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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.
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.
❗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.
❗Все сданные губернатору пираты за текущий период будут учтены, так как сам счётчик работал исправно.
❗Так же я добавил 4 строку ответа тавернщика, которая сообщает, о том, что цель по потопленным пиратам выполнена и уровень точно будет понижен.
Separately.
You can sink a ship and take the captain prisoner and then release him. This will count as +1 to sunk.
You can capture a pirate ship with a captain, sell the ship, and hand over the captain to the authorities. This will also count as +1 because of the pirate handed over to the authorities.
It is the only sunken ships and the pirate captains who are handed over to the authorities that count. If you capture a pirate captain, sink his ship after that and hand this captain over to the governor, it will count as 2.
This mod takes fixed time periods and changes the threat level as a result at the end of the time period. If your current threat level is 3, then 4 months according to the table from the moment the mod is installed must pass before the threat level increases or decreases. If the level decreases, then the next period will still be 3 months according to the table. And the following ones will be one and a half months. You can check the time left until the end of the current period and how many ships you have sunk in a dialogue with the bartender. He will not give direct answers, but he will give a hint.
Probably in the future I will add a mod menu with the ability to show the number of sunken ships and the time left until the end of the period.
В описании приложен файл для совместимости с Perks Reworked с инструкцией куда его положить и что удалить, чтобы ошибка не выскакивала =)
Yes. For the first increasing it may be almost a year ingame time. Also check dialogs with any tavern ceaper. If he say smth happy about sinking pirates ships it could mean that you've sunk enough ships/handed over enough pirates to keep the level from going up. According to the table, the level should rise around October 1, 1655. If you still have doubts, you can send me your save file in discord, I will see how many days and sunken ships are left before the level increases or not.
Unfortunately, I encountered engine limitations in this matter. My knowledge is not enough yet, but I am working on this issue. In case of unavailability of Google Drive, I put the file for replacement in the mod itself: \Steam\steamapps\workshop\content\2230980\3539476021\For comp with PerksReworked_1.08
It's good to know that you're still trying to figure out this compatibility issue with PerksRworked. Since I can't gain access to google drive due to our country's network policy, I can only hope that you may deploy compatibility patch anytime soon.
Добавлена поддержка mod_menu, а так же на выбор через него ограничение максимального количества пиратских кораблей в эскадре до 7 или 12 (по умолчанию ограничение отключено).
UPDATED
Added support for mod_menu, as well as the ability to choose through it to limit the maximum number of pirate ships in a squadron to 7 or 12 (the limitation is disabled by default).
Прошу прощения за неудобства. Продолжу работу над совместимость версии с мод_меню в течении дня.
downgraded to previous version
Sorry for the inconvenience. I will continue working on the compatibility of the version with the mod menu during the day.
Совместимость с модом Perks Reworked теперь так же осуществляется через mode_menu.
Added support for mod_menu, as well as the ability to choose through it to limit the maximum number of pirate ships in a squadron to 7 or 12 (the limitation is disabled by default).
Compatibility with the Perks Reworked mod is now also implemented through mode_menu.
The mod does not change the core of encounter generation. At any given time, pirate fleets encounter will check the strength of the main character's fleet. Thus, at the beginning of the game, you will receive encounters from 1-3 light pirate ships as without the mod.
For now, for compatibility, you need to download the file from Google Drive, link at the end of the mod description.
I hope to figure out the modmenu soon and add switch for compatibility through it.
Thank you!
Lol, I don't know how I could have missed this.
Minor typo :)
Dynamic Pirate Treath -> Dynamic Pirate Threat
Yes, you need to delete the file in one of the mods. In the other replace it with the one that is in the Google Drive. I tested for compatibility and everything worked for me. Try to skip the time to midnight (the script after installation of Dynamic Pirate Treath is processed for the first time at midnight) after that the tavern keeper should have phrases related to Dynamic Pirate Treath. If this does not work, please, if possible, send saves and logs to me in discord.
Maybe I should delete the worldmap_globals.c file from Dynamic Pirate Threat and only replace the one from PerksReworked [1.5.1]?
Added a file for compatibility with the Perks Reworked mod. Please note that the Perks Reworked mod also affects the dependence of the pirate threat on the hidden characteristics of your officers. I tried to integrate both indicators. If there are problems with the pirate threat level, please report
Got feedback that with 20 ships on the screen, the fps can drop. I'll try to add a menu mod with the ability to limit the number of ships. Also, many small ships snap back at a strong player fleet. I would say that's the point. But also for convenience, I'll try to add an option to reduce the strength of pirate fleets at low levels.
I'll see what I can do with it in a day or two.