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If you have a LoM, you sell for 50% of the sale price. And skills don't affect the sale price either. So that makes for pretty good going.Well what I experienced was a good amount of sell price for non pirated ships.. they were not shown as pirated since I have a LOM.. which makes all ships you capture (which you captured from LOM's enemy nations) can be considered original and sold for much higher than pirated...
You mean to not have a "price bonus" when you get a LoM?Would be nice to see all ships captured to be sold as pirated and ships bought from shipyard to be considered original.. just for consideration of increasing difficulty in acquiring money in this game.. the harder it is to make money.. the more fun and effort we put in the gameplay![]()
#define SHIPYARD_BOUGHTSHIP_SELL_MULT 0.90 // FLOAT - SY_RPG_STYLE - multiplier to sell price for a LEGIT ship (one you bought originally)
True. Only a problem if you start "hoarding" your money though.And if you think that's bad, remember that a privateer operating under a LoM will need to switch to paying by division of plunder so he won't get to accumulate all that money.
That doesn't get offset by the fact you still have to buy provisions then?The same is not true for a naval officer. You probably don't want to see how much money I had by the time I finished the last playthrough of "Hornblower".![]()
Confirmed.The current system, if I understand correctly, is that a ship which you own (either it was yours at the start of the quest or you bought it from a shipyard) will sell for maximum price; a pirated ship will sell for maximum or near maximum price if you have joined the Pirate nation (not the same as merely using a Pirate flag and having "served nation" Pirate); a legally captured ship (e.g. under a LoM) will sell for a reduced price; and a pirated ship when you have not signed up to Pirate nation will sell for least. The fraction of the full price which you get for selling these various grades of ships could perhaps be reduced - even if you're selling your own ship, you wouldn't get full price for it, partly because the shipyard will want to sell it on and make a profit, and partly because you're selling it as a second-hand ship.
// PB: Method of acquiring ship influences sale price -->
// Inspired by TIH's rpgstyle shipyard (Jul27'06)
float sellMult = SHIPYARD_SHIP_SELL_MULT; // 0.30 with SY RPG Style OFF
if ( SY_RPG_STYLE ) {
switch (ShipAcquiredState(arCurShip))
{
case "bought":
sellMult = SHIPYARD_BOUGHTSHIP_SELL_MULT; // 0.90 for ship bought from a shipyard
break;
case "taken":
sellMult = makefloat(((SHIPYARD_PIRATEDSHIP_SELL_MULT+SHIPYARD_BOUGHTSHIP_SELL_MULT)/2)); // 0.50 for legal prize ship
Charmod = 1.0; // Levis: Professional Navy and LoM pay commission, but are not affected by skills
break;
case "pirated":
if (IsInServiceOf(PIRATE)) sellMult = SHIPYARD_BOUGHTSHIP_SELL_MULT; // 0.90 for pirated ships if you have joined the pirates
else sellMult = SHIPYARD_PIRATEDSHIP_SELL_MULT; // 0.10 for pirated ships if you haven't
break;
}
}
// PB: Method of acquiring ship influences sale price <--
#define SHIPYARD_SHIP_SELL_MULT 0.30 // FLOAT - multiplier to sell price for ship - non rpgstyle shipyards
#define SHIPYARD_BOUGHTSHIP_SELL_MULT 0.90 // FLOAT - SY_RPG_STYLE - multiplier to sell price for a LEGIT ship (one you bought originally)
#define SHIPYARD_PIRATEDSHIP_SELL_MULT 0.10 // FLOAT - SY_RPG_STYLE - multiplier to sell price for a PIRATED ship (one you acquired through an unrespectable act) - sale prices for legal prize ships are halfway between this and BOUGHTSHIP_SELL_MULT