This is something I’ve thought about. How could this be applied? Suppose the rumour speaks of Jamaica, then can the chance of encounter be increased while within a certain range of the island and a specific time limit?
I'm sure it's possible somehow. Not sure it would be easy though.
There are two methods you could use: The citizen rumours (shown in dialog) and the Tavern News.
Citizen rumours do have a "chance" value and can be limited to specific islands, but they are defined at the start of the game and not dynamic.
The Tavern News on the other hand IS dynamic, so that might be easier to work with.
At the moment that news isn't location-specific though.
Actually, what I’m going to do for now is replace some of the unique encounter flags with a define which can flipped in the settings file, then I’ll look to see if this can be overridden outside of free-play (so if a story mode is active, the setting is always false).
There if you look in PROGRAM\Storyline at the bottom of the .c files there, you can see there are variables that can be enabled/disabled per storyline.
You could use that instead of a #define.
Only issue you might run into is that ships_init.c may be initialized PRIOR to the storyline being started.
I think this may not actually be a problem for you, because it should be RE-initialized when the storyline is started.
But it'd be worth checking on.
I’ll also duplicate characters who are already defined so that they are not the same as the quest ones, and Blackbeard is an example so far.
Blackbeard does indeed always exist, but that is more of an Easter Egg than anything else (simply to put him to use SOMEWHERE).
I think if you can get Blackbeard to randomly sail around in the Queen Anne's Revenge, probably that Easter Egg can be moved to actually ON the ship.
Then he'd only need to be on his beach if your mod is disabled. Either way, there would only be one of them.
