Not a big deal and something that's easy to work around. But it keeps annoying me and I keep commenting it out in the code, for years now, so I've decided I might just as well complain here.
I typically play on Ironman/Swashbuckler and I like to select Stormy Start option in the game opening, because it's less talking that way and it randomizes the starting location nicely.
But, that combination of options never fails to trigger the Evil part of the stormy start, which is currently implemented like this:
Getting the ship I've spent time selecting replaced by a leaky bucket can be fun once or twice, but it gets old rather quickly. And the replacement is silent. When it happened to me for the first time, I've spend hours (Ironman, remember) circling around the island looking for my ship, just as the journal instructed me to do. Only after I've looked at the source code, I understood that leaky abomination I'm in possession of is the only "ship" I'm going to find. That's a memorable experience, sure, but not the one I enjoy repeating each time I start a new game.
And while I have no problems with skill reduction, it makes zero sense plot-wise: why would a storm cause that?
I think, the skill reduction would be better as a part of difficulty level. For free play games I'd simply make the starting player's level to be 1 for Swashbuckler, 3 for Adventurer, 5 for everything else.
Personally, I'd remove everything else Evil Stormy Start related without giving it second thought, but if we want to keep the entire thing as a challenge, it can probably be made into a free play opening. Say, you were born into slavery, which kinda explains why nobody bothered to teach you any useful skills like grappling and gaming. And then you start without any money or possessions and you have to actually steal that tartane to run away.
I typically play on Ironman/Swashbuckler and I like to select Stormy Start option in the game opening, because it's less talking that way and it randomizes the starting location nicely.
But, that combination of options never fails to trigger the Evil part of the stormy start, which is currently implemented like this:
Code:
// The Diamond: Evil Stormy Start -->
if (GetDifficulty() == DIFFICULTY_SWASHBUCKLER) {
PChar.skill.Leadership = 1;
PChar.skill.Fencing = 1;
PChar.skill.Sailing = 1;
PChar.skill.Accuracy = 1;
PChar.skill.Cannons = 1;
PChar.skill.Grappling = 1;
PChar.skill.Repair = 1;
PChar.skill.Defence = 1;
PChar.skill.Commerce = 1;
PChar.skill.Sneak = 1;
PChar.skill.freeskill = 0;
GiveShip2Character(PChar,"Tartane2","Leaky Bucket",-1,GetServedNation(),true,true);
PChar.Ship.SP = MakeInt(GetCharacterShipSP(PChar) * 3 / 5); // Evil Stormy Start further damages sails
PChar.money = 0;
PChar.wealth = 0;
}
And while I have no problems with skill reduction, it makes zero sense plot-wise: why would a storm cause that?
I think, the skill reduction would be better as a part of difficulty level. For free play games I'd simply make the starting player's level to be 1 for Swashbuckler, 3 for Adventurer, 5 for everything else.
Personally, I'd remove everything else Evil Stormy Start related without giving it second thought, but if we want to keep the entire thing as a challenge, it can probably be made into a free play opening. Say, you were born into slavery, which kinda explains why nobody bothered to teach you any useful skills like grappling and gaming. And then you start without any money or possessions and you have to actually steal that tartane to run away.