The Buildings thing doesn't need to be in the mod.
You could argue nothing
needs to be in the mod.
It's kind of unfinished and doesn't add to the experience, in fact it makes things seem more unpolished.
It's finished as far as the original creative creator
@CouchcaptainCharles knew how to bring it.
Many other modders have built on and with it since then.
Certainly it seems clunky. But it is also funny and encourages players to look into modding.
And of course we have this in PROGRAM\BuildingSettings.h for a reason:
Code:
// ======================================
// LAND EXPLORATION, LOCATIONS:
// ======================================
[...]
bool ENABLE_BUILDINGSET = true;
// 0: New towns have the same look as the stock PotC locations
// 1: "additional" buildings in some new locations
Don't like it?
Disable it.
Change the game to your own liking is exactly what we're hoping to encourage.
We (hum....
sometimes) try to avoid enforcing our likes and dislikes onto unsuspecting players.
It should be included only later on when more work has been done on it.
More work?
How?
By who?
How would such a potential person even know to look to continue CCC's earlier work?
Did you know for example at all about these various WIP mods that
are disabled on purpose because they're unfinished?
From the bottom of PROGRAM\globals.c:
Code:
//**********WIP MODS***********
#define FCOHS 0 // Erwin Lindemann: Friendly Contact on High Seas / Hail Ship Mod
#define WEIGHTMOD 0 // KK: All items except quest-items have specific weight which limits the amount a character can take or keep in chests
#define SHIPS_WEIGHT 0 // PB: Cannons and crew have weight; ship capacities are increased to match; overweight ships capsize
#define BUILDING_COLLISION 0 // Levis: Avoid walking through specific BuildingSet structures
#define IMPROVE_FIGHT_AI 0 // Levis: Enemies behave more natural
#define OFFICER_TUTORIAL 0 // Levis: Ingame explanation of officer system
Unfortunately, nobody is around to continue.
And you can even recognize there that somebody did try to improve on the issues you remark on.
But he didn't get it working and so we remain with the original clunky, but technically functional implementation.
By all means also:
Talk to the hut owner in the middle of Speightstown Harbour.
He's got plenty explanations to make; both valid and also hilariously nonsensical.
Yeah, we're a weird bunch here.