After checking the code, I found out that when I originally set the maximum Tier of ship in Select Storyline, it was 6 and not 5!
Apparently
@Jason Maffettone changed it to 5, which is now the case in the all storylines (e.g. mostly just the Free Play only), but NOT the Standard Storyline:
Code:
shipclass_max = 5; // JRMM
if (slno == FindDefaultStoryline()) shipclass_max = 6;
if (ENABLE_CHEATMODE) shipclass_max = 1; // PB
So that at least explains something.
That would probably be ideal, but I guess the question is where to put that hint. Maybe a starting quest that encourages the player to rank up their Sailing and Leadership skills?
For example: "This new ship of mine will take some getting used to before we can get the best out of her. I should spend some time to hone my sailing and show strong leadership to make sure we're ready to take on any threat that comes our way."
Alternatively, adding it here would be REAL easy:
Code:
"Choose from several pre-defined characters or freely customize your own. Various background professions are available, some featuring different starting scenarios. An open-ended and dynamic game world awaits in six unique time periods! You can even choose the United States by setting the starting date after 1770."
Otherwise we'd have to detect if either of the two is being reduced and only then show that Questbook entry.
Which is possible for sure, of course.
Perhaps that advice should be added to the tutorial's repair quest? Seems like the kind of useful information that belongs in a tutorial, after all.
I don't mind that being added. It's not actually an exploit, it is an intentional part of the game.
Just not originally intentionally part of the tutorial.
Armada, how important do you reckon it is to sort out that StartStoryline.c code so that you DO get the money needed for the repairs?
Right now there is code in place that should do exactly that (ideally even up to Tier 1 ships), but it appears it doesn't quite function as intended then.