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autoskill questions.

GreySaber

Landlubber
Hey, is there a way to change the autoskill system midgame? IE, switch back to normal or just muck with your skills?

I very much like the system, but after sacking several french ports, commanding a small squadron, taking a half dozen ships of the line, I still have a leadership of 1. Well, Four if you count all the stuff I bought, and yes, I have officers to fill that role.

And yes, I've completed quests and talked to everyone in every town several times.

So, I would like to first request that this skill be looked at a bit more carefully in the next patch.

Then I would like to ask if I can turn it off, so I can go to the local priest and tell him I don't fit right in the world.
 
You're probably right about leadership.

It would help a lot in this if you could post a screenshot of your character screen. Thanks.

Hook
 
<!--quoteo(post=316554:date=Apr 30 2009, 11:22 AM:name=Hook)--><div class='quotetop'>QUOTE (Hook @ Apr 30 2009, 11:22 AM) <a href="index.php?act=findpost&pid=316554"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->You're probably right about leadership.

It would help a lot in this if you could post a screenshot of your character screen. Thanks.

Hook<!--QuoteEnd--></div><!--QuoteEEnd-->


Be glad to. What's the key for screen shots?
 
F8 should take a screen shot. It will appear in the folder with the EXE file for the game.

Hook
 
In TGA format. You can also make a screenshot by pressing PrintScreen on your keyboard, then pressing "Paste" in, say, Paint.
 
K. Here's my shot.
 

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Well, that's certainly strange. I'm guessing you bought a lot of skill points by talking to people somewhere, and finding those people should have raised your leadership quite a bit.

For comparison, here's my current level 28 character. I don't buy skill points so that I can see exactly what effect the normal skilling system has. Repair is high because there was glitch in the quick repairs, which never went to 10%, and I just kept hitting the repair button. I have no problems with people trying to exploit that one; you'll lose a lot of ships that way. Without that glitch my repair would have been 4. I sail everywhere using directsail, always in uncompressed time, and my sailing is still 6.

What level did you start that character at? I always start at 1, because that's where the easiest and quickest skill gains are.

I still think leadership is slower than it should be, but it shouldn't be as slow as your screen shot suggests.

Hook
 

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No, I didn't buy many skills actually. I got melee all the way up the natural way. I maxed cannons out sailing a ship of 74 guns and just blasting everything in site with a french flag. I got a 74 fairly early (Mostly luck) and just ignored the leadership hits in favor of the cannon gains.

I maxed sailing by spending alot of time in Storms. Repair by getting my ship shot to snot and then repairing as I could, then doing more in shipyards.

I found I could exploid commerce once I had sacked a port and had a few million by using autobuy/sell all repeatedly. Defence I rather ignored, so I'm not sure entirely how I got 7 points in it, Just happened along the way.

I tried to up luck by playing cards, but couldn't find many players in my travels as yet.

LEadership needs a better way for the player to build up. Grappling actually does as well, since you get so few points for each use.
 
Thanks for the info.

Defense builds at the same time melee does. If you did a lot of melee, you should have gotten some good defense in there as well. Getting hit by cannons and repairing your ship both build defense as well.

Cannons and accuracy build quickly when you have a ship with lots of guns.

Storms! I haven't spent much time in them, but it would certainly build your sailing skill quicker than normal means.

Quests should give both leadership and a bit of luck. Talking to people should give both as well. Trying and failing to open chests will give defense and luck.

I have to agree on both leadership and grappling. Leadership can probably be fixed by using the same mutiplier for low skill experience as high skill experience when you get experience that should give leadership, without affecting the balance of points. Grappling just needs a higher multiplier to the skill level for the same amount of experience.

A problem I had when trying to balance the skills was that at some point you'd get a big jump in the number of skill points you had. Before and after this jump the number of points versus the expected number of points was fairly level. At higher ranks, somewhere above 20 I think, the number of skill points you get starts to taper off.

The system is better than the original, where I was level 9 before I had 18 extra skill points, and the number kept going up in a straight line. But it's not perfect, and I suspect it can't be made perfect. I think we're better off having too many skills for the character level than having one or more skills at a very low level forever.

Once I get the next patch installed I'll make the changes and playtest them with new characters. This won't be a quick process. When I have numbers I'm happy with, I'll let people know what changes to make to the code. In the mean time, try the following:

In the file MAXIMUS_Functions.c

<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->if (_exp < 1000)
{
    switch (expName)
    {
//        case "Leadership":    expMult =  3; break;    // LDH 30Apr09
    case "Fencing":        expMult =  3; break;
    case "Sailing":        expMult =  1; break;    // included for completeness
    case "Accuracy":    expMult =  1; break;    // included for completeness
    case "Cannons":        expMult =  1; break;    // included for completeness
    case "Repair":
        expMult = 50;                            // repair is a lot of small skill gains, minimum of 20 sent by repair functions
        if (sti(_refCharacter.rank) < 3)        // keeps player from getting repair skill 5 or 6 in the tutorial - 25Feb09
        {
            expMult = 20;
        }
        break;
    case "Defence":        expMult =  6; break;
    case "Sneak":        expMult =  3; break;
    }
}
// Things we don't handle in the exp<1000 test above
if (expName == "Leadership") expMult = 3;    // LDH moved outside the test - 30Apr09
if (expName == "Grappling")  expMult = 4;    // grappling is always high experience but doesn't happen often. - 30Apr09<!--c2--></div><!--ec2-->

Comment out the first leadership line as shown, and add the new leadership line at the bottom. Also, change the Grappling experience multiplier from 3 to 4. Pieter, this is not an official change; I need to playtest the hell out of it first.

Talk to a lot of characters when you first get off the boat after the tutorial. See if your leadership and luck don't improve a lot. The leadership change shouldn't affect that, only the leadership you get from quests.

Hook
 
It takes effect immediately, but at character level 33 you won't get much skill. If you do a quest your leadership should go up enough to notice. I've been getting around 5% leadership for sinking a 100 gun quest pirate with the old system. That will probably triple with this code.

Hook
 
I sunk a 70 gun quest pirate with the new system and got 12% leadership. I took a new character right off the boat and talked to people in town and got the expected 1% to leadership and luck. Both are about as expected. I forgot to check grappling, as I have those logs turned off at the moment. Now I just gotta start a new game with patch 5 and see what happens by level 20.

Hook
 
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