NathanKell
...
{NB: the game uses "rank" internally and "Level" externally, so forgive me if I use them interchangeably... :}
That's part of the problem; the level of enemy captains can be way above one's own on Swash; and since level is used as a multiplier in shipmoney...
(Heh. "It's a feature, not a bug" quoth the programmer...)
But of course outlandish rewards whatever their cause remain problems. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" />
You might remove the " weight * " from each formula (since level is already kinda dependent on ship weight it's thus a somewhat exponential expression). That should reduce things nicely, although probably not terribly realistically.
Regarding iShipClass; it is in this instance the class of the specific ship being filled with goods (which `Stone-D` preferred to use rather than ship weight as a multiplier).
Regarding rndscl.
It appears I changed the code after I wrote the comment. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid="ops2" border="0" alt="oops3.gif" />
What it's doing now is:
First create a random ratio between 0.0 and 0.3
Then, fill the ship until there is less than that much cargo space free (i.e. ship is between 0.7 and 1.0 full).
However, note that that section only applies after `Stone-D`'s above, so it may never be executed if `Stone-D`'s code fills the ship up.
However the whole darned thing should be rewritten anyway to reflect the origin of the ship if/when we switch from simple random encounters to fleet tracking.
That's part of the problem; the level of enemy captains can be way above one's own on Swash; and since level is used as a multiplier in shipmoney...
(Heh. "It's a feature, not a bug" quoth the programmer...)
But of course outlandish rewards whatever their cause remain problems. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="" border="0" alt="smile.gif" />
You might remove the " weight * " from each formula (since level is already kinda dependent on ship weight it's thus a somewhat exponential expression). That should reduce things nicely, although probably not terribly realistically.
Regarding iShipClass; it is in this instance the class of the specific ship being filled with goods (which `Stone-D` preferred to use rather than ship weight as a multiplier).
Regarding rndscl.
It appears I changed the code after I wrote the comment. <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/unsure.gif" style="vertical-align:middle" emoid=":?" border="0" alt="unsure.gif" /> <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/oops3.gif" style="vertical-align:middle" emoid="ops2" border="0" alt="oops3.gif" />
What it's doing now is:
First create a random ratio between 0.0 and 0.3
Then, fill the ship until there is less than that much cargo space free (i.e. ship is between 0.7 and 1.0 full).
However, note that that section only applies after `Stone-D`'s above, so it may never be executed if `Stone-D`'s code fills the ship up.
However the whole darned thing should be rewritten anyway to reflect the origin of the ship if/when we switch from simple random encounters to fleet tracking.