Looks like those tavern officers are generated through PROGRAM\LandEncounters\LandEnc_init.c:
So that is where the 50/50 chance on each location entry comes from.
That code looks rather alien to me, since I don't know of a simple way to tweak it.
Simplest would be to do away with it altogether and handle the officer generation elsewhere.
Actually, there appear to be a whole bunch of things in that particular file that aren't used.
ENC_POORMAN, ENC_LATEWALKER, ENC_CONVICTS and ENC_SURVIVOR all sound quite interesting.
Probably more left-overs from the game that PotC was meant to be, e.g. unfinished features.
Seriously, the developers of PotC were pretty damn ambitious!
Code:
LandEncTemplate[n].id = "tavern";
LandEncTemplate[n].quantity = 1;
//NK -->
LandEncTemplate[n].enc1.type = "ENC_OFFICER";
LandEncTemplate[n].enc1.chance = 0.5;
// NK <--
LandEncTemplate[n].enc1.StartTime = 0;
LandEncTemplate[n].enc1.EndTime = 24;
That code looks rather alien to me, since I don't know of a simple way to tweak it.
Simplest would be to do away with it altogether and handle the officer generation elsewhere.
Actually, there appear to be a whole bunch of things in that particular file that aren't used.
ENC_POORMAN, ENC_LATEWALKER, ENC_CONVICTS and ENC_SURVIVOR all sound quite interesting.
Probably more left-overs from the game that PotC was meant to be, e.g. unfinished features.
Seriously, the developers of PotC were pretty damn ambitious!