For what I've understood, the question of 12punder was why, when launching a new game, whatever flag you choose, your starting personnal relations are :
- Holland > wary (-45)
- Pirate > hostile (-60)
- Spain > wary (-45)
- France > hostile (-60)
- England > neutral (-30)
- portugal > neutral (-30)
That is a bit annoying if you want to start you naval career under french flag : you have to pay the governor a great amont of money before getting a letter of marque, to be forgive for crime you didn't comit. This is in contradiction with the idea of creating your character to your likening.
I think that thing is coded in the nation.c file : here is what it looks like in my game (build 13 without any updates, and whiveout the random relation mod you've been talking about )
<i>void SetStartUpRelations()
{
ref PChar = GetMainCharacter();
// NK -->
// set pirate
trace("running qcase beg");
SetNationRelationBoth(ENGLAND, PIRATE, RELATION_ENEMY);
SetNationRelationBoth(PORTUGAL, PIRATE, RELATION_ENEMY);
SetNationRelationBoth(HOLLAND, PIRATE, RELATION_ENEMY);
SetNationRelationBoth(FRANCE, PIRATE, RELATION_ENEMY);
SetNationRelationBoth(SPAIN, PIRATE, RELATION_ENEMY);
// VERRUCKT MILITARY -->
SetNationRelationBoth(ENGLAND, HOLLAND, RELATION_ENEMY);
SetNationRelationBoth(FRANCE, HOLLAND, RELATION_ENEMY);
SetNationRelationBoth(SPAIN, HOLLAND, RELATION_ENEMY);
SetNationRelationBoth(ENGLAND, SPAIN, RELATION_ENEMY);
SetNationRelationBoth(FRANCE, SPAIN, RELATION_FRIEND); // NK
SetRMRelation(PChar, SPAIN, REL_AFTERATTACK); // RM
SetRMRelation(PChar, HOLLAND, REL_AFTERATTACK); // RM
SetRMRelation(PChar, PORTUGAL, REL_AMNESTY);
SetNationRelationBoth(ENGLAND, FRANCE, RELATION_ENEMY);
SetRMRelation(PChar, ENGLAND, REL_AMNESTY);
if (sti(PChar.nation) == NATHANIEL_NATION)
SetRMRelation(PChar, FRANCE, REL_AFTERATTACK); // TIH set to rel_afterattack, was "REL_WAR + 1." Nov2'06
else
SetRMRelation(PChar, FRANCE, REL_WAR);
SetRMRelation(PChar, PIRATE, REL_WAR);
// VERRUCKT MILITARY <--</i>
Note that I doesn't quite understand the meaning of that part :
<i>if (sti(PChar.nation) == NATHANIEL_NATION)
SetRMRelation(PChar, FRANCE, REL_AFTERATTACK); // TIH set to rel_afterattack, was "REL_WAR + 1." Nov2'06
else
SetRMRelation(PChar, FRANCE, REL_WAR);
</i>
I'm not a good modder but normally at least I would add some { }.
But the problem is not here, the problem is : why your starting relations are pre-defined like this?... Maybe it's an old code that was writen before the ability to start with another flag was added?
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it might be a good idea to program the random relations in a way that it's impossible to have the brits hostile, and that the french are always hostile.
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It make sens for the main quest, but you don't want necessary to complete the main quest when starting a new game. (especially if you allready know it by heart! )