If England does not like you the saga of the Blaque Family side quest is broken because Thomas O'Rielly will not talk to you. This means you can not ransom Marc Blaque and take him to Martinique.
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I think that's the best way yes.Reduced prices should be an option if the merchant is hostile to you and doesn't believe your false flag.
But that is a dialog option and has no business "sticking around".
We might be able to move that "ransom" dialog outside the "don't want to trade" dialog.
Yes it is. Here in PROGRAM\Characters\CharacterUtilite.c:False flag? That is not used.
//find if merch will allow char to trade, based on char's RMRel with merch's
//nation, and char's rep.
bool TradeCheck(ref char, ref merch, bool first)
{
if (LAi_IsCapturedLocation) return true; // KK
int mNation = sti(merch.nation);
int rep = sti(char.reputation);
float rel = 0.0;
// KK -->
if (ENABLE_FLAGS == 0) {
rel = GetRMRelation(char, mNation);
} else {
// PURSEON -->
rel = GetActualRMRelation(mNation);
if (rel <= REL_WAR)
{
if (frnd() > GetChanceDetectFalseFlag() && !CheckAttribute(merch,"FalseFlagDetect")) // check if merchant already detected false flag on prior encounter
{
rel = GetFlagRMRelation(mNation); // if not, use false flag for relation check
}
}
else
{
DeleteAttribute(merch, "FalseFlagDetect");
}
// <--PURSEON
}
// <-- KK
Can you see if this allows you to complete the quest? Extract attached to PROGRAM\Storyline\[Storyline]\DIALOGS .We might be able to move that "ransom" dialog outside the "don't want to trade" dialog.
Getting in and out of hostile ports? Dealing with merchants while in hostile ports? Getting close to enemy ships before suddenly attacking them?I meant the false flag is not used by me as it causes more problems than anything else. There isn't an upside to doing it.
float GetChanceDetectFalseFlag()
{
// original code -->
// float rank = GetRankFromPoints(GetScore(GetMainCharacter()));
// return CHANCE_DETECT_FALSE_FLAG_BASE+(CHANCE_DETECT_FALSE_FLAG_MAX-CHANCE_DETECT_FALSE_FLAG_BASE)*rank/MAX_RANK;
// original code <--
// LDH -->
ref mchr = GetMainCharacter(); // KK
float score = GetScore(mchr); // KK
float rank = GetRankFromPoints(score);
int sneak = GetSummonSkillFromName(mchr, SKILL_SNEAK);
int difficulty = GetDifficulty();
float chance = rank/MAX_RANK * (11.0-sneak)/10.0;
chance = chance * difficulty/2.0; // 0.5, 1.0, 1.5, 2.0
// chance = chance * (difficulty+1)/3.0; // alternate difficulty calculation 0.67, 1,0, 1.33, 1.67
chance = fclamp(CHANCE_DETECT_FALSE_FLAG_BASE, CHANCE_DETECT_FALSE_FLAG_MAX, chance); // PURSEON: so chance doesn't go over min/max
// LogIt("False Flag Detection - Score: " + score + ", rank: " + rank + ", Sneak: " + sneak + ", Chance: " + chance*100.0 + "%"); // for testing
// LogIt("The chance of your false flag being detected is " + chance*100.0 + "%"); // Tell the player, it might get him used to looking for it.
return chance;
// LDH <--
}
chance = chance * difficulty/2.0; // 0.5, 1.0, 1.5, 2.0
// chance = chance * (difficulty+1)/3.0; // alternate difficulty calculation 0.67, 1,0, 1.33, 1.67