Governor ship-hunting quests: I agree with no negative points, and full plus points for all nations with which you have a LoM and are hostile to the ship. You've effectively got a temporary LoM from the governor so it's a legal kill/capture if you have no regular LoM; it's also a ship of whatever nation it is, with all the consequences that implies, including losing a LoM if it came from that ship's nation. Something else to be careful about if you have multiple LoM's.
Yikes, that may be quite tricky. Basically that means no negative points,
unless the ship belongs to a nation you've got a LoM from.
It may be easier to ensure that the ship generated WILL be of a nation hostile to you so that possibility becomes a non-issue.
In fact, that may already be the case, but I'd have to check to be sure.
Adding points to all other affected nations you have a LoM with would have to be done "after the fact", just like the adding of points is done now.
That would mean looping through all nations and checking if you have a LoM with them. I suppose if we do need to do that, loosing LoMs based on that should be possible as well.
Escort quest enemy ship: that quest didn't come from a governor so you have no temporary LoM covering you. At best, no negative points so people who hate getting LoM's can still play the quest without turning pirate. No positive points unless you have a relevant LoM, and as usual, lose the LoM if the ship you sank/captured belongs to the nation who sold you the LoM. (If you have an English LoM, you shouldn't be immune to losing it if you then take a mission to escort a Spanish ship and end up facing an English enemy. You're supposed to be sinking Spanish ships, not escorting them!)
In that case it may be simplest to revert to the normal
UpdateRMRelation behaviour then.
Maybe I should start feeding the character you killed to get those points into that function too.
That should make it easier to add in additional exceptions as right now there is basically no flexibility at all.
Gets weird though if that function is called
without a character being "killed".
I was originally thinking of having these ships excluded from the normal behaviour and then give points upon completing the quest as well.
But that is tricky as well since you don't NEED to sink/capture that ship at all. Escaping is an option as well, of course.
Maybe at the very least that sort of enemy should be REMOVED upon completing the quest.
Simplest solution would be: Exclude these ships from the relations mod altogether. Upon quest completion, remove the ship.
Animists: leave it as is, nation relations update skipped. If we do want to reward the player with improved relations, the best place to do it is probably in the quest code.
Doing it in the quest code is indeed my preferred option as well.
Would you reckon that is important to actually do or is there enough reward to that quest as it is?