Yep, I just confirmed this WAS my doing. Sorry 'bout that.
I'm changing that section of code back to:
That is in line with how it used to work until Beta 3.4 as well.
I'll probably end up changing all this some time; but after the Beta 4 public release.
I'm changing that section of code back to:
Code:
//returns fame. If iNation == -1, interprets this as getting fame for general purposes (i.e. crew)
float GetFame(ref pchar, int iNation)
{
bool crew = (iNation == -1);
int rank = sti(pchar.rank);
int i;
int PerkIron;
int PerkChar;
int PerkWC;
int skillLead;
int skillLuck;
float nrank = 1.0;
int numnat;
if(crew)
{
PerkIron = GetOfficersPerkUsing(pchar,"IronWill");
//PerkChar = GetOfficersPerkUsing(pchar,"Charisma"); //to be added, prereq iron will //Removed by Levis untill is't well done
//PerkWC = GetOfficersPerkUsing(pchar,"WitCharm"); //to be added, prereq charisma //Removed by Levis untill is't well done
skillLead = GetShipSkill(pchar,SKILL_LEADERSHIP);
skillLuck = GetShipSkill(pchar,SKILL_SNEAK);
nrank = 0;
numnat = 0;
for(i = 0; i < NATIONS_QUANTITY; i++)
{
if(GetRank(pchar, i))
{
numnat++;
nrank += makefloat(GetRank(pchar, i))/24.0;
}
}
if(numnat>0) { nrank = (nrank / makefloat(numnat)) * sqrt(numnat); }
else { nrank = 0; }
}
else
{
PerkIron = CheckPerkForSingleCharacter(pchar,"IronWill");
//PerkChar = CheckPerkForSingleCharacter(pchar,"Charisma"); //to be added, prereq iron will //Removed by Levis untill is't well done
//PerkWC = CheckPerkForSingleCharacter(pchar,"WitCharm"); //to be added, prereq charisma //Removed by Levis untill is't well done
skillLead = CalcCharacterSkill(pchar,SKILL_LEADERSHIP);
skillLuck = CalcCharacterSkill(pchar,SKILL_SNEAK);
I'll probably end up changing all this some time; but after the Beta 4 public release.