• New Horizons on Maelstrom
    Maelstrom New Horizons


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The Captain's Challenge mods

CouchcaptainCharles

COO (Chief Oddity Officer)
Storm Modder
Pirate Legend
The Captain's Challenge mods add a few features that IMHO make shipmanegement a bit more realistic and challenging. But as many players will find that more annoying than entertaining you can of cousre switch all those features off in Buildsettings.h

It is part of Pieter Boelen's modcompilation <a href="http://millenniumdock.bravepages.com/storage/others/potcmods.htm" target="_blank">http://millenniumdock.bravepages.com/stora...rs/potcmods.htm</a>


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Boardingparty
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Boarders will attack in a compact formation, and you can select common outfits and weapons for your party. I did this for three reasons:

1. It's sometimes difficult to distinguish your sailors from pirates, and it would be nice if YOU could determine their outfit.


2. I personally don't like it that the bordingscene jumpstarts with you and your men spread evenly over two ships, each one locked in exactly one duel with exactly one enemy. It would IMHO be more realistic if each crew starts on their own ship and starts to attack as one more or less closed swarm. "Boardingparty" positions the enemycrew in one compact swarm on the opposite ship, and the two swarms attack each other in a nice melee. Apart from looking much more realistic this allows you to apply some battle tactics like attacking the enemy"formation" from the rear or blocking the attack at the "gangway" plank.


3. You usually capture so many weapons that they are no real reward anymore. Now there is an incentive to collect weapons of a certain type: you can equip your boarding party with them. Choose one standard weapon, and all weapons of that type that you have in your inventory will be used by your boarders. Imagine what you can do if some of your boarders have excellent windmill slayers and blunderbusses.

<b>[EDIT] You can now select default models and weapons for you boarders BEFORE STARTING THE GAME IN BUILDSETTINGS.H</b>
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Prisoner Ransom Options
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In the original game you can get ransom money for your prisoners as soon as you capture them, even at sea. That's IMHO a bit too easy and unrealistic. In reality you would have to make contact to some relative or neutral negotiator and deliver the prisoner before getting money.
The ransomoptionsmod tries to simulate that challenge. In the Buildsettings you can choose two options:
1. You can define at which type of location you must be to cash in the ransom. E.g. you could say that the church is the neutral, humanitarian institution that takes care of hostages, so you can set the ransomlocation to "church". Or to "residence" if you think that it should be conducted by government officials. Or to "jungle" for clandestine or "tavern" for comfortable negotiations.
At all other locations the "Ransom Captive" interface is dactivated.

2. As additional challenge and inducement for some voyages you can activate the "Ransom at home only" option. In that case you can ransom a prisoner only at his nation's island.


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Firedrill
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In the Age of Sail fire was one of the most feared disasters. On a wooden ship with tarred rigging fire was difficult to contain and often meant the loss of vessel, stores AND lifeboats.

To reflect this a little more in PotC I increased the damage and especially the burntime of the fires. This can be a tactical ADVANTAGE for you cause only you can extinguish fires by letting your crew perform a "firedrill". You must have the "Basic shipdefense" ability for that. Once an enemybomb has started a fire on your ship you must only press the "C" potionuse key to extinguish THAT fire. If there are several fires repeat the drill for each one.

During each firedrill the sails will be furled and the charges of your guns will be dumped.


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Realistic Shiprepairtime
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There have been -justified- complaints that you ALWAYS spend two days in the shipyard if you open the menu, no matter if you order any work or how extensive that is.
Now the waiting time is based on the amount of work the shipwright does for you.

Another feature that is not quite to my taste is the "Instant repair" ability. IMHO that is no ability but a cheat: press a button in the midst of a battle and by magic your damage disappears within seconds.
I rewrote the "instant repair" perk so that you can use it only if the "Go ashore" option is availlable, i.e. only if you are at a SAFE anchorage.


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Attributeviewer for debugging
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In order to find a bug it is often helpful to know which attribute has been assigned to a character. E.g. if a character doesn't talk to you he may have been attributed with the wrong dialogfile or node, or he may be hostile. I inserted this section into seadogs.c as a tool to view characterattributes.



All these features can be tweaked or disabled in buildsettings.h . Detailed information for players AND modders is in a readme file in the Buildinfo folder.

And as always:
 
Dear CCC, you are my new favourite piratemodder evar. I like the boarding edits most. Especially because I've always thought it'd be cool to supply the weapons for your boarding party.

Did you add any more character generation spots to the boarding location? Or could it be done in such a way they're randomly generated without needing an "rld" spot, like the thugs you can protect a home from?


Anyway, I'll get Pieter's newest pack and try it out soon. Huzzah!
 
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->Dear CCC, you are my new favourite piratemodder evar<!--QuoteEnd--></div><!--QuoteEEnd-->
Wish I could say that as nicely, but anyway, I agree wholeheartedly.
<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" />
 
Brilliant! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
I am going to have to try this out ASAP!!!!! Great stuff indeed! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
Whoa, thanks everybody <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_praise.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="icon_praise.gif" /> I hope you are still as enthusiastic after having played this <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />

For example boarderweapons and models can not be set in the game itself but only in buildsettings.h

#define BOARDERMODEL "corsair" // charactermodel for your boarders, choose filename from resourcemodelscharacters
// OR select one of these groups: "marine", "corsair", "masked", "skeleton", "girl"
// set to "" to toggle

#define BOARDERBLADE "blade8" // sword for your boarders, choose itemID from ItemsinitItems.c; set to "" to toggle
// If you use Scheffnow's weaponsmod you must take bladequality into account:
// "blade13" = average needle, "blade13+1" = good needle, "blade13+3" = fine needle,

#define BOARDERGUN "pistolblunder" // gun, ditto


Should have mentioned that.



Alan, all borders of one party are placed on one commen rld locator. I chose a fix one so that the parties start as far apart as possible on the first deck. That can of course be changed.
There is some info on the code in the readme file. If you need more say so <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Added a new english ship name to the ships_name file to honor this work:

n = AddStr2Array(&sRndShpEnName, n,

"Charles,Cherub,Circe,Clementine,Cleopatra,Cockatrice,Colossus,Comet,Confounder,Conqueror,Conquest,Cordelia,Cornelia,Cornwall

is,Cossack,Courier,Cracker");

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />
 
<!--`QuoteBegin-evil_parrot`+--><div class='quotetop'>QUOTE(evil_parrot)</div><div class='quotemain'><!--QuoteEBegin-->Added a new english ship name to the ships_name file to honor this work:

n = AddStr2Array(&sRndShpEnName, n,  

"Charles,Cherub,Circe,Clementine,Cleopatra,Cockatrice,Colossus,Comet,Confounder,Conqueror,Conquest,Cordelia,Cornelia,Cornwall

is,Cossack,Courier,Cracker");

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" />[/quote]

on a second thought, since ships have female names <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> , i will try to rename an existing officer (cant find the file for AI captains) "Charles Couch". anyway great work, i absolutely love any effort to make potc more realistic and challenging.
is there a way to modify the amount of cargo, that merchants carry? cargo worth 30.`000-50`.000 gold pieces for a single merchant, which is an easy prey, is a bit too much.
 
Great job, CCC <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 think the "ransom prisoners on land only" part was intended for B12 already, I´ve found respective lines, but remained unfinished, a great thing you´ve got it done.

By the way, as you played around with repairing, do you know where the sailcloth and planks consumption for repair is being defined? I´ve experienced some problems with those - like having the whole load full of sailcloth to replace them all over, which does - in my opinion- not make much sense, a ship would have more than one complete set of sails on board, wouldn´t they?
 
Harrr!!! CCC, great stuff as usual,board'n parties be me personel Fav.
I had a hacked version of it,an was a pain te change it,great te have it in all tweakable in build setting h file <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid=":onya" border="0" alt="onya.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
<!--`QuoteBegin-Cap`'n Cornish+--><div class='quotetop'>QUOTE(Cap'n Cornish)</div><div class='quotemain'><!--QuoteEBegin-->Wow this is gud is it compatible wiv build 12?[/quote]If CCC made a stand alone version of his Captain's Challenge mods, I suppose it should be compatible with Build 12 yes. If you're using the Post Build 12 mods compilation, then it's certainly compatible with Build 12. It's not even compatible with anything else. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_mrgreen1.gif" style="vertical-align:middle" emoid=":cheeky" border="0" alt="icon_mrgreen1.gif" />
 
<!--`QuoteBegin-evil_parrot`+--><div class='quotetop'>QUOTE(evil_parrot)</div><div class='quotemain'><!--QuoteEBegin-->on a second thought, since ships have female names <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/mybad.gif" style="vertical-align:middle" emoid=":facepalm" border="0" alt="mybad.gif" /> , i will try to rename an existing officer (cant find the file for AI captains) "Charles Couch".  
[/quote]
So that you can keelhaul and plankwalk me if the firedrill doesn't look smart, eh? <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/icon_eek.gif" style="vertical-align:middle" emoid=":shock:" border="0" alt="icon_eek.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/no.gif" style="vertical-align:middle" emoid=":no" border="0" alt="no.gif" />

I tried to answer the cargo and sailcloth questions in the "Adjusting amount of plunder" post as it it fits in there <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" />
 
Oh good, boarding party skins can be defined as a "group" type... means I can just name a bunch of models in series, without worrying about portraits or talking heads. Perfect.
 
Thank you.
By the way, what´s your next project, if you´ve got one? I´d love to overwork the international relations a bit, so the political situation changes over time instead of remaining the same all the time. I thought about using rumors for that, similar to some quests, just now you hear a rumor "Nation X is at war/ has made peace with Nation Y", and the nation relations are adjusted accordingly. I just don´t know how to put it into code.
 
Sorry i dont understand. Is it compatable with the latest build 12.1 then?
I only have 12.1 installed over my original (UK) version and nothing else.

Sounds good though - cant wait to see it in action.

<img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/william.gif" style="vertical-align:middle" emoid=":will" border="0" alt="william.gif" />
 
Sorry I'm being thick!

I see I would need to install the 'Post Build 12 mods compilation' which i can install over the 12.1 mod. So that should be included in it now? I heard its not very stable by the way. I think I'll risk it. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
It is included in the post Build 12 mods, yes. That compilation is normally stable, for as far as I know, but just might not be completely bug free. I personally think the most major bugs would be in the disarming mod, but if you turn if off in BS.h, it should run quite properly. Any bugs you might encounter, please report, so they can be fixed.
 
VERY nice, CCC! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/bow.gif" style="vertical-align:middle" emoid=":bow" border="0" alt="bow.gif" /> Question, tho, on the boarding crew - can a GROUP be designated, as in say I'd like to have my crew look like SEVERAL different types instead of just one. ???

Also, the pistols and swords come out of your personal stash that you carry about - one thing that's always annoyed me is that I need to carry about all that extra stuff - can these weapons be drawn from and stored in a "weapons locker" onboard ship? Something that you can access in your cabin? I think that would be great!
 
Oh, another question: How does your mod affect the number of boarders? Are there still like `7-8` max, or are the boarding ships SWARMING with cuththroats?

Cat: Yeah, that's how I see... like, you could probably name a whole series of different models "catboarder_1" through"_whatever", and define that group in buildsettings.h. I mean, that's my guess, and I really hope I'm right.
 
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