Done for the next update.I'd say that most things involving crew discipline ought to factor in your officers. That includes GetRaiseMoraleCost.
I just tested this, but just as I feared: it causes the "infinite loop CTD".Unless you've specifically changed it, the ability to command a fleet also takes the relevant officers' Leadership into account and I'd rather like that to continue to be the case - it's possibly the single biggest reason for me to hire a competent first officer or boatswain. Unless your intent is to reduce the importance of officers and require the player character to do more for himself, let the officers continue to contribute there.
Problem is that you get into a situation where CalcShipSkill ends up calling itself again.
How hard IS it to get your personal Leadership skill up to 5?
Having the player skill checked there means that you'll be "handicapped" through this feature for longer during the game.
That may not be a bad thing if you like a more spread out game, but indeed I'm not particularly happy about it either.
Anyway, I have made a Feature Request for sorting this out properly some time.
I'll keep that then.But I'd agree that the check on how many crew stay with you after dividing plunder should be based on your skills alone - the crew have gone off to the tavern or wherever they go, they're no longer under the influence of your officers, so the only thing bringing them back is what they think of you as captain.
I smell another feature request....As for double rum rations, I knew it already existed and was trying to come up with ways to do exactly what you want, which is make it more interesting and useful so people may actually do it. At the moment there are two ways to raise morale in an emergency - give the crew extra money or give them double rum. Only one of these carries the risk of drunken disorder, so that's probably not the one anyone will use unless they have much rum and not much money. So, as I say, the proper time to issue double rum is as a reward for success, therefore raise crew morale sharply and give the player a few points of Leadership for doing that. But keep the crew on double rum for too long, or give them double rum because morale is slipping and you want to raise it, and that's when the drunken brawls will start...
All good ideas. Maybe we can factor that in when we get to my intended Reputation Rewrite some time.Fame plus reputation could factor into the enemy's chance of surrendering early in boarding. If you're Hero then you're likely to treat prisoners well; if you're Horror of the High Seas then you're liable to slaughter the lot if they annoy you; none of which matters if the enemy captain has never heard of you. Fame in a hostile port increases your chances of being recognised and the shopkeepers refusing to deal with you; perhaps allow fame to influence your prices in a friendly port as the shopkeepers want to do business with you, then they get to put "Captain Famous buys his stuff here" on their windows as an advertisement.
Third feature request!