Where can I see it? (Officers ID I mean.)Your ID
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Where can I see it? (Officers ID I mean.)Your ID
what is the same line for skillpoints? ch.skill.freepoints = 0 doesn't seem to workch.perks.freepoints = 2; // Or whichever number you want
That can be quite difficult, because your officers could come from anywhere and have any ID.Where can I see it? (Officers ID I mean.)
GameInterface.strings.CharacterName = chref.name + " " + chref.lastname + " - " + XI_ConvertString("S"+chref.quest.officertype);
GameInterface.strings.CharacterName = chref.id + " - " + XI_ConvertString("S"+chref.quest.officertype);
Looks like:what is the same line for skillpoints? ch.skill.freepoints = 0 doesn't seem to work
Already figured out)
ch.skill.freeskill = 0; // change with number you want
Have a look in PROGRAM\Characters\Leveling.c, specifically these options:How can I lower exp gain with auto skill system twice?
#define SKILLS_UP_BONUS 25 // From 10 to 99 - speed of player's skills-increase
#define SKILL_EXPERIENCE_MULTIPLIER 0.8 // FLOAT - Must be a float higher than 0.0 - default is 1.0 - the rate at which the characters gain skill experience: For a 30% increase set to 1.3
#define EXPERIENCE_MULTIPLIER 0.8 // FLOAT - Must be a float higher than 0.0 - default is 1.0 - the rate at which the characters gain experience: For a 30% increase set to 1.3
#define ADD_SKILLPOINTS_PERLEVEL 2 // INT - The amount of new skill points added each level up for ALL characters (player and officers)
#define ADD_ABILITYPOINTS_PERLEVEL 1 // INT - The amount of new ability points added each level up for ALL characters (player and officers)
#define IMPORTANCE_BONUS_GAIN 25 // INT - The multiplier for the importance if a bonus is present for this skill
#define IMPORTANCE_SKILL_GAIN 30 // INT - The multiplier for each level the character has already in this skill
#define IMPORTANCE_BOOST 40 // INT - The multiplier for the importance set in officers.c
#define NPC_ONE_BONUS_CHANCE 60 // INT - The chance an NPC will have only 1 bonus skill
#define NPC_TWO_BONUS_CHANCE 30 // INT - The chance an NPC will have 2 bonus skills. If one and two aren't 100 together, there is a chance the NPC has no bonus skills.
Keep searching until you find a pirate design version? It isn't just an icon, but also some variations on the stats.And how can I change ship design icon in ship interface (because I want my corsair frigate to be actually pirate design, not some sort of portugal... meh
aref chrship;
makearef(chrship, pchar.ship);
chrship.stats.nation = PIRATE;
You could try increasing this number in PROGRAM\globals.c:And-d-d about skills past 10. Last time, I won't bother after this, but still: it's really no way to make second colunm of skills values display buffs and ignore 10 cap? Only in interface screen, not affecting gameplay or script codes in any way. Only visuals.
#define MAX_CHARACTER_SKILL 10 // Maximum number for each skill
But isn't there separate files for just the interface (including characters screen)? Because I don't want to edit such funtamental feature. If that needed to change mere interface numbers than I give up on that. Kinda just roleplay thing than anything more.You could try increasing this number in PROGRAM\globals.c:
Worked like charm. I captured my ship from pirates and so it's quite strange to see portuguese design after so much repairs and full upgrade) I don't care about little difference in stats/bonuses, I'm perfectly fine with my current version. Visuals thing too, but so more satisfying with little icon change)aref chrship; makearef(chrship, pchar.ship); chrship.stats.nation = PIRATE;
Nope. I think I can do it manually by switching officers in main slots, no problem with thatThen see if the Passengers interface will tell you.
You could try PROGRAM\INTERFACE\character.c and replace 'MAX_CHARACTER_SKILL' with a number higher than 10 only in that file.But isn't there separate files for just the interface (including characters screen)? Because I don't want to edit such funtamental feature. If that needed to change mere interface numbers than I give up on that. Kinda just roleplay thing than anything more.
You should be able to change it in mid-game, but:Btw, sail speed/ship behavior from realistic mode could be applied to arcade in InternalSettings only by starting NG?
for (i = 0; i < COMPANION_MAX; i++) {
limit = GetCompanionIndex(PChar, i);
if (limit < 0) continue;
ch = GetCharacter(limit);
GiveShip2Character(ch,ch.ship.type,ch.ship.name,-1,ch.ship.stats.nation,true,true);
}
Yep, that changes the exact max_skill. Didn't notice weird effects right after, but I'm not sure it won't be gamebreaking because 12-15 is too much if it still give bonuses when go above 10.But I haven't got a clue what is going to happen when you do that, so you might get weird side-effects.
Realised that didn't realizeReplace your own ships with this console code:
It already loops over all ships in your fleet, so you only need to do it once.Realised that didn't realizeWhen shall I apply this? After all my ships are with captains or should I do this manually by assigning ships to my character (separate F12 for each?)
or a direct extracting of the 7-Zip archive instead of letting the Installer EXE take care of it.
I finally had a chance to look into this. After managing to get the merchant ship to surrender, the captain did indeed not talk. Since I couldn't talk to him, I couldn't proceed to the looting screen. Maybe I didn't wait long enough - it could be that the dialog times out and takes you to the interface screen anyway. In any case, I have an idea about what may be causing this, but it will take time to check in detail and fix.1. At the beginning of the game I took escort quest from tavern merchant. Than raise Jolly Roger in the middle of our journey and boarded his ship. He was so shocked (I suppose) that didn't have surrender dialogue. So I coudn't talk to him and he just stands. But suddenly (!) I was transported to ship transfer interface screen. But that was only beggining... the suffering for my crimes. Now every time I try to talk to escort merchant in tavern (which appears after dialogue with tavernkeeper) I've got blank empty dialogue with him and unable to talk afterwards.
I won't do this again, I promise! Now I'm respectable pirate with fancy frigate and rather fight 2-3 tier ships =(
2. When executing captured captains through dialogue in cargo hold they dont die and still persent both in char interface and cargo hold after reloading location. Like nothing happens, only rep loss.
Problem appeared even when I haven't got any Letter of Marque and was siding only with pirates. Officer dies, dissapears, but not from char. and passangers screen and reappears after reloading location.(The code in question was to deal with the consequences of executing prisoners. The Brethren of the Coast don't mind if you execute prisoners, but civilised nations do. If you have a Letter of Marque from a nation, or are a naval officer, you're supposed to follow the rules of war, which means you're not allowed to execute prisoners. If you do, you'll get a warning and lose your next promotion. Keep doing it, and you lose your Letter of Marque or are kicked out of the navy.)
// PB: Possibility for Enemy at Destination -->
if(rand(1) == 0) // Fixed 50% chance
{
GenerateQuestShip("Convoy Pirate", GetServedNation()); // PB: Use Generic Function
if(rand(1) == 0) // Fixed 50% chance
{
if(CheckAttribute(characterFromID("quest trader"), "nation") iTradeNation = sti(characters[GetCharacterIndex("quest trader")].nation);
else iTradeNation = GetServedNation());
GenerateQuestShip("Convoy Pirate", iTradeNation); // GR: make the enemy hostile to the trader
Maybe because any upgrades dissapeared? But prior to that I've got 2900 on my Corsair Frigate and now only 2000 which is lesser than 6-th rate tier 5 frigate.I've also no idea why cargo capacity should change between "Arcade" and "Realistic" settings. Speed and turn rate are certainly different, but not cargo. However, if you've changed your ship from Portuguese design to Pirate design, that may reduce the capacity. Portuguese designed ships get a 20% bonus to their capacity. Pirate designed ships don't. If that is the reason then you should also have a slight increase in maximum speed because Pirate ships get a 10% speed bonus and Portuguese ships don't.