Caribbean Legend

Caribbean Legend

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[1.5.1 Ru/En/Cn] Dynamic Pirate Threat
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1 Aug @ 5:12am
25 Aug @ 4:45pm
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[1.5.1 Ru/En/Cn] Dynamic Pirate Threat

In 1 collection by Betteno
Betteno mods
5 items
Description
🎌 Mod for version 1.5.1
🌐 Supports Russian, English and Chinese languages.

⚓ Description ⚓

I always liked the pirate threat escalation system, but once it reaches level 5, that's it—no more influence from the player. Pirates become a static annoyance at sea, a cheap irritant you can easily ignore. We keep sinking and plundering them, getting frustrated, but it doesn’t feel like it really changes anything. If only our actions could truly affect the pirate menace…

Want to see pirate fleets made up of 12–15 luggers and barques (when they're weak, they try to win with numbers) going up against your man-o-war? Or pirates attacking a well-armed Spanish war fleet with 4–5 brigs and brigantines? Or perhaps you want to pull Momento out of port authority and test its mettle against worthy opponents? Maybe you just want your actions at sea to matter a bit more, outside of quests and storylines? Then this mod is for you.

This mod overhauls the pirate threat level system. Now, it’s no longer tied to the main character’s rank.
The rise in pirate threat level depends on the passage of time in the game. BUT the mod also implements a system for lowering the threat level—down to level 1. It’s simple and logical: if the player keeps sinking pirates, the pirates’ mighty ships become less common, and the threat level drops. Let the pirates run wild or ignore them, and they’ll rearm, hire more cutthroats, and start stirring up trouble again, driving the threat back up to 5.
And now it makes sense to hand over pirates to governors, because every hanged man who gets a hemp tie will also count towards reducing the threat level. 🏴‍☠️

📌The tavern keeper can give you hints about how much time is left until the next period and how well you are doing with reducing the threat level.

📌A sample chart of timeframes and required number of pirate ships sunk can be found in the screenshots.

📌Via mode_menu you can limit the maximum number of pirate ships in encounters to 7 or 12 (the limit is disabled by default).

⚠️ Requirements & Compatibility ⚠️

A new game is not required (the mod works with your current pirate threat level, the first period is determined by the current level)
The mod can be removed without harming your saves (the threat level and encounters will revert to their pre-mod values)

🛠️ Technical Information 🛠️

Modified files:
📁Program\encounters\Encounters.c
📁Program\encounters\encounters_map.c
📁Program\scripts\time_events.c
📁Program\worldmap\worldmap_globals.c
📁Program\dialogs\english\Common_Mayor.c
📁Program\dialogs\english\Common_Tavern.c
📁Resource\INI\texts\english\Localization_Assets\characters\QuestsUtilite.txt

🚫 Not compatible with other mods that change these files.

🔓 For compatibility with the Perks Reworked mod:
Download the file[drive.google.com] and place it into the folder as shown in the included txt. Same file now is located in the mod itself: \Steam\steamapps\workshop\content\2230980\3539476021\For comp with PerksReworked_1.08
❗ To work properly with the Perks Reworked mod, you also need to manually delete the file: \Steam\steamapps\workshop\content\2230980\3439902769\Program\worldmap\worldmap_globals.c ❗

========================================================================
☠️@Azure☠️ Thank you very much for your help in localizing into Chinese!
========================================================================

If you’d like to help translate this mod into your language (among those available in the game), message me on Discord: #ishka7287.
I’ll happily provide the necessary text strings in Russian or English!
53 Comments
Betteno  [author] 1 hour ago 
This functionality was introduced in the game's beta. Technically, this form of mod doesn't make sense for 1.6. I'm looking toward deeper development of the mod.
Betteno  [author] 26 Oct @ 3:49am 
Thank you for your interest in my mode! I will start migrating the mod to version 1.6 on Monday.
Vi4us 25 Oct @ 1:37pm 
when for 1.6?
Betteno  [author] 16 Sep @ 2:02am 
@vectray26se
Yes, only sunken pirate ships and pirates handed over to the authorities count. Originally, I wanted sunken ships only to be counted, since the player can sell captured ones. I'll look into whether it's possible to determine whether the player added a ship to the squadron or sank it after capturing it when beta 1.6 comes out.
vectray26se 13 Sep @ 8:42am 
Does it also count if i capture pirate ships and sell them? I crippled a pirate fleet by boading and sinking 3 smaller vessels and boarding and captureing 7 bigger ones. But the counter says only 3, so i guess only sinking counts. If that's the case i would wish to have capturing also counted as the pirate is gone, dead or captive. Of course only if you can make it work.
Betteno  [author] 6 Sep @ 12:45pm 
Thank you very much! ^w^
I am very flattered to be included in the mounth selection. It was unexpected and motivating. I am still struggling with implementation of new mod, but I have ideas for improvement of Dynamic Pirate Threat. :cat_pirate:
The Emperor's Chosen 6 Sep @ 7:26am 
congrats on the shout out! ^.^
Betteno  [author] 25 Aug @ 4:46pm 
добавил точный счётчик дней и потопленных пиратов/цель в мод меню, чтобы при сомнениях можно было подглядеть :respect_soldier:
Betteno  [author] 25 Aug @ 4:46pm 
added an accurate counter of days and sunken pirates/goal to the mod menu, so that if in doubt, you can take a peek :respect_soldier:
Betteno  [author] 25 Aug @ 4:33pm 
❗To my deepest regret, there was an error in the main script regarding the pirates handed over to governors when the threat level was lowered. Thanks to @Miria, this error was identified and fixed. The file for compatibility with Perks Reworked again needs to be replaced in the program/worldmap folder.
❗All pirates handed over to the governor for the current period will be taken into account, since the counter itself worked properly.
❗I also added the 4th line of the tavern keeper's response, which reports that the goal for sunken pirates has been completed and the level will definitely be lowered.