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SailwindVirtualCrew

SailwindVirtualCrew adds crew as both an automation element and a new aspect of in-game progression to Sailwind. As part of your journey, you can collect and curate a crew to assist in managing your ship, your navigation, and quality of life.

Depends on:

Strongly inspired by:

Current Features

Crew Management

  • Crew can be hired/fired at ports.
    • Small ports have 1 crew.
    • Hub ports have 5 crew.
  • Crew have statistics, but they often try to "sell themselves", so their true stats may be a little different than advertised.
    • You'll need to evaluate them yourself to see if they live up to their bluster.
  • Stats range from 1 to 5 and use the classic:
    • Strength
    • Dexterity
    • Constitution
    • Intelligence
    • Wisdom
    • Charisma

Crew Types

Deckhand

  • Can operate winches.
  • Can be commanded to bail out water
  • You can issue commands like "lower all sails"
  • They take on the jobs, move to the winches (based on Dexterity), and operate them (based on Strength).
  • If you have a big ship, you may want to get more than one deckhand, or you'll be waiting a long time for them to finish all the jobs!

Pilot

  • Can operate the helm.
  • You click on a virtual compass and they attempt to hold that heading.
  • Pilots with more Intelligence do a better job of getting your requested heading correct.
  • Their PID controls can be tuned by the player.
  • They can also respond to simple commands like: "Starboard 15 degrees"

Navigator

  • Can operate navigation tools.
    • Can scan for tools you have on the ship or in your inventory.
  • Navigators with better Intelligence take more precise measurements.
    • Special case: Intelligence 1 navigators have basically no idea where they are.
  • Can only operate most tools once per day, representing their "best effort" with it.

Lookout

  • Keeps an eye out for landmasses, based on their Wisdom, and reports the rough heading to them.
    • Can scan for and use spyglasses on board or in player inventory
Tools
  • Quadrant: Can only be used between 20:00-04:00 local time. Gets latitude.
  • Sun Compass: Can only be used between 11:00-13:00 local time. Gets latitude.
  • Chronometer: Can only be used between 11:00-13:00 Global time. Gets longitude.
  • Chronocompass: Can be used between 08:00-16:00 local time. Gets longitude and latitude. Can be used more times per day.

Planned Features

Crew Management

  • Crew can only be fired at ports.
    • You wouldn't just drop somebody in the ocean, would you?

Crew (General)

  • Crew should require wages, paid out periodically.
  • Crew should require food, eaten daily.
  • Crew will only operate if they have enough beds.

Crew Roles

Deckhands

  • Can raise and lower anchors
  • Can operate bilge pumps

Pilots

  • Should only be able to pilot for a duration based on their Constitution.
  • If you want 24/7 automatic piloting, you'll probably need 2-3 pilots.

Chief Officer

  • New role.
  • Meant to take some of your own command burden.
  • Can only have 1.
  • Can be configured to:
    • Periodically call for the sails to be trimmed.
    • Instruct the Navigator to take their measurements at the proper times.
    • Rotate out pilots as they become tired.
  • Checks hull status and issues repairs at sea.
  • Their Charisma acts as a buff (or detriment) to the statistics of other crew members.

Lookout

  • Can collaborate with the Navigator to get the island name if you have a recent lat/lon and you've visited the goods trader on that island or have a chart with that island.
    • Not sure how the latter would work with scrambled seas...
    • Note that a bad lat/lon might mean they make a mistake and name it incorrectly!

Chef

  • New role.
  • Reduces how much food the crew eats by preparing correctly-sized meals.

Quartermaster

  • New role.
  • Helps move supplies around the boat.
  • Activates/enables the CargoController mod.
  • Manages repairs

Supercargo

  • New role.
  • Pays attention to the market and prices.
  • Activates/enables the ProfitPercent mod.

UI / UX

For now, all features are accessed via windows; long-term the goal would be to achieve the same immersion Sailwind generally aims for (character models on board


Known Issues

  • When combined with the CargoController mod, mod text is all changed to Sailwind font. This causes sizing and reflow issues.
  • The following roles can still be hired but currently serve no function:
    • Chief Officer
    • Chef
    • Quartermaster
    • Supercargo
  • Window sizes are wrong and initial placement is poor.

Suspected Issues

  • Very little testing has been done around adding/removing sails from the ship.

How To Use This Mod

Press B to bring up the windows, and press Tab to free the mouse so you can interact with them.

Sail Management

  • Sails default to the name of the mast and the name of the sail.
    • This is difficult to read, so you can rename sails to make quick access easier.
  • Sails can be placed into groups so you can command several of them at once.

Piloting

  • Click on the heading you want on the compass diagram.
  • Press Start Piloting.
  • If you interact with the helm, this should disengage the pilot.
  • You can also stop piloting via the window.

Navigation

  • Checkbox any tools you have access to.
  • Press the tool button to get a reading.

Testing Mode

  • In the Developer page:
    • Press Access Developer powers
  • This should have a button to add 3 randomized deckhands, 1 navigator, and 1 pilot to your ship.
  • Also enables various extra information on many panels.

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Virtual Crew mod for Sailwind

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