Choice of the exact mechanism is up to whoever does the coding. The important thing is the end result - the store / shipyard owner does a check to see if he recognises you, then refuses to serve you if his nation is Wary to you and you have a dodgy reputation. If he doesn't recognise you then you're just another customer.The false flag detection chance is based largely on fame, but also modified by difficulty and luck skill.
Some other things as well; can't 100% remember the specifics.
Since that just returns a "fixed" chance number, I think it should be quite possible within the TradeCheck function to use it even for non-hostile nations.
That should make it possible to consider a flag "false" in those cases even for Wary nation relations.
Alternatively, @morgan terror's changes to "pirate recognition by soldiers in the taverns" just makes use of the "fame number divided by 12".
Maybe that would be an option here too?
It occurs to me that whichever way Auto Buy works, some people aren't going to like it. If it buys based on current crew then anyone who has been in a battle and visits the store before the tavern is going to get short supply. If it buys based on maximum crew then merchants who prefer to operate with less than full crew to cut down on costs are going to get excess supply.At the moment there are three functions related to Auto Buy (unfortunately):
1. Function called by the Auto Buy button; this one does the buying and charges you money
2. Function used by GiveShip2Character to supply the ship (this one does not charge money)
3. Function called by ships_init.c to determine the space needed for the "default auto buy supply" and to ensure that does actually fit in the cargo hold of all ships
At the moment these are all completely independent, though I did ensure they are properly in line with each other.
Would be nice to combine them into one at some point. I hate having separate stuff like that.
I'm not entirely certain if #1 uses "max crew" or "current crew". I was referring to #2 there, which does use "current crew" at the moment.
On the subject of Auto Buy: I do think medications should be added to the default supplies.
I agree about medication, though you probably don't need much. Normally I carry 5 units, 10 if it's a big battleship, and (except when testing a storyline, which is all the time right now ) I tend to play a combat-heavy game. Occasionally I capture a ship carrying a cargo of medicine and keep more than the normal load because I don't want to waste the opportunity to get free useful stuff, but generally 5 units is enough - I'll soon need to get to a port to either get the ship repaired at the shipyard, or buy more planks and sailcloth so the crew can do it, and at that point I can also restock the medicines.
Simon Hanpool: "Usually I've got a lot of men in here that would like to become seaman, but it's too late now. They'll start showing up only in the morning."Do you think those times should be in line? If so, should the stores open later or the crew be hired earlier?
Me: "It is morning - look at the bright sunshine outside! The store is already open!"
OK, the quote from me isn't what I say to him because it's not in the dialog file, but it's what I'd like to say to him.
So to be in line with what the tavern keepers say, it probably makes more sense to have the crew available for hire earlier.
Or you could play as a good guy and be able to trade at most if not all stores, provided you aren't hostile or your false flag wasn't recognised. So much for encouraging play for evil characters.That is why I suggested having the "don't trade with bad guys" based on "merchant alignment". That is randomly assigned, though can be manually set for quest purposes too.
Then if you want to smuggle/trade while being a bad guy, you can do so at approximately 50% of the stores. You'd need to figure out which ones though, because they're randomly assigned.
But that could be considered a deliberate part of the gameplay.
It's how reputation has always worked until now - build it up (or down) slowly and gradually. But why not leave it up to the player? Assuming that the big act to give a massive boost becomes available, the character can go from Dashing to Hero in one shot, if the player can find it; or he can keep doing bodyguard duty, hunting rapists and other minor good deeds that earn at least +2 reputation. Let players play the way they want, not the way we want.It just seems to me that an act that is easily repeatable shouldn't be the way to become a Hero.
Otherwise you can do "reputation grinding", which doesn't sound very good to me....