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Redoing the `Tavern-officer` models

I've had an idea on how to redo the models choice for landenc (i.e. `tavern-hired`) officers.
{And NB this won't affect either quest officers, or the new `from-walker` officers (I changed walker dialog so the "enlist me please" dialog works and makes them a random officer, but with a bump up in skills as reward for their rarity)}.

That is, instead of doing a separate list of models and then in enc_officer_dialog a list of what types those models would be, we add officer types to the models in the Models[] array and then simply fill landenc init from that for all models which can be officers and on officer creation check available types.

I.e. instead of
1. List of models in models[]
2. List of model choices for le officers in landenc_init
3. List of the types those models can be in enc_officer_dialog

We would have:
1. Append to each `can-be`-officer model in Models[] what officers said model can be
2. fill lenc list from there
3. get type from there.
So the model definition would look like:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->makeref(model,Models[n]);

model.description =  "A sailor's dress uniform, maybe a little old, with room for a big guy.  And a `watch-cap`, please!";

model.model       =  "Fawn";

model.price       =  250;

model.assigned    =  true;

model.officer.type0 = OFFIC_TYPE_BOATSWAIN;

model.officer.typesqty = 1;

n++;<!--c2--></div><!--ec2-->
And would be added to lenc officer case typesqty times (to preserve the `equal-chance`-`for-each`-type), and then in enc_officer_dialog, we'd get type from string attr = "type" + Rand(sti(Models[GetModelIndex(NPChar.model)].officer.typesqty)-1); NPChar.quest.officertype = Models[GetModelIndex(NPChar.model)].officer.(attr);

Whatcha think?

And eventually we should probably port the other stuff over into the models array too, so when you add a model you can just add a bit of code there and it'll be used elsewhere.
 
Sounds like a good idea to me. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
I see, yes, that would make things more flexible and easier to add to. I like it! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Interesting. Could you add a way of selecting "civilian" models when only a Privateer or below, but naval models when in the service?

If so, I'll get on making the proper skins.
 
cool <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/whippa.gif" style="vertical-align:middle" emoid=":whipa" border="0" alt="whippa.gif" />
 
Whoops, must have missed this. JMV, yes, that's actually how it is now I believe. In that you can set a min RMRank and nation, and the model will not display if you are not in service with that nation at or above that rank.
However, the civvie models are still available even then.
 
How about also changing the available stats for the various officers.
For example a Quartermaster shouldn't really have any Gunnery ability so perhaps those can be set to 0 and so can't be increased (or even better have a predetermined limit that they can't be increased past)

This would stop those super officers appearing that have got 10 in everything. I think it would be more realistic and it would possibly make the game harder as we would have to think about the officers that we have got in our party at all times.


So a Quatermaster would only be able to increase Commerce and Repair.
A First Mate would have Leadership, Fencing and possibly Luck.
The Navigator would have Sailing and Defence.
The Gunner would only have Gunnery and Accuracy.
Lastly the Boatswain would have Grappling , Fencing and possibly Luck.

If it can be done perhaps it could be possible to stop certain types of officers from having certain Perks. So a Quartermaster would be able to get the commerce related perks but wouldn't be able to get the gunnery and sailing perks.
 
You could balance your ship better that way, I'd think. Most times I generally load up on cannon and accuracy and repair, and neglect commerce. (just goes to show you how <b><i>I</i></b> play my game!) <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
You can tweak this to your heart's content in LAI_Create Officer.
The type of the officer _does_ bear on the _weighting_ given certain skills (and the perks related to those skills), but as you say with a sufficiently `high-level` officer, weighting is irrelevant.
 
So...anybody have ideas on which models should have available which officer types?
As the actual _coding_ I can do in an hour or so (and thus squeak by the deadline if I pretend I'm further west...).
 
Here is how I would do it... although really we should have more officer types, and more than three officers at a time... oh well.

First Lieutenant: He needs to look like a captain.
Blaze
Capitan
Capitan1
Corsair1
Corsair1_1
Corsair1_2
Corsair1_3
Corsair2
man3_1
man6
man6_1
will
will2

Bosun: The Best and most experienced sailor on the ship. Very seaman like.
Black_corsair
blackman
bocman
bocman1
bocman3
bocman4
capitan
corsair1_2
fawn
old_man1
old_man2
sailor4
sailor5
sailor6
will2

Master Gunner: The master gunner, realistically, knew a lot about physics and chemistry... i.e he was in charge of keeping the powder and shot stored properly... he would often aim each gun personally for circumstances when precision was absolute.
blackman
blaze
bocman1
bocman3
capitan
corsair1_1
corsair1_2
corsair1_3
corsair2
fawn
killer
korsar
korsar1
man3
man3_1
man6
old_man1
old_man2
sailor1
sailor2
sailor3
searcher
will
will2

Sailing Master: Important officers, so important looking blokes. New the ship extremely well, and would often con the ship during battle. Very skilled in the technical aspects of sailing.
blaze
bocman1
bocman3
capitan
capitan1
corsair1
corsair1_1
corsair1_2
corsair1_3
corsair2
fatman2_1
man3
man3_1
man6
old_man1
old_man2
searcher
shkiper
storeman2
will
will2

Quartermasters in the game function as a combination Carpenter/Purser. I think these skins represent well a carpenter... or atleast someone who can swing a hammer.
Quartermaster:
black_corsair
blackman
blaze
bocman
bocman1
bocman3
bocman4
capitan
chameleon
corsair1_2
korsar
korsar1
man1
man1_1
man1_2
man2
old_man1
old_man2
sailor1
sailor2
sailor3
sailor4
sailor5
sailor6

[/b]
 
Thanks!
Coming right up! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/type_1.gif" style="vertical-align:middle" emoid=":nk" border="0" alt="type_1.gif" />

I agree we need more officers; but if we add more officers we should also change the skill system.
Hmm. Maybe you need (current skill) skill points to advance to the next skill level (i.e. 6->7 costs 6sp). That should specialize people more, while also making leveling harder...
Except that won't work too well either, because then 3s in everything will be cheaper than one high skill.
 
Question: Would you add any female models to that list?
Because, while we're waiting for a sit animation, I can just do an override that forces models using woman anim to stand up.
 
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
Where's Kieron when we need him, to immortalize this in film? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />
 
<!--`QuoteBegin-jmv575`+--><div class='quotetop'>QUOTE(jmv575)</div><div class='quotemain'><!--QuoteEBegin-->I'll knock up some women for you.  The goal will be two per profession.[/quote] <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/w00t.gif" style="vertical-align:middle" emoid=":woot" border="0" alt="w00t.gif" /> WOW! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/laugh.gif" style="vertical-align:middle" emoid="xD:" border="0" alt="laugh.gif" />

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> Should we sell tickets? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid=":keith" border="0" alt="keith.gif" />
 
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