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NPCs

Paul.Saenger

Landlubber
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />

I am a new member to the forum, having recently found this forum via a link on the akella forum, and to be honest, I was amazed whith the level of talent and dedication of this community. I then decided to register and offer some (hopefully productive) suggestions, which I will hope you'll read and review.

When I started playing PotC way back, I experienced two things: 1. intense joy 2. massive disappointment. While the game did a great job with naval combat (although I missed lines of battle) it seemed to lack severely in the RPG elements. And by this I do not mean character specialization (which was little compared to BG or NwN, but good nonetheless), but party elements. I expected the game to be a mix of Sid Meier’s Pirates and Baldur’s Gate, and it failed on the last part. Now, it does not have to have the same endlees dialogues like BG, but it would still be niece to have a bit of NPC interaction.

Most of the time you spend walking around with nameless characters you honestly couldn’t care about – if they died, you lost just a little money hiring a new replacement. This did not bother me that much with those cookie-cutter officers you could hire in every port, but this lack of interaction got seriously annoying when it came to important quest people like Atios Votary, Blayth, Lucas da Saldanha, Clement Aurentius, Joaquin de Masse, and of course Danielle Green.

For example, in the animist quest, you are joined by Joaquin, but during the course of the entire quest in the Stock game he does not say one single word, nor does he contribute anything. I guess Maltese knights are all born mute.

Same with Lucas. He joins your crew, but says nothing. I would have expected at least some conversations why he wanted to join your crew (highly unusual considering that he is the son of a Spanish admiral). I expected at least another talk about why he ran away from his marriage and had the fling with Sileheard’s daughter. Instead, nothing.

Atios and Blayth are a bit better, since they actually tell you a bit about their backstory (though admittedly, a five-liner in Conceicao isn't that much). In that part, they are way better written than any other NPC around. But still, they deserve a bit fleshing out.

Clement’s role is so small, you could actually erase him from the whole story, since the only contribution he brings is a bit translating. I would have loved to see more of his “nutty professor” side.

Finally, Danielle. For much of the story, she is the focal point and the main plot mover. And what do we get in return for following her around? NO information on her whatsoever. We knew right from the start that she and the Player Character had a (short?) fling, and in the end of the stock game she and the protagonist apparently resume that relationship. What suddenly made them make up is never explained, and quite frankly, I don’t get it in the stock game. The same goes for some of Danielle's and the Player's actions.

Another problem I had with the characters were that you didn't get any benefits from having them around.
All of the NPCs suffer from a fatal flaw – no information, no dialogue. You do not get to know the following:

- background (especially with Danielle) where did they come from, what are their aims, etc…
- their attitude towards you (e.g.: Alois always struck me as the type who would rather serve a “good” captain, Blayth would rather serve a “bad” captain, but they never comment on anything)
- their opinion on their own quests (e.g.: de Masse’s reaction to the destruction of the Animists, info on his service in the maltese order – which is one of the most fascinating military orders around, btw)
- Your reaction to their screwups (Artois on conceicao, or Danielle on Khola Roa - there are some times where you want to have a heart-to-heart conversation with some of them, but the game does not even let you vent)

I am currently working on an outline of each main story NPC, and if the creators of the mod give me their ok, I would be willing to write each of those dialogues. (If possible, I would like to get some dialogue review and coding assistence from the community).

Anyway, I hope this post was not to much of a bore, and I look forward to hearing your suggestions and opinions. Since I just recently started playing the build mod, I would appreciate any notice if any modder has already done something like this - I couldn't find anything in the features list, but still...

Thanks. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> Welcome aboard mate! I'm no coder, but I know I speak for all when I say that an improved dialogue would add alot to the game. I'm sure if you reworked the dialogue, Peiter and the rest of the modders would be glad to add it to the post Build 13. Cheers! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" />
 
Fantastic idea, mate! <img src="style_emoticons/<#EMO_DIR#>/par-ty.gif" style="vertical-align:middle" emoid=":cheers" border="0" alt="par-ty.gif" /> Editing a dialogue isn't too hard if you want to change the text only, by the way.
 
I agree. Improved dialogs would add quite a bit of fun to the game, without actually requiring lots of complicated coding. I would be happy to help for a bit, but I don't have enough time to do much.

If you get anything done, it can be added to the Post Build 13 modpack without any problems. I am always happy to add good new content. Apart from right now, because we're trying to finish Build 13, which means we aren't adding any new content at the moment. But once it's done, we'll continue adding new content again. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
First of all, thanks for the kind replies from everyone.

Now, let's get down to business:

1.) Is it possible to view the dialogue files via an editor? It would save quite a lot of time. EDIT: Nevermind. Notepad does the work. Does anyone have a better editor at hand? (Not that I am complaining with Notepad).

2.) I only have a german language version. However, I found a number of dialogues in the dialogue folder, which do not seem to be german (The german is in a seperate folder). Is there some way to swith the game to an english version, or view the english dialogue files (see Question #1)? EDIT: Damm. The other dialogues were only code. Frell.

If someone could send me the english dialogues via email, I would be most obliged to that person.

3.) Has anyone done any work with some of the NPCs I mentioned above? So far, I have only seen Catalina's Danielle mod being mentioned on the forums, and I've already sent her a PM.

Thanks again,
PaulS
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
What Version are you using? if Prebuild 13, there should be
an english.bat file in your POTC Folder.
Running it should change the game to enlish if I'm not mistaken.
Viel Glueck und Auf wiedersehen <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />
 
<!--quoteo(post=164360:date=Sep 29 2006, 12:59 AM:name=PaulS)--><div class='quotetop'>QUOTE(PaulS @ Sep 29 2006, 12:59 AM) [snapback]164360[/snapback]</div><div class='quotemain'><!--quotec-->
1.) Is it possible to view the dialogue files via an editor? It would save quite a lot of time. EDIT: Nevermind. Notepad does the work. Does anyone have a better editor at hand? (Not that I am complaining with Notepad).
<!--QuoteEnd--></div><!--QuoteEEnd-->
Notepad++ is quite a useful program for code editing. Also: WinMerge is a truly wonderful program that can show you exactly all the differences between two versions of the same code file. You can both programs from the Modding Tools page on <a href="http://pieter.piratesahoy.org" target="_blank">my site</a>. <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

<!--quoteo(post=164360:date=Sep 29 2006, 12:59 AM:name=PaulS)--><div class='quotetop'>QUOTE(PaulS @ Sep 29 2006, 12:59 AM) [snapback]164360[/snapback]</div><div class='quotemain'><!--quotec-->
2.) I only have a german language version. However, I found a number of dialogues in the dialogue folder, which do not seem to be german (The german is in a seperate folder). Is there some way to swith the game to an english version, or view the english dialogue files (see Question #1)? EDIT: Damm. The other dialogues were only code. Frell.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Are you using any of the Build modpacks? If not, I can highly recommend that you get Build 12.1 or the Build 13 Beta version. These modpacks already contain the English dialog files. Build 12.1 has them as .h files in the PROGRAM\DIALOGS folder, while Build 13 Beta has them in a ENGLISH subfolder.

<!--quoteo(post=164360:date=Sep 29 2006, 12:59 AM:name=PaulS)--><div class='quotetop'>QUOTE(PaulS @ Sep 29 2006, 12:59 AM) [snapback]164360[/snapback]</div><div class='quotemain'><!--quotec-->
3.) Has anyone done any work with some of the NPCs I mentioned above? So far, I have only seen Catalina's Danielle mod being mentioned on the forums, and I've already sent her a PM.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Lots and lots of things were changed to just about all dialog files, I think. Use WinMerge to find all the differences. <img src="style_emoticons/<#EMO_DIR#>/doff.gif" style="vertical-align:middle" emoid=":doff" border="0" alt="doff.gif" />
 
Sorry for net replying any sooner...university work, as always, messed up my schedule. Frell it all.

Okay, here are the basic premises I will be working with - Please post your comments or opinions on them. Different interpretations than mine are more than welcome, as is constructive criticism. I will try to do my best to accommodate them.

*************************************************
Thats what I would like to call the “script” of the dialogues.

General framework:
The player will be able to take four paths during the NPC interaction: a) “friend” approach b) “captain” approach c)break off the conversation d) “other”, NPC related and only available to a few characters

A) will get you the best results, but to do this your character has to have certain character traits, like a high negotiation skill. It will also depend on your character reputation, e.g. cautious characters will only open up to someone with a high reputation (if this can be implemented, otherwise you just have to select the right answers).

B) will work if you do not prefer to do “waste time” on dialogue and get straight to the point. This will give you faster results, but will also yield lesser benefits. Essentially, the relationship between you and your officer will remain practically unchanged.

C) The Player should have the option to terminate any dialogue, and he should also be able to terminate any progression made upon the two paths outline above. In short, it is a STFU option for anyone who does not care about dialogues or does not wish to proceed upon any of the paths mentioned above.


Now lets move on to my take upon the characters. Please read&review. Second opinions are always helpful.

******************************
The Characters:

Name: Lucas da Saldanha
Nationality: Spanish
What the game tells us : Lucas, whose father is an admiral in the Spanish Navy, has run away from his marriage and had a fling with the governor’s daughter, which ended badly or did not even start (the innkeeper only says that Lucas acted dejected, which is open to a lot of speculation). He then was kidnapped but returned to his father by the Player.
My take on the character :
Lucas stems from the nobility of the Spanish Empire, but his privileged upbringing is not that appealing to him. The dominating influence of his father (who just screamed authority at me, most unlike his son in that silly uniform – c’mon, gold-plated armour? How weak is that?) made sure that he rarely made his own decisions. At the same time, the father’s assignments as Naval Officer estranged the two. An arranged marriage, caused Lucas to flee to the Caribbean, where he hopes to fulfil both his dream of becoming independent and find happiness.
Lucas will not confide in anyone with a reputation below neutral for the captain path. For the “friend path”, which might lead to a special quest if I have the time, you will need a reputation higher than neutral.
Dialogues planned: 4(+4 if quest is made)

******************************
Name: Joaquin de Masse
Nationality : French (given away by the name, and also the fact that many french of that time – Like Suffren – served in the Maltese Order.)
What the game tells us: Joaquin was sent by the Catholic Church to destroy an animist sect. He is a good swordsmen, and carries a Maltese blade.
My take on the character: Like many children of the lower French nobility (notice the absence of a title in his name) Joaquin entered the Maltese Order hoping to gain the experience and prestige necessary for upper positions in the French government. However, unlike many of his contemporaries, he stayed in the order, and became one of its most trusted operatives. Holding the rank of Inquisitor within the hierarchy of the Catholic Church, he is an expert in getting information and of course, dissembling information.
Requirements: There will be no extra quest for Joaquin, simply because the game does not provide us with any areas. (Might change depending on the monastery area) The Captain path will not be available for Joaquin, since he has a much higher authority than the Player, and as an Inquisitor, knows how to avoid questions.
In order to pursue the friend path, the player must have a “hero” reputation and good negotiation skills.
Talks planned: 4/5

******************************
Name: Clement Aurentius
Nationality: Dutch (taken both from the name clement and aurentius, which sounds a lot like the latinized names of germany and the Netherlands)
What the game tells us: He lives in the lighthouse of the English colony Greenford. He is distrusted by some barbarians for his knowledge of history and science, and has done extensive study in the Indian legends and languages.
My take on the character:
Clement, who is now in his 50s, has witnessed the occupation of the Netherlands by the Iron Duke, Don Fernando Álvarez de Toledo y Pimentel, tercer duque de Alba. (Fun fact 1: Unlike Wellington, who was named so because he had iron bars at the windows of his house, Alba actually earned the nickname for his harsh rule and style of command Fun fact 2: The House of Alba has 63 titles of nobility, making it the house with the most titles in the world). After suffering at the hands of his Spanish captors, he fled to Douwesen, where he spent some time before moving to Greenford, entirely devoting his time to his studies. He has experienced some tragedies in life. (I don’t want to reveal more).
Requirements: In order to interact with him, the player needs to have a good reputation and a negotiating skill of five.
Dialogues planned: 4-6, depending on the path of the player.
******************************

Name : Artois Voysey
Nationality: French
What the game tells us: He was Navigator on Blythe’s ship and almost killed by the latter for wrecking the ship. The ship carried a load of silver, and was almost certainly a pirate ship (The hull corresponds to that of a frigate, and Blyth wears no government uniform).
My take on the character: Artois is a distrustful person who does not really fit in with the pirate world. He most likely comes from a family of seamen.
Requirements: In order to interact with him, the player needs to have good negotiation skills and have at least a neutral reputation.
Dialogues planned: 3-4

******************************
Name : Nigel Blythe
Nationality: British
What the game tells us: He’s a scumbag, backstabber and a pirate. Eventually he is killed by the player.
My take on the character: Young Nigel was one of many sailors in the British navy who suffered cruelty at the hands of officer. Rather than submit, he snuck into the captain’s cabin and slit his throat. Nigel then deserted and joined a pirate crew. After killing the Captain of that ship, he then proceeded to plunder Spanish treasure galleons. After capturing one of those ships, his ship was thrown on the rocks near Douwesen during a Storm.
Dialogues planned: 4 (Should be a riot to write).

******************************
Name : Danielle Green
Nationality: British, with French father/mother/ancestor (from the name Danielle)
What the game tells us: She is the former lover of the PC, commanding her own ship. She is a good fighter, especially with her rapier. (Although the game stats do not reflect it, the player alludes to her fighting skills in one instance). Danielle is a rash decision maker, hates betrayals and may be quite snappy from time to time. (She might appear self-centered at times, but I blame this on bad writing). She does not mention her family nor any friends, so she might not have any or prefer not to talk about it.
My take on the character: Danielle does not like to talk about her past. As a child from two different and often hostile countries, something in her past happened which caused her to grow up quite independent. (Don’t want to spoil the dialogues). She values her independence enormously and tries to defend it at all costs.
As a young girl, Danielle spent a lot of time at sea, learning the tricks of the trade from a relative, who was a merchant captain. During an attempt to defend his ship from enemy privateers, he was mortally wounded. Danielle took command of the ship and managed to drive the enemy off. Because the merchant company did not accept women as captains, she was forced to hand over her ship to a male officer. Fuming at the insult, Danielle used her inheritance to buy a small ship of her own. It was a small step from a smuggler to a privateer when war broke out, and she has been a pirate ever since. During one of her runs to Quebrada Costillas Danielle met the PC, and they had a short and tempestuous affair, which ended when neither wanted to give up his/her independence.
Dialogues planned: 4-12, depending on the path you are taking. Also, there might be one or two special quests depending on the path you are taking.
Danielle is the main plot mover in the game, and her talks should reflect it.
Paths/requirements: The “captain” path will only work with a high leadership attribute, and will contain the least dialogues. (4)
The “friendship” path will work with a high negotiation skill, and will lead to one quest and about 8 dialogues.
The “romance” path, which will only be available to Danielle and no other character, will lead to one/two quests and – if you follow it through – up to 16 dialogues. This is the hardest to write, so I will not make any definite promises on that one. Needless to say, you will need major attributes and be especially good in spotting the right responses.
Sorry for net replying any sooner...university work, as always, messed up my schedule. Frell it all.

Okay, here are the basic premises I will be working with - Please post your comments or opinions on them. Different interpretations than mine are more than welcome, as is constructive criticism. I will try to do my best to accommodate them.

*************************************************
Thats what I would like to call the “script” of the dialogues.

General framework:
The player will be able to take four paths during the NPC interaction: a) “friend” approach b) “captain” approach c)break off the conversation d) “other”, NPC related and only available to a few characters

A) will get you the best results, but to do this your character has to have certain character traits, like a high negotiation skill. It will also depend on your character reputation, e.g. cautious characters will only open up to someone with a high reputation (if this can be implemented, otherwise you just have to select the right answers).

B) will work if you do not prefer to do “waste time” on dialogue and get straight to the point. This will give you faster results, but will also yield lesser benefits. Essentially, the relationship between you and your officer will remain practically unchanged.

C) The Player should have the option to terminate any dialogue, and he should also be able to terminate any progression made upon the two paths outline above. In short, it is a STFU option for anyone who does not care about dialogues or does not wish to proceed upon any of the paths mentioned above.


Now lets move on to my take upon the characters. Please read&review. Second opinions are always helpful.

******************************
The Characters:

Name: Lucas da Saldanha
Nationality: Spanish
What the game tells us : Lucas, whose father is an admiral in the Spanish Navy, has run away from his marriage and had a fling with the governor’s daughter, which ended badly or did not even start (the innkeeper only says that Lucas acted dejected, which is open to a lot of speculation). He then was kidnapped but returned to his father by the Player.
My take on the character :
Lucas stems from the nobility of the Spanish Empire, but his privileged upbringing is not that appealing to him. The dominating influence of his father (who just screamed authority at me, most unlike his son in that silly uniform – c’mon, gold-plated armour? How weak is that?) made sure that he rarely made his own decisions. At the same time, the father’s assignments as Naval Officer estranged the two. An arranged marriage, caused Lucas to flee to the Caribbean, where he hopes to fulfil both his dream of becoming independent and find happiness.
Lucas will not confide in anyone with a reputation below neutral for the captain path. For the “friend path”, which might lead to a special quest if I have the time, you will need a reputation higher than neutral.
Dialogues planned: 4(+4 if quest is made)

******************************
Name: Joaquin de Masse
Nationality : French (given away by the name, and also the fact that many french of that time – Like Suffren – served in the Maltese Order.)
What the game tells us: Joaquin was sent by the Catholic Church to destroy an animist sect. He is a good swordsmen, and carries a Maltese blade.
My take on the character: Like many children of the lower French nobility (notice the absence of a title in his name) Joaquin entered the Maltese Order hoping to gain the experience and prestige necessary for upper positions in the French government. However, unlike many of his contemporaries, he stayed in the order, and became one of its most trusted operatives. Holding the rank of Inquisitor within the hierarchy of the Catholic Church, he is an expert in getting information and of course, dissembling information.
Requirements: There will be no extra quest for Joaquin, simply because the game does not provide us with any areas. (Might change depending on the monastery area) The Captain path will not be available for Joaquin, since he has a much higher authority than the Player, and as an Inquisitor, knows how to avoid questions.
In order to pursue the friend path, the player must have a “hero” reputation and good negotiation skills.
Talks planned: 4/5

******************************
Name: Clement Aurentius
Nationality: Dutch (taken both from the name clement and aurentius, which sounds a lot like the latinized names of germany and the Netherlands)
What the game tells us: He lives in the lighthouse of the English colony Greenford. He is distrusted by some barbarians for his knowledge of history and science, and has done extensive study in the Indian legends and languages.
My take on the character:
Clement, who is now in his 50s, has witnessed the occupation of the Netherlands by the Iron Duke, Don Fernando Álvarez de Toledo y Pimentel, tercer duque de Alba. (Fun fact 1: Unlike Wellington, who was named so because he had iron bars at the windows of his house, Alba actually earned the nickname for his harsh rule and style of command Fun fact 2: The House of Alba has 63 titles of nobility, making it the house with the most titles in the world). After suffering at the hands of his Spanish captors, he fled to Douwesen, where he spent some time before moving to Greenford, entirely devoting his time to his studies. He has experienced some tragedies in life. (I don’t want to reveal more).
Requirements: In order to interact with him, the player needs to have a good reputation and a negotiating skill of five.
Dialogues planned: 4-6, depending on the path of the player.
******************************

Name : Artois Voysey
Nationality: French
What the game tells us: He was Navigator on Blythe’s ship and almost killed by the latter for wrecking the ship. The ship carried a load of silver, and was almost certainly a pirate ship (The hull corresponds to that of a frigate, and Blyth wears no government uniform).
My take on the character: Artois is a distrustful person who does not really fit in with the pirate world. He most likely comes from a family of seamen.
Requirements: In order to interact with him, the player needs to have good negotiation skills and have at least a neutral reputation.
Dialogues planned: 3-4

******************************
Name : Nigel Blythe
Nationality: British
What the game tells us: He’s a scumbag, backstabber and a pirate. Eventually he is killed by the player.
My take on the character: Young Nigel was one of many sailors in the British navy who suffered cruelty at the hands of officer. Rather than submit, he snuck into the captain’s cabin and slit his throat. Nigel then deserted and joined a pirate crew. After killing the Captain of that ship, he then proceeded to plunder Spanish treasure galleons. After capturing one of those ships, his ship was thrown on the rocks near Douwesen during a Storm.
Dialogues planned: 4 (Should be a riot to write).

******************************
Name : Danielle Green
Nationality: British, with French father/mother/ancestor (from the name Danielle)
What the game tells us: She is the former lover of the PC, commanding her own ship. She is a good fighter, especially with her rapier. (Although the game stats do not reflect it, the player alludes to her fighting skills in one instance). Danielle is a rash decision maker, hates betrayals and may be quite snappy from time to time. (She might appear self-centered at times, but I blame this on bad writing). She does not mention her family nor any friends, so she might not have any or prefer not to talk about it.
My take on the character: Danielle does not like to talk about her past. As a child from two different and often hostile countries, something in her past happened which caused her to grow up quite independent. (Don’t want to spoil the dialogues). She values her independence enormously and tries to defend it at all costs.
As a young girl, Danielle spent a lot of time at sea, learning the tricks of the trade from a relative, who was a merchant captain. During an attempt to defend his ship from enemy privateers, he was mortally wounded. Danielle took command of the ship and managed to drive the enemy off. Because the merchant company did not accept women as captains, she was forced to hand over her ship to a male officer. Fuming at the insult, Danielle used her inheritance to buy a small ship of her own. It was a small step from a smuggler to a privateer when war broke out, and she has been a pirate ever since. During one of her runs to Quebrada Costillas Danielle met the PC, and they had a short and tempestuous affair, which ended when neither wanted to give up his/her independence.
Dialogues planned: 4-12, depending on the path you are taking. Also, there might be one or two special quests depending on the path you are taking.
Danielle is the main plot mover in the game, and her talks should reflect it.
Paths/requirements: The “captain” path will only work with a high leadership attribute, and will contain the least dialogues. (4)
The “friendship” path will work with a high negotiation skill, and will lead to one quest and about 8 dialogues.
The “romance” path, which will only be available to Danielle and no other character, will lead to one/two quests and – if you follow it through – up to 16 dialogues. This is the hardest to write, so I will not make any definite promises on that one. Needless to say, you will need major attributes and be especially good in spotting the right responses.
******************************

Alright, that's it. If there are no objections, I'll go ahead and write the dialogues. Sample dialogues will be posted as soon as time permits.
 
Dialog choices CAN be restricted by traits of the mainchar, and the npc. So, having an npc with low leadership skill compared to the mainchar, could mean you could easily pressure them into conversation about something down the captain route etc.

All those traits are available in dialog code. Well, basically 'everything' is available... so if you can dream it, and its in the game, you can use it as a conditional for dialog action.

Just keep in mind, when an officer levels up, YOU (the player) select which skills and traits to increase on the officer. They do not do it automatically themselves based on their intended use. Someone could easily take Artois and make him into a cannoneer instead of a navigator.
 
<!--quoteo(post=169528:date=Nov 1 2006, 05:26 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 1 2006, 05:26 PM) [snapback]169528[/snapback]</div><div class='quotemain'><!--quotec-->
Dialog choices CAN be restricted by traits of the mainchar, and the npc. So, having an npc with low leadership skill compared to the mainchar, could mean you could easily pressure them into conversation about something down the captain route etc.

All those traits are available in dialog code. Well, basically 'everything' is available... so if you can dream it, and its in the game, you can use it as a conditional for dialog action.<!--QuoteEnd--></div><!--QuoteEEnd-->
Alright, thanks.

<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->
Just keep in mind, when an officer levels up, YOU (the player) select which skills and traits to increase on the officer. They do not do it automatically themselves based on their intended use. Someone could easily take Artois and make him into a cannoneer instead of a navigator.
<!--QuoteEnd--></div><!--QuoteEEnd-->
Yeah, i know. Which is the reason why I am using the standard skills (right when you meet the NPC) when writing dialogues.
 
I will get to reading this topic thoroughly some other time; I am too busy right now. <img src="style_emoticons/<#EMO_DIR#>/sad.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad.gif" />

<!--quoteo(post=169528:date=Nov 1 2006, 05:26 PM:name=IncredibleHat)--><div class='quotetop'>QUOTE(IncredibleHat @ Nov 1 2006, 05:26 PM) [snapback]169528[/snapback]</div><div class='quotemain'><!--quotec-->
Just keep in mind, when an officer levels up, YOU (the player) select which skills and traits to increase on the officer. They do not do it automatically themselves based on their intended use. Someone could easily take Artois and make him into a cannoneer instead of a navigator.
<!--QuoteEnd--></div><!--QuoteEEnd-->
We have done some brainstorming on some officer-related ideas in <a href="http://www.piratesahoy.com/forum/index.php?showtopic=8371" target="_blank">this</a> thread. We've come up with some pretty darn good ideas I think that are certainly worth trying for Build 14.
 
<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" /> PaulS and welcome!

Hehe - you've caught us in a bit of a messy patch i'm afraid, pretty much everyone is completely involved/wrapped up in trying to get build13 ready for finishing. So it may be a little while before we can give you detailed feedback, still it all sounds good and i agree that more interesting dialogue(even dialogue with less grammatical oddities would be an improvement imho) and better dialogue options would improve that part of the game greatly.
So go for it, and when we've all calmed down and have time to look at what you've got, we can have a big re-think on this aspect. Combined with any new functions for officers as Pieter talked on, this could be a great thing to have in later builds <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid=":yes" border="0" alt="yes.gif" />

So be patient with us - once build13 is finished we will be able to better look at all this with you <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile.gif" />
 
Super idea, mate! Ah, if only I were a modder! But I'm just a wee lass who has no clue re: modding.

<img src="style_emoticons/<#EMO_DIR#>/hi.gif" style="vertical-align:middle" emoid=":gday" border="0" alt="hi.gif" />
 
how about involving jaoquin with the haunted maltese abbey? you could go on an adventure with him to clear the abbey of the ghosts, and he would prevent the other maltese knights from attacking you. or maybe you simply couldn't dig because he prevented you from doing that, and you would set out with him and a whole group of knights. eventually, if you would succeed, (most of us know how hard it is) you would be knighted and would get the title 'sir'. not to confuse with being knighted by a governor due to a letter of marque.
 
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