• New Horizons on Maelstrom
    Maelstrom New Horizons


    Visit our website www.piratehorizons.com to quickly find download links for the newest versions of our New Horizons mods Beyond New Horizons and Maelstrom New Horizons!

Included in Build Make interface show which perks a officer only contribute

Levis

Find(Rum) = false;
Staff member
Administrator
Creative Support
Programmer
Storm Modder
Well I could add some perks to the perk system which for example made better use of the food on board so you need 10% less food per day or something like that. I could add an option so the perk could only be added to someone who is a cook (that should be fairly simple in this system I've made).
And maybe if you have a musician your morale boost is higher (he got a perk for that too) when you spend a night partying in the tavern.

maybe I could make some other perks also officer specific. So for example a doctor can't learn long range boarding etc.
 
The game already does do that in the background, but I don't think it is obvious to the player at all.
PROGRAM\officers.c contains a list of all officer types and the perks they contribute.
So it might be quite useful to have all other ones show up as "locked" in the interfaces too; then people will be able to SEE this. :onya

Personal perks for swordfighting/gun use would be exempt, of course. These should be always active.
 
Personal perks for swordfighting/gun use would be exempt, of course. These should be always active.
This is really good as officers don't need perks they're unable to use. Like the "Boarding Perk" as they can't board enemy/hostile ships during battle, and others.

What if, an additional command is created allowing your companion ship(s) to board enemy/hostile ship(s) upon your signal by clicking the command and target using "Enter" so in case other officers with higher leadership(like captured captains sometimes) have the instant boarding perk/just the ability/knowledge to board can do it for you in which you will be directed to the ship to talk to the surrendered/defeated captain if the boarding is successful and if the captain didn't survive, you'll be directed to the after boarding screen where you can decide what to do with the enemy's loot, ship and crew?
-I know its a lot but it would be a darn good addition to gameplay experience if ever someone'll try to figure it out. Darn it, if I only have enough knowledge to do it myself. :facepalm:modding
 
The game already does do that in the background, but I don't think it is obvious to the player at all.
PROGRAM\officers.c contains a list of all officer types and the perks they contribute.
So it might be quite useful to have all other ones show up as "locked" in the interfaces too; then people will be able to SEE this. :onya

Personal perks for swordfighting/gun use would be exempt, of course. These should be always active.
I know but officer do level up also rigth so you can give them new perks. This would make sure they can only get a certain amount of perks.
But I will look into it :) hope to have it done before thurseday also :).
 
Indeed you wouldn't be able to apply perks to them that don't fit their officer category. But that is OK, since they don't need those anyway.
If they end up having lots of free ability points, you can always switch their officer type at a later time and put them to use then.

DavyJack, I think that is a feature Pirate_KK has once wanted to add to the game, but never got round to.
Wouldn't be easy to accomplish at all, though. :(
 
Forgot all about this. This should still be implemented!
 
Interface to show what perks a certain officer type actually contributes? Count me in! :woot
 
as far as I can see now in the code there is a initial list for officers from which perks can be chosen when they are generated but after that you can learn them whatever you want.
I guess we dont want that right? We want them to only be able to have certain perks active depending on theire type. You could assign more perks to them if you switch the type of the officer but then the other perks shouldn't affect him/her anymore I think...
 
We want them to only be able to have certain perks active depending on theire type. You could assign more perks to them if you switch the type of the officer but then the other perks shouldn't affect him/her anymore I think...
I am pretty sure that is already the case thanks to @Aconcagua's work on officer types.
However, this is absolutely NOT communicated to the player in-game and the only place to find these details is in PROGRAM\Officers.c .
 
yeah I was looking at that, but as far as I can see that is only called on the creation of an officer. Unless I accendently erased it when making the locked perks etc.... But I do like the idea and will make sure it works right before the 3.4 release!
 
There are some "Summon Skill" functions by Aconcagua that I thought checked for officer type whenever they are called in the game.
 
I will look into it some more and make sure it works like it suppost to before this weekend and also make sure its communicated to the player right.
 
Okay I know from the start some people are going to hate this!
When working on this I found that there where different ways of checking if a perk was actually in use.
I transfered everything to one large function which should have all checks. But be warned probally it works better on enemys now also :p.
Gave a few officer types some more perks.
But the main difference is you can't select all perks anymore for your officers. They have a set group of perks from which you can choose based on theire type. you can change the type of the officer and then you can give him or her more perks but then the other perks wont "count" anymore.
I believe this is how it was always intended but it didn't work this way. Now it does.
Let me know what you guys think.
 

Attachments

  • OFFICER_PERKS_1_1.zip
    17.5 KB · Views: 191
Last edited:
Hope you like it. I personally think it makes officers more interesting.
 
Considering I haven't been near my game since you posted this, I couldn't say. ;)
 
Let me know what you think. I haven't added it to the zipfile in the topic yet but I really want to do. We could always include a toggle so people can disable it if they want.
 
Back
Top