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@pedrwyth: If you get the chance, I'd recommend you update to the latest Beta 3.5 WIP version.
Quite a few things changed, most notably the location of the sidequest code....![]()
Lots of good ideas there!
What are your ideas about smuggling? It is not broken that I can see.
Ok. Well I have the totally unsubstantiated belief that smuggling hurts the local economy so I don't do it too often anyway. Soon the local store is empty and I can't buy anything. One thing I like to do is load up with half legal goods and half contraband. That way everyone gets some action.
It seems like your main complaint is using the biggest ships in the game for smuggling, which is dumb to begin with. It is kinda like an elephant trying to hide behind a dandelion. Why not just capture the whole blithering colony?
Indeed my main concern is compatibility. I *think* I put all your changes correctly in my game version, but since the changes on the Beta 3.5 WIP side were so large, I'm not certain.I had already downloaded two version of build 14 3.5 (indeed it is difficult to keep up with the rate of change/improvement!)but at the moment I consider myself nought but an interested onlooker to developments. Although I have had to bite my lip (metaphorically) a couple of times even so.
I can read about the changes to Hornblower storyline or naval/privateer promotions for example(s) without any need to experience them for myself.
I can however see that it will ease the task of keeping track if any changes (or suggested changes) I post confirm to the revised data structure so I will ensure that even if/when I am working with 14 3.4 for saved game purposes I reflect 14 3.5 in what I post here.
Agh; don't do that! Lip-biting is painful and stands in the way of progress anyway.Although I have had to bite my lip (metaphorically) a couple of times even so.
if(!CheckAttribute(PChar, "locationLock"))
{
PChar.locationLock = true;
StartQuestMovie(true, false, false);
}
1) I would tweak some of the dialog - notably one reference to the animists lair being north of the main island and the animist under interrogation in prison saying nothing about location but the quest book saying thay did and the location being unlocked.
2) tweak of the said questbook entry for 1 above.
3) if someone uses the Viper patch approach (killing the warden) they get off scotfree in relations with England (compared with falling foul for merely threatening him). This may have greater impact under the new regime of sidequests in all storyline/freeplay approaches than the standard.
I have prepared code to ensure next time they encounter the English they had better watch out (and changed the questbook and dialog to reflect this).
I have amended code for all the above