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That's a bit peculiar; they should be hired the same way as the regular tavern officers are.A couple of things I thought I would mention -- when you hire those specific officers they some times with several blades
There could be two reasons for that:on one occasion when I robbed a street merchant no guards sh0wed up.
I only robbed him. He had plenty of items and over 500.000. I never ever kill them. In this case the alarm wasn't triggered. , but only this once.That's a bit peculiar; they should be hired the same way as the regular tavern officers are.
Only their generation is different; perhaps that is where it happens?
There could be two reasons for that:
- The merchant didn't have any items at all because you didn't talk to him/her yet
- The location was already so crowded that no more guards fitted in
Did you kill the merchant or only rob?
Do you have the EXE from this thread's opening post? Perhaps try to install the ZIP attached as well?Just DLed the latest WIP 26 March and installer. Installed them over my previous WIP. Have an issue at start-up - guests reaction.c won't load
I haven't paid attention to that for a while, but I do remember losing cannons before and don't think any related code was changed.One thing I did notice was that I didn't loose any cannons considering I took a huge amount of damage??
I just ran into the same issue and I traced it to PROGRAM\Loc_ai\templates\LAi_fight.c:Pieter,
Couple of issues in 3.5 (may also have been in 3.4) Standard Storyline
Danielle does not attack Blaze in Rhiems' cabin. I changed the following line in quests_reaction.c
LAi_ActorAttack(characterFromID("danielle"), characterFromID("blaze"), "");
to
LAi_ActorAnimation(characterFromID("danielle"), "attack_2", characterFromID("blaze"), -1);
bool LAi_tmpl_SetFight(aref chr, aref target)
{
//if (chr.chr_ai.group == target.chr_ai.group) return false; // KK
if(!LAi_tmpl_fight_InitTemplate(chr)) return false;
LAi_tmpl_fight_SetTarget(chr, target);
Try this. You're on the other beach, just after you've landed. Proceed to the next beach, go to the farthest away of two paths from the beach (if you go up the wrong path, you won't need to worry about the commandant's reinforcements!), and don't run too far ahead because Sharpe has his own ideas about what to do at the bridge. His men do their stuff, the fighting starts, and that's when the reinforcements arrive. They're not the problem, though - it's when the commandant himself joins in the fight that the quest gets derailed because when he gets killed, he can't surrender the fort and let you progress the quest.@Grey Roger: Do you have a savegame prior to the scene where the fort commander joins the fight when he shouldn't?
I'd like to play through it myself so I can see why SoldierReinforcements is being triggered and hopefully figure out a way to avoid it.
Thanks! The main point is that feature isn't intended to activate in such quest cases in the first place.that's when the reinforcements arrive. They're not the problem, though - it's when the commandant himself joins in the fight that the quest gets derailed because when he gets killed, he can't surrender the fort and let you progress the quest.
Thanks again! I put the check now on character dialog file instead of character ID. That is much less likely to mess up quests.Try this. You're on the other beach, just after you've landed. Proceed to the next beach, go to the farthest away of two paths from the beach (if you go up the wrong path, you won't need to worry about the commandant's reinforcements!), and don't run too far ahead because Sharpe has his own ideas about what to do at the bridge. His men do their stuff, the fighting starts, and that's when the reinforcements arrive. They're not the problem, though - it's when the commandant himself joins in the fight that the quest gets derailed because when he gets killed, he can't surrender the fort and let you progress the quest.