Some additional thoughts:
- I *could* adapt the "JoinNavy" function so that it behaves different for joining the pirates in Arcade Game Mode.
This would then become similar to the "Rebel start" change I made for
@Jason in the Free Play storyline:
Code:
if(iRealismMode == 0) SetRelationsAsNation(PERSONAL_NATION); // Don't keep original nation relations on Arcade Game Mode
if(iNation != PIRATE) SetRMRelation(PChar, PIRATE, REL_AFTERATTACK); // You saved a group of pirates from torture and death
SetRMRelation(PChar, iNation, REL_MIN); // You are a traitor to the crown
This would need some adapting though, so we could change it to "original served nation turns hostile" and "pirates turn friendly".
If your original served nation is personal or pirate already, then a
random nation could be chosen to become hostile.
After all, if you turn pirate, then SOMEBODY must turn hostile, no???
- England technically turn hostile in THIS quests_reaction.c case, which is just
prior to the deal with Davy Jones:
Code:
case "sunk_wench":
GiveShip2Character(pchar,"HMS_Bounty","Lindesfarne",ENGLAND,-1,true,true);
HoistFlag(PERSONAL_NATION);
PChar.Flags.Personal = 3; // PB: EITC Flag
PChar.Flags.Personal.texture = 3;
break;
Actually, perhaps the whole "joining the pirates" thing should occur ONLY if you accept the deal.
But if you decline, England should
still turn hostile, no? You still double-crossed Beckett, after all.
- It seems that
none of these dialog cases in Beckett's dialog file are used at all:
Code:
case "Captured_on_Oxbay2":
dialog.text = DLG_TEXT[210] + pchar.lastname + DLG_TEXT[211];
Link.l1 = DLG_TEXT[212];
Link.l1.go = "Captured_on_Oxbay3";
break;
case "Captured_on_Oxbay3":
dialog.text = DLG_TEXT[213];
Link.l1 = DLG_TEXT[214];
Link.l1.go = "Captured_on_Oxbay4";
break;
case "Captured_on_Oxbay4":
dialog.text = DLG_TEXT[215];
Link.l1 = DLG_TEXT[216];
Link.l1.go = "exit_captured_on_Oxbay";
break;
- I don't think we need to make the Jack Sparrow storyline too friendly for non-pirate players.
You're playing JACK SPARROW! You should expect to be a ruddy, bloody pirate!
It is deliberately advertised as such with the flag in the Select Storyline interface!
From my side, I reckon the best way to deal with this though is to:
1. Set England hostile when the Wench is burned
2. Set the Pirates friendly when you
accept the deal with Davy Jones
3. Change the dialog with Davy Jones to indicate that you now CAN join the Pirate Brotherhood at Nevis IF YOU WISH!
That allows deliberate player choice there, but WILL still turn ALL nations hostile if you choose to do so.
Being hated by all nations could make for interesting piratey gameplay though.
You'll be needing lots of false flags and avoid sailing in under any forts' cannons. Back doors required.
That is certainly not as simple as would normally be the case, but it IS piratey so this could actually be a
good thing.
We could even have some sidequests REQUIRE that you are in the Pirate Brotherhood; that might make sense for those Pirate Lords ones, no?
- For game start, we could set the player neutral/wary with all nations; at least on Arcade Game Mode.
(Perhaps Personal Nation start
should have all nations
Wary, rather than Neutral?)
Then have England turn neutral for the first mission for Beckett and have them turn friendly once you fully join the EITC.
That would prevent any FULL RESETTING of nation relations in mid-game because we found that calling
SetRelationsAsNation during the game isn't a very good idea anyway.
I do like it when changes to nations relations make sense in the context of the storylines.
That definitely makes it feel much more like the game world and the story go hand in hand.
@Grey Roger did a nice job with that for Hornblower! But Jack Sparrow clearly needs some more attention there....