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Question about officers

Captain Hazard

Landlubber
Hello everyone,

I remember about a year ago someone posting how to do this but I cannot find it at all. In one of the files, there's some line or lines of coding that affect your officers' leveling and the leveling of NPCs. I remember tweaking the numbers because I hated my officers dieing so easily even though they were sometimes higher levels than myself. Any ideas where I need to look or where this coding might be?
 
If no one knows where this coding is, what about the health multiplier used for when the officers level? My officers seem to only gain a few points of health where as I am gaining leaps and bounds. I'd like to boost the amount of health they get per level. Of course this would only help officers you get in taverns and maybe commrades-in-arms. I've noticed that the captured officers are increadibly weak. For example, a level 50 pirate that I have sitting in my hold only has like 100 health points. This seems to be randomly generated, but is there a way to control the range of numbers? I would have to get him into the 200 levels before he would have health on par enough with mine to take on boarding parties.

Basically what I'm trying to do is improve the health of officers overall. I don't like investing gold and experience into an officer that can be killed in a single blow because my high level generates high level baddies.
 
Did anyone ever come up with an answer for this? I have Build 13 Full installed and every NPC I fight has like 2000 health compaired to my officers measley 500 to 600. The officers are pretty much useless to me like this other than sailing my extra ships and adding there bonuses to my sailing abilities. I would really like to take them on boarding parties and land with me, but I don't want them to die as soon as the screen loads. Any ideas where the multipliers for the enemy and officer health levels are?
 
No idea how to code this or where to find, but, in that situation, my only logical solution was to give my officers good armors and weapons, aswell as increasing their melee to the maximum before increasing any other thing, so they could kill faster, die slower and survive more times.
 
Yeah, I always make sure they have the first dibs on armor and weapons before the weapons locker, and I do make sure their melee is maxed and the skills like defense and toughness are chosen, but when they've only got about 1/4 to 1/3 the hit points the NPCs have, it seems like an effort in futility. I need to tweak the starting health of my officers, the enemies, or how much the officers hit points increase per level. I don't want to make them gods, but I at least want a level playing field. What's the point of paying for a level 50+ officer if he only has about 600 hit points and the average enemy has 2300 and friends?
 
well, since i started to protect my officers as i said above, i never lost them again. I cant imagine why the things work different for me. Actually, 600 hp is quite a lot to me, even for a lvl 40 or 50 officer, i have much less hp and almost never died in a battle. The only exception is in the begining of the game, when my character is still too weak to survive during the boarding. After lvl 20 you shouldnt get so much damage in a battle, neither your officers should die easily.

Although the enemy may have over than 2000 hp, my officers and i have a damage of almost 200 hp, so it is quite easy to kill anyone and with all the abilities and armor my officers and i wont loose more than 25% of our hp during a battle, not mattereing the numbers in the enemy ship.
 
In Program\InternalSettings.h under GENERAL SETTINGS, there is an area for difficulty that has this coding:

<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->// Difficulty
#define ENEMYLEVEL_MULT_BASE 0.25 // FLOAT - The base multiplier to level for enemies.
#define ENEMYLEVEL_DIFF_INFL 0.2 // FLOAT - The influence of difficulty on enemy levels.
#define ENEMYLEVEL_RAND_INFL 0.33 // FLOAT - The influence of a random function on enemy levels--will be x(1.0 +/- rand(this))
#define ENEMYLEVEL_LUCK_INFL 0.01 // FLOAT - The influence of your luck on enemy levels. The influence will be _up to_ this x luck.

#define FRIENDLEVEL_MULT_BASE 0.80 // FLOAT - (no description)
#define FRIENDLEVEL_DIFF_INFL 0.2 // FLOAT - (no description)
#define FRIENDLEVEL_RAND_INFL 0.33 // FLOAT - (no description)
#define FRIENDLEVEL_LUCK_INFL 0.01 // FLOAT - (no description)
#define FRIENDLEVEL_LEAD_INFL 0.01 // FLOAT - (no description)<!--QuoteEnd--></div><!--QuoteEEnd-->

I think the LEVEL_MULT_BASE is what I have been looking for, but I don't know what I need to do to adjust these settings so that either my officers have more hit points or the enemies decrease. Could someone who had a hand in writing this coding help me out?

I changed the MULT_BASE for both to what is seen here, but I know something still isn't right. Every enemy I encounter from level 1 to level 38 so far is between 2000 and 4000 hit points. Most officers I run into to in the tavern are between 300 and 700 hit points.

Andyintore Falcus - I tried out my officers with mid level armor, blacksmith maxed swords and guns, and a LOT of potions, and yes they do survive. However, it's insane that the baddies have that high amount of hit points just starting out. I know it's like that when you have a tiny ship and you board a ship like 4 or 5 classes above yours, but I get this everytime I board any ship, and I've got a crew of 700+ now. I enjoy the challege of it once in a while, but every sinlge combat experience? It sucks all the fun out of it for me and seems to make leveling up pointless.
 
Meh... <img src="style_emoticons/<#EMO_DIR#>/8q.gif" style="vertical-align:middle" emoid=":8q" border="0" alt="8q.gif" />

Officers come and go. That's What makes the game interesting <img src="style_emoticons/<#EMO_DIR#>/flower.gif" style="vertical-align:middle" emoid=":ty" border="0" alt="flower.gif" />
 
i've never actually played the game that long. i usually quit not that long after i finished all the quests because there was nothing more to do, at level 30-ish.
 
In Build 14 Alpha 8 I *tried* to make all characters receive the same amount of HP per level-up: 1 HP for each level up. No more differences between officers, players and NPCs. Not sure if it actually WORKS properly though. <img src="style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" />

The code for the HP is in PROGRAM\Loc_ai\LAi_CreateOfficer.c. This is the code from Build 14 Alpha 8:<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->// NK added 05-07-03 as centralized HP setting thing.
// PB: Simplified and uniformized for all characters
float ResetHP(ref chr)
{
    float HP = CHAR_START_HITPOINTS;
    float level = makefloat(GetLevel(&chr));
    if(CheckAttribute(chr, "HPBonus")) HP += stf(chr.HPBonus);
    HP += (level - 1) * CHAR_HITPOINTS_PER_LEVEL;
// LDH --> Added toughness perk from elrapido verson of ResetMaxHP
    if(IsCharacterPerkOn(chr, "Toughness"))
    {
        HP = HP * 1.1;            // 10% health bonus for the tough guys
        chr.chr_ai.hp_dlt = 0.2;    // higher regeneration rate, default is 0.1
    }
    chr.chr_ai.hp_max = HP;
// LDH <--
    LAi_SetHP(&chr, HP, HP);
    return HP;
}<!--c2--></div><!--ec2-->
 
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