Discount for Privateers then at their own nation stores?
That doesn't actually help to give a bonus to Merchants though.
That doesn't actually help to give a bonus to Merchants though.

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I think I know who this somebody isI think we're pretty much all agreed then on the right course of action.
So I marked this now as "Planned Feature" and includI ed the to-do list in the opening post.
Now it's just a matter for somebody to make it happen.![]()
Sounds good to me.So then....:
- Merchant License unlocks proper large merchant ships for purchase
- Allows you to do business with merchants in hostile towns (provided you have no hostile LoM), NOTE: It would be tricky (but not impossible) to distinguish here between merchants and other characters!
- DO NOT: Affect skill/perk influence on pricing
- DO NOT: Limit trading in any way
Privateers don't need a discount. They're making loads of money from privateering. They're not official navy and they're not in any merchant guild so why would stores give them a discount? It's the player who tries to live purely by peaceful, honest trading who may need a bit of help.Discount for Privateers then at their own nation stores?
That doesn't actually help to give a bonus to Merchants though.![]()
To clarify, I meant "distinguishing between store owners and shipyard/tavern owners".As for distinguishing between merchants and other characters - this doesn't matter.
Agreed. Actually, I'm quite proud that in PotC that is indeed not the case.I've never been all that happy with trying to pigeon-hole characters into specific types anyway.
Indeed the only reason I didn't mention that is because it is already the case, so it doesn't need to be changed.Don't forget the number 1 benefit of a merchant licence, presumably not on the above list because it's already implemented - you can accumulate huge wealth without having to share it with the crew.
I didn't actually think that was a particular good idea anyway.Privateers don't need a discount. They're making loads of money from privateering. They're not official navy and they're not in any merchant guild so why would stores give them a discount?
As far as I can tell, everyone is agreed on what it says in the opening post.So this is ready to be implemented right?
Could someone give a final recap? Or is the post of @Pieter Boelen still the recap?
I am? Good luck with waiting until I finally get round to it!Well I guess he will be the one implementing it so it doesn't matter that much.
PROGRAM\Characters\CharacterUtilite.c, function 'TradeCheck' .As for the longer term merchant passport dialogue to allow trading even if hostile, I can look at modding that in myself. I think I could probably figure it out with some help, I get the basic way checks are done and such. I'll look at that part in a week or so.
PROGRAM\INTERFACE\shipyard.cThe ship upgrade one I don't want to tackle though, too far outside what I understand.
Very true. Hopefully sometime in the next two weeks or so, we can combine all the currently scattered code changes so that I'll be on the same page as everyone else again.the commenting out of commerce negation is ready to go, and isn't dependent on anything
Nothing that widespread. Two specific types - Heavy East Indiaman (all variants, bearing in mind every nation has its own) for "Spanish Main" and "Golden Age", and Fast Merchantman (two variants) for "Colonial Powers" onwards. Merchant guilds shouldn't really even exist in "Early Explorers" but we can probably find something suitable for them to claim if they do need to exist, and need to restrict access to a ship type, in that period.What ships are to be excluded though? Tier 5 and above ships that are "Trade" only? Or also the "Trade"/"War" combinations?
It's a little bit harder to code. But only a little bit.The attribute sounds good, especially if it's easier. That way, if someone adds a new ship and decides it ought to be available to merchant licence holders only, it's easily arranged. It also means anyone who can find his way around "shipsInit.c" can restrict or unrestrict ships to suit himself.![]()
The removal of the "skill bypass" you mean, right?first part included in here:
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