@imado552 reported being caught smuggling on his own island by his own soldiers.
Based on that, I changed some code around so that personal islands would get their smuggling goods removed and the Smuggling Quest disabled.
As @pedrwyth rightly pointed out, doing that does make sense BUT makes Personal islands a bit boring.
Having looked at this more thoroughly since then, I don't understand why this might be possible!
The islands' "smuggling nation" is NEVER set to "Personal" on purpose.
And that "smuggling nation" is what controls the nationality of the coastguard ships and soldiers.
Which means that what @imado552 reports should basically be impossible.
If the "Personal soldiers" truly do occur, I want to know exactly when and where.
Ideally including screenshots, a savegame and for certain a compile.log showing the relevant quest cases that were executed.
Because I don't have those details to go on, I think I'll revert the relevant code back to last week's state.
That means islands with Personal towns KEEP their original "smuggling nation" and contraband goods.
May not make 100% sense, but should make for less boring gameplay.
If anyone thinks it is truly better to remove the smuggling goods altogether, please say so here.
The change is easily made. I just want to know what it is that we actually want for this.
Based on that, I changed some code around so that personal islands would get their smuggling goods removed and the Smuggling Quest disabled.
As @pedrwyth rightly pointed out, doing that does make sense BUT makes Personal islands a bit boring.
Having looked at this more thoroughly since then, I don't understand why this might be possible!
The islands' "smuggling nation" is NEVER set to "Personal" on purpose.
And that "smuggling nation" is what controls the nationality of the coastguard ships and soldiers.
Which means that what @imado552 reports should basically be impossible.
If the "Personal soldiers" truly do occur, I want to know exactly when and where.
Ideally including screenshots, a savegame and for certain a compile.log showing the relevant quest cases that were executed.
Because I don't have those details to go on, I think I'll revert the relevant code back to last week's state.
That means islands with Personal towns KEEP their original "smuggling nation" and contraband goods.
May not make 100% sense, but should make for less boring gameplay.
If anyone thinks it is truly better to remove the smuggling goods altogether, please say so here.
The change is easily made. I just want to know what it is that we actually want for this.