I've had a few new thoughts to bounce around, but first I want to ask about that blacksmith graphical interface, I think NK wrote it. I never got it to work before, it gave me a C+ runtime error, and even now it still doesn't work. And I take it no one else had this problem. Could he rewrite it with B12 in mind? I noticed I had to replace some new build files this last time I tried it.
And now these ideas that have been coming to me...
1. I cannot find the code for gambling. Is it a regular dialog file? There's none labelled gambler or gambling or gamble, and searching my files for the text in that conversation yields nothing. I'd like to modify it to be able to put ships and other items at stake.
2. Similarly, weren't privateers, holding letters of marque, required to hand a captured ship over to their liege? The ruling power then chose whether or not to award the pirate with that ship. So why don't our governors need some kind of actual proof that we've sunk these assigned pirates? They seem awfully trusting. And anyway having to capture a ship intact adds more difficulty than simply sinking a guy, and you'd get more money for bringing the offending ship home and ceremoniously presenting it to your sponsor than bombing it to the depths.
Also, having that `code-structure` model, we could then give captured ships to other people... as an assignment from the pirate governor, or as a gift to your lady fair, or etcetera. Or even, set up some kind of ship `scrap-yard` somewhere, and donate your old junk to them in exchange or some product, like grub.
3. Similiar to 2, seeing as how captured Oxbay's stores can't deal with you, I found myself wishing I could smuggle in some goods for them... blockade `running-style` missions. You'd certainly get more money for ships and goods and even weapons when they're in dire need (wasn't someone going to include "weapons as a commodity" for B11.99? And whatever happened to slaves?). I'm still toying with the idea of a `Zorro-style` revolutionary quest, who you can either try and turn in to the authorities or help by providing him weapons and other materials. I'd rather give some revolutionary group my captured swords and guns than just sell them off.
4. Building on 3, can a more dynamic system of background noise be built, where not only do relations between nations change, but more concrete events happen as catalysts -- one nation capturing another's fort, for example. That way blockade running would be more often required.
That's all I can remember for now. Back to the game.
And now these ideas that have been coming to me...
1. I cannot find the code for gambling. Is it a regular dialog file? There's none labelled gambler or gambling or gamble, and searching my files for the text in that conversation yields nothing. I'd like to modify it to be able to put ships and other items at stake.
2. Similarly, weren't privateers, holding letters of marque, required to hand a captured ship over to their liege? The ruling power then chose whether or not to award the pirate with that ship. So why don't our governors need some kind of actual proof that we've sunk these assigned pirates? They seem awfully trusting. And anyway having to capture a ship intact adds more difficulty than simply sinking a guy, and you'd get more money for bringing the offending ship home and ceremoniously presenting it to your sponsor than bombing it to the depths.
Also, having that `code-structure` model, we could then give captured ships to other people... as an assignment from the pirate governor, or as a gift to your lady fair, or etcetera. Or even, set up some kind of ship `scrap-yard` somewhere, and donate your old junk to them in exchange or some product, like grub.
3. Similiar to 2, seeing as how captured Oxbay's stores can't deal with you, I found myself wishing I could smuggle in some goods for them... blockade `running-style` missions. You'd certainly get more money for ships and goods and even weapons when they're in dire need (wasn't someone going to include "weapons as a commodity" for B11.99? And whatever happened to slaves?). I'm still toying with the idea of a `Zorro-style` revolutionary quest, who you can either try and turn in to the authorities or help by providing him weapons and other materials. I'd rather give some revolutionary group my captured swords and guns than just sell them off.
4. Building on 3, can a more dynamic system of background noise be built, where not only do relations between nations change, but more concrete events happen as catalysts -- one nation capturing another's fort, for example. That way blockade running would be more often required.
That's all I can remember for now. Back to the game.