the game other than on the decks?
<!--QuoteEnd--></div><!--QuoteEEnd-->
What do you mean with blood? There isn't any in the game at all. Not on boarding decks either. or do you mean all the corpses that ly around? We can do something about that, yes. IncredibleHat has already done something about that. But I don't have his code yet.

<!--quoteo(post=160601:date=Sep 6 2006, 02:12 AM:name=Kazeite)--><div class='quotetop'>QUOTE(Kazeite @ Sep 6 2006, 02:12 AM) [snapback]160601[/snapback]</div><div class='quotemain'><!--quotec-->
(turning around in the doorway with the finger raised) Oh, and last one thing... if you can add new objects, how about adding some set of lockpicks? After all, the player spends considerable amount of time picking locks in various chests...
<!--QuoteEnd--></div><!--QuoteEEnd-->
CatalinaThePirate has once been working on a sneaky trader mod, who could sell you, amongst other things, a lockpick. Although this mod was never finished, it should be pretty easy to add this functionality in. Just add a new item to the mod called "lockpick". Then add a check to the opening of chests: if(PChar has lockpick) {Open chest straight away). The biggest problem would be to make an interface picture for the lockpick: I can't make good interface pictures. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

This would seem a bit of a cheat though: As soon as you have a lockpick, you can open any lock. Unless you need one lockpick to open one lock and you lose one lockpick for opening each lock. That would make it much less like a cheat. Especially if lockpicks are rare. What do you think? <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
Currently I get all loot from enemies killed during boardings, no matter who does it. It goes in my inventory and I can ignore it. I go to a merchant and click on the Sell Loot button, and the only time I even see what it was is when I leave the merchant screen and get the summary of what was sold as loot.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Have you changed anything to the code? If you did, please say so. Will save me the trouble of doing the same. <img src="style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
If I had to talk to up to 13 different boarders to get any of the loot, it would be a real pain. Even going to the weapons locker or another chest would add an unnecessary step to the process. I don't care how many cutlasses they collected, I can sell them all with just one click.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Agreed. That's why I want to automate it entirely. I was just wondering if it might be a good idea to have the items not be given to the PChar straight away. Maybe I'll add a toggle on where the loot is stored. Or have it all be given to the PChar anyway. But WITHOUT the log messages, of course. Otherwise you'd you nuts. <img src="style_emoticons/<#EMO_DIR#>/whistling.gif" style="vertical-align:middle" emoid=":wp" border="0" alt="whistling.gif" />

<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
I'd prefer not to get loot from my own boarders if they are killed. This has a certain gameplay element where I have to try to keep my crew alive so they don't lose their good equipment. I don't want to replace *everything* after every boarding, but getting it all back every time even if you lose your entire crew takes a lot of the game out of it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
IncredibleHat wrote some code for the returning of items from killed crewmembers into the weapon's locker. This code did not take effect at the place where Hat added it. But if it'd be added to the looting code, it SHOULD work. His idea sounded good to me. And for people like you, there should be a toggle. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />

<!--quoteo(post=160611:date=Sep 6 2006, 04:38 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 04:38 AM) [snapback]160611[/snapback]</div><div class='quotemain'><!--quotec-->
<b>Health has influence on fighting skill</b>
This looks like a really good idea.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I'm glad you think so. Please see <a href="http://www.piratesahoy.com/forum/index.php?s=&showtopic=8021&view=findpost&p=160581" target="_blank">this</a> post to see the code that I think should do the trick. As you can see it is a pretty small change codewise. I'm not sure if it works though. I haven't tested it yet (too busy with school at the moment). And I especially have not idea what it will do for the gamebalance. I think the gamebalance should remain the same, because this effect is the same for all characters, PChar, friends and enemies included. Not sure though. Please tell me your views on possible complications.

<!--quoteo(post=160624:date=Sep 6 2006, 06:04 AM:name=Hook)--><div class='quotetop'>QUOTE(Hook @ Sep 6 2006, 06:04 AM) [snapback]160624[/snapback]</div><div class='quotemain'><!--quotec-->
As far as I know, you get loot from bad guys in town when they're killed by your officers. But if you're too far away, you may not get it.
<!--QuoteEnd--></div><!--QuoteEEnd-->
I don't think the distance has any influence. I haven't seen any trace of that in the loot code myself. It would be quite complicated to code a distance-effect in and I can't see why that would have been implemented. I would very much like to know some specifications on how the looting code works at the moment. Also: Please tell me if you and/or IncredibleHat have been working on this code recently.

It's quite confusing that we are all working on making changes to the same code at the moment. I think we should try to work together, otherwise we might end up doing the same things twice or doing things that don't work well together. Would you like me to send you my current codebase, so you can have a look at my coding work and keep that into account for your work? <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->3) player can walk on ship like on land,<!--QuoteEnd--></div><!--QuoteEEnd-->

What about making it possiable for the player to climb 1 of the ship mast(s) to the yardarm and /or the crownest position ( lookout ) so he/she can look around <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> .

Would be great feature if we can go up there in 1st view cam to look around . For now , we have the hand icon pop up at the gun deck when we in boarding action so coder's might figure away to have the same action icon next to the main mast , once clicked then we find ourself in the crewnest/top yardarm .. the only thing about yradarm option is better be in the fore mast cuz in main mast we will have some of the view blocked by the fore/aft topsails .
 
<!--quoteo(post=160689:date=Sep 6 2006, 08:33 PM:name=PirateSam)--><div class='quotetop'>QUOTE(PirateSam @ Sep 6 2006, 08:33 PM) [snapback]160689[/snapback]</div><div class='quotemain'><!--quotec-->
What about making it possiable for the player to climb 1 of the ship mast(s) to the yardarm and /or the crownest position ( lookout ) so he/she can look around <img src="style_emoticons/<#EMO_DIR#>/bounce.gif" style="vertical-align:middle" emoid=":b:" border="0" alt="bounce.gif" /> .
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Would be nice, but far from easy. The easiest way to do it would be to extend the walk patch for the player in 1st person sailing mode, so that you can walk into the masts. There is no active modder who knows how to edit that patch though. Let alone a modder who would want to do that for every ship. <img src="style_emoticons/<#EMO_DIR#>/piratesing.gif" style="vertical-align:middle" emoid=":shock" border="0" alt="piratesing.gif" />
 
<!--quoteo(post=160688:date=Sep 6 2006, 08:29 PM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 6 2006, 08:29 PM) [snapback]160688[/snapback]</div><div class='quotemain'><!--quotec-->
CatalinaThePirate has once been working on a sneaky trader mod, who could sell you, amongst other things, a lockpick. Although this mod was never finished, it should be pretty easy to add this functionality in. Just add a new item to the mod called "lockpick". Then add a check to the opening of chests: if(PChar has lockpick) {Open chest straight away). The biggest problem would be to make an interface picture for the lockpick: I can't make good interface pictures. <img src="style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" /><!--QuoteEnd--></div><!--QuoteEEnd-->
You mean, something like this?

<img src="http://deadlands.johnnybee.boo.pl/images/lockpicks.jpg" border="0" alt="IPB Image" />

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

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->This would seem a bit of a cheat though: As soon as you have a lockpick, you can open any lock.<!--QuoteEnd--></div><!--QuoteEEnd-->
It's not like you can't open any lock with your knife <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" /> I think the check should look like that: <i>if(PChar has lockpick) {decrease difficulty by 47%)</i>
 
Excellent! I'll be adding lockpicks to the game then. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Maybe we should make the player use one lockpick for each lock. After you picked the lock, you lost one lockpick. Maybe also make it an equippable item, so if you want to open a lock more easily, you equip a lockpick and otherwise you don't. Is that a good idea?

<b>About the mods I'm working on:</b>
Maybe it is a good idea to keep them OUT of the modpack for the time being, because we are supposed to be making a final Build 13. Only the mods that are bugfixes or gamebalancing mods need to be put in, but maybe we should wait with adding the new features until Build 13 is release. We can make a Build 13.1 pack soon after Build 13 is released that does include the new features.

I wished I could contribute to the making of Build 13 by fixing bugs myself, but unfortunately I am not very good at that. So I am now working on some mods myself to at least do SOMETHING for the Build mod that is not just compiling. Maybe I shouldn't be doing this though. <img src="style_emoticons/<#EMO_DIR#>/modding.gif" style="vertical-align:middle" emoid=":modding" border="0" alt="modding.gif" />
 
I´m working on a quest, if that was the subject. It´s too easy to tell if it will be good or even ready someday. //JRH
 
<!--quoteo(post=160747:date=Sep 7 2006, 08:17 AM:name=Pieter Boelen)--><div class='quotetop'>QUOTE(Pieter Boelen @ Sep 7 2006, 08:17 AM) [snapback]160747[/snapback]</div><div class='quotemain'><!--quotec-->
Excellent! I'll be adding lockpicks to the game then. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
Maybe we should make the player use one lockpick for each lock. After you picked the lock, you lost one lockpick. Maybe also make it an equippable item, so if you want to open a lock more easily, you equip a lockpick and otherwise you don't. Is that a good idea?<!--QuoteEnd--></div><!--QuoteEEnd-->
Um... I don't think so. IMHO lockpicks should only increase the chance of opening the chest, not grant automatic success.
 
The way it is now, chests are easy enough to open, and each failed attempt gives you experience. (After all, you learn more from your failures than from your successes.)

While there doesn't seem to be any great need for lockpicks currently, perhaps the chests could be tweaked so that they're harder to open if you don't have a pick. And there should at least be a chance of breaking the lockpick on each use.

Lockpicks should be pretty hard to find, as "normal" merchants wouldn't carry them. You might find some in a chest somewhere. Or buy them from the shady merchants in town. Or on Pirate Island. If we make chests a lot harder to open, then we can put better goodies in them. And a chest that's *really* hard to open should have some really good stuff in it... and it should stay there for some time while I'm out looking for more lockpicks. <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />

Hook
 
Ahoy Pieter,

Some furthrer thoughts on your new mods.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->If you let go of the block key, then press it again, there will again be a time of effective blocking.<!--QuoteEnd--></div><!--QuoteEEnd--> That should be ifne.

On auto loot

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->I think that should work pretty well and it would give most players what they want. Right?<!--QuoteEnd--></div><!--QuoteEEnd-->

Yes.


<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->What do you mean with blood? There isn't any in the game at all. Not on boarding decks either. or do you mean all the corpses that ly around? We can do something about that, yes. IncredibleHat has already done something about that. But I don't have his code yet.<!--QuoteEnd--></div><!--QuoteEEnd-->

Well, tthought there were dried blood stains on some of the decks. What I mean is getting people to bleed when they are hit with bullets or swords and or corpses to shed blood. As I recall when Medal of Honor came out a few yers ago there wes no blood when people were shot and someone wrote a mod that worked really well. To make people bleed.
 
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