For a quest in progress, see if you can visit the merchant in his cabin. If I remember correctly, you can talk to him there and tell him about the falsr flag.
Should be possible, yes.
I added that feature specifically to get around situations like these...
but beware... there's (I think) a coinflip. By that i meant being ambushed by Pirate ship.
There's indeed always a chance of an enemy chance at the destination.
But that chance isn't related to announcing your intention to use a false flag.
If I recall from how I programmed it, there isn't really a disadvantage to telling that to the merchant at all.
I wonder now if there should be? Otherwise it might as well be "always on".
I suppose I figured it's just a bit part of the role playing...
If Tortuga is Pirate rather than French, you are probably a pirate, in which case you may
want to doublecross him!
Ah; that explains it!
Jack's storyline is the main one where Tortuga is Pirate right from the start; without the player having anything to do with it.
There's so much stuff, so many gameplay details it's impossible to learn it all at once (especially if you're very used to the base game).
Very true.
And fair enough.
All the time I'm picking up new small mechanisms and eventualities, likes this one for example.
How is that going for you?
Does it add to the fun to discover these things?
Are they in any way self-explanatory/intuitive?
Or does it end up being more frustrating/confusing than anything else...?
trying to make a profit for the EITC by escorting a ship that ASKED ME to go to Tortuga.
Guess he didn't quite realise what he was asking for!
That's one of the reasons why you can decline a quest.
It's up to you to decide if the reward is worth the risk.
Can't remember what happens if you DO betray a merchant.
You get in a sea battle and can sink/capture his ship.
But I'm not sure now if it immediately turns your nation relations to pirate; or if you can just go ahead, do it once; and get away with it as long as it's not too often...