Recently, a lot of things got changed by pirate_kk with the usage of flags and what impact that has on the relation of other nations towards you. This greatly improves the freedom of the player and makes for a more interesting game. But since this is a rather large change in the game and has made for some confusion with people playing the game, I thought I'd open up a new thread just for this mod where people can explain their views on it.
Please read below text for explanation about this mod. This text can also be found in your buildinfo folder if you are using the Post Build 12 mods in the "KK Mod ReadMe.txt" file.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->KK mod ver. 1.0
I made some changes to increase a freedom of movements which player can
make. All of them might be set up in BuildSettings.h. This mod works on
top Post Build Release from 21 November 2005 with upgrade from 21 November
2005.
1. Opponents reaction when using different flags.
In a stock PotC, player couldn't use a flag of nation which relation to
Nathaniel Hawk was hostile. I decided to chenge rules: the player can use
any flag he wants, but reaction of opponents will be adequate to flag he's
carrying during battle. The change of banner is blocked only during battle
when entering the map is blocked. However, after the change ships which
were hostile will be still enemy.
This mod might be turned off by setting ENABLE_FLAGS in BuildSettings.h to
0.
When NATIONS_ENEMY_TO_FLAG_ALWAYS_HOSTILE is set to 1, ships of every
nation which is hostile to that of Nathaniel will be also hostile to
him, even if he has a LoM (i.e., if he has british LoM and is sailing
under duch colors, when he meets british ships, they'll be hostile. Sinking
them will cause a drop of RMRelation points, and when they drop below 0
LoM will be lost). If NATIONS_ENEMY_TO_FLAG_ALWAYS_HOSTILE = 0, vessels
belonging to nations which Nathaniel has LoM with are friendly (in
situation as in above example, british ships would be friendly).
Parameter CHANCE_DETECT_FALSE_FLAG defines probability that enemy nation
will recognize Nathaniel and attack him. Only during escape from Oxbay
at the beginning Nathaniel has 100% chance of remaining undetected. This
parameter should be a float value in the range from 0 (Nathaniel is never
recognized) to 1 (he'll be always recognized).
2. Capturing ships blocking Oxbay.
French have send a squadron of three ships (battleship Belette and frigates
Cleopatre and Semillante) to guard captured colony of Oxbay. Their main
role was to attack corvette Rivoli when her captain, Rabel Yverneau,
defected to British. Originally they couldn't be boarded. But when
ENABLE_CAPTURE_FRENCH_SQUADRON is 1, the possibility of boarding and
capturing them exists. Those ships can be even taken during quest on
Rivoli, because now only one officer is sent onboard Nathaniel's ship to
Redmond, while the rest remains. Rabel might be removed from officer's slot
and Rivoli might be sold or berthed, but not on Redmond. If Nathaniel have
no officers, he can put Rabel in charge of commanding a ship, but unless
it will be sold or berthed before arriving at Redmond this ship will be
lost.
When value of ENABLE_RESTORE_OF_FRENCH_SQUADRON is 0, captured or sunk
ships which were belonging to the squadron won't be replaced. If it's set
to 1, any ship lost by the French will be replaced by another one of the
same type during escape from Oxbay on Yverneau ship.
3. Merged with CCC's mod.
When Nathaniel uses HoistFlag command he will become pirate and can
capture friendly or neutral ships. After entering the map he will use his
previous flag and all relations will be restored. However, he may be
recognized later when walking in the town.
4. Less important changes.
If ENABLE_FLAGS is enabled after leaving Oxbay for the first time Nathaniel
goes to his ship and can enter map only when Enter Map icon is visible.
When Nathaniel goes together with Tobias to shipyard he isn't attacked by
French soldiers anymore, while before (in the pure Build 12 mod) he had to
fight with many of them. I changed a french attitude toward Nathaniel that
he is attacked by four soldiers guarding the entrance.
Nathaniel escapes from Oxbay under French colors, although french ships
will attack him anyway - I assume that only complete fool could show
british flag in similar circumstances.
Any improvements or suggestions are welcome.
pirate_kk<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>My views on this mod:</b>
I really like this mod myself, but think it would be up for some improvement. I have sent the following suggestions to pirate_kk, but also post them here in case someone else might have some comments on them:
Now that we can fly any colours we want, that does give a few strange effects. For example, if you sail under the English flag, like you usually do in the beginning of the game, almost all ships you encounter will think you are English and will thus be at war with you, including Dutch and Spanish ships that normally wouldn't be at war with you. Also: If you raise Portugese colours, only pirates are at war with you. Something strange that also happens: If you raise neutral colours, you will get a Letter of Marquee with "No Nation" and you will keep your previous relations with all other nations. Another problem is that now the relations interface shows your actual relations, but not the relations you have based on your flag. So that's a bit confusing. I have some suggestions for this mod to possibly make it better:
- If you raise a neutral flag, you should get your actual relations with all nations (because then other ships will see that you are not a ship from another nation). You should also not get a LoM from "No Nation"; that looks weird.
- If you raise pirate colours through the relations interface, you should also be branded a traitor (I don't know if that happens yet).
- You should get a higher chance of being recognized for your true nation when you have a higher rank*. So in the beginning of the game, you'll be able to fool other ships, but once you become known, you can't fool them anymore.
* if possible, not player's rank, but how known you are as a pirate (shown in the nation relations interface). So if you are the Scourge of the Seven Seas, it won't matter what flag you fly anymore; you will be recognized for who you are anyway.
- If you raise, for example Portugese colours and sail near French ships and you are recognized, the French ships should attack you (if you are personally at war with France). But it should also work the other way around: if you are flying English colours and are sailing near Dutch ships and you are recognized, the Dutch ships shouldn't attack you, even though England is at war with the Netherlands if you personally are not at war with the Netherlands.
Please read below text for explanation about this mod. This text can also be found in your buildinfo folder if you are using the Post Build 12 mods in the "KK Mod ReadMe.txt" file.
<!--quoteo--><div class='quotetop'>QUOTE</div><div class='quotemain'><!--quotec-->KK mod ver. 1.0
I made some changes to increase a freedom of movements which player can
make. All of them might be set up in BuildSettings.h. This mod works on
top Post Build Release from 21 November 2005 with upgrade from 21 November
2005.
1. Opponents reaction when using different flags.
In a stock PotC, player couldn't use a flag of nation which relation to
Nathaniel Hawk was hostile. I decided to chenge rules: the player can use
any flag he wants, but reaction of opponents will be adequate to flag he's
carrying during battle. The change of banner is blocked only during battle
when entering the map is blocked. However, after the change ships which
were hostile will be still enemy.
This mod might be turned off by setting ENABLE_FLAGS in BuildSettings.h to
0.
When NATIONS_ENEMY_TO_FLAG_ALWAYS_HOSTILE is set to 1, ships of every
nation which is hostile to that of Nathaniel will be also hostile to
him, even if he has a LoM (i.e., if he has british LoM and is sailing
under duch colors, when he meets british ships, they'll be hostile. Sinking
them will cause a drop of RMRelation points, and when they drop below 0
LoM will be lost). If NATIONS_ENEMY_TO_FLAG_ALWAYS_HOSTILE = 0, vessels
belonging to nations which Nathaniel has LoM with are friendly (in
situation as in above example, british ships would be friendly).
Parameter CHANCE_DETECT_FALSE_FLAG defines probability that enemy nation
will recognize Nathaniel and attack him. Only during escape from Oxbay
at the beginning Nathaniel has 100% chance of remaining undetected. This
parameter should be a float value in the range from 0 (Nathaniel is never
recognized) to 1 (he'll be always recognized).
2. Capturing ships blocking Oxbay.
French have send a squadron of three ships (battleship Belette and frigates
Cleopatre and Semillante) to guard captured colony of Oxbay. Their main
role was to attack corvette Rivoli when her captain, Rabel Yverneau,
defected to British. Originally they couldn't be boarded. But when
ENABLE_CAPTURE_FRENCH_SQUADRON is 1, the possibility of boarding and
capturing them exists. Those ships can be even taken during quest on
Rivoli, because now only one officer is sent onboard Nathaniel's ship to
Redmond, while the rest remains. Rabel might be removed from officer's slot
and Rivoli might be sold or berthed, but not on Redmond. If Nathaniel have
no officers, he can put Rabel in charge of commanding a ship, but unless
it will be sold or berthed before arriving at Redmond this ship will be
lost.
When value of ENABLE_RESTORE_OF_FRENCH_SQUADRON is 0, captured or sunk
ships which were belonging to the squadron won't be replaced. If it's set
to 1, any ship lost by the French will be replaced by another one of the
same type during escape from Oxbay on Yverneau ship.
3. Merged with CCC's mod.
When Nathaniel uses HoistFlag command he will become pirate and can
capture friendly or neutral ships. After entering the map he will use his
previous flag and all relations will be restored. However, he may be
recognized later when walking in the town.
4. Less important changes.
If ENABLE_FLAGS is enabled after leaving Oxbay for the first time Nathaniel
goes to his ship and can enter map only when Enter Map icon is visible.
When Nathaniel goes together with Tobias to shipyard he isn't attacked by
French soldiers anymore, while before (in the pure Build 12 mod) he had to
fight with many of them. I changed a french attitude toward Nathaniel that
he is attacked by four soldiers guarding the entrance.
Nathaniel escapes from Oxbay under French colors, although french ships
will attack him anyway - I assume that only complete fool could show
british flag in similar circumstances.
Any improvements or suggestions are welcome.
pirate_kk<!--QuoteEnd--></div><!--QuoteEEnd-->
<b>My views on this mod:</b>
I really like this mod myself, but think it would be up for some improvement. I have sent the following suggestions to pirate_kk, but also post them here in case someone else might have some comments on them:
Now that we can fly any colours we want, that does give a few strange effects. For example, if you sail under the English flag, like you usually do in the beginning of the game, almost all ships you encounter will think you are English and will thus be at war with you, including Dutch and Spanish ships that normally wouldn't be at war with you. Also: If you raise Portugese colours, only pirates are at war with you. Something strange that also happens: If you raise neutral colours, you will get a Letter of Marquee with "No Nation" and you will keep your previous relations with all other nations. Another problem is that now the relations interface shows your actual relations, but not the relations you have based on your flag. So that's a bit confusing. I have some suggestions for this mod to possibly make it better:
- If you raise a neutral flag, you should get your actual relations with all nations (because then other ships will see that you are not a ship from another nation). You should also not get a LoM from "No Nation"; that looks weird.
- If you raise pirate colours through the relations interface, you should also be branded a traitor (I don't know if that happens yet).
- You should get a higher chance of being recognized for your true nation when you have a higher rank*. So in the beginning of the game, you'll be able to fool other ships, but once you become known, you can't fool them anymore.
* if possible, not player's rank, but how known you are as a pirate (shown in the nation relations interface). So if you are the Scourge of the Seven Seas, it won't matter what flag you fly anymore; you will be recognized for who you are anyway.
- If you raise, for example Portugese colours and sail near French ships and you are recognized, the French ships should attack you (if you are personally at war with France). But it should also work the other way around: if you are flying English colours and are sailing near Dutch ships and you are recognized, the Dutch ships shouldn't attack you, even though England is at war with the Netherlands if you personally are not at war with the Netherlands.