Yes. The latest beta 3.3 is broken with no merchant in Orangestad and those VCO locations.
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Random_sailors_sit_tavern(2+RAND(3), GetLocationNation(location));
Random_guard_sit_tavern(1+RAND(2), GetLocationNation(location));
Random_sailors_group(1+RAND(3), GetLocationNation(location));
Random_guards_group(RAND(2), GetLocationNation(location));
if(rand(10)>8)
{
Dialog.Text = DLG_TEXT[7] + GetMySimpleName(PChar) + DLG_TEXT[8];
Link.l1 = DLG_TEXT[9];
Link.l1.go = "exit";
LAi_group_SetRelation("random_guards_group", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
LAi_group_SetRelation("random_guards_group", LAI_GROUP_PLAYER, LAI_GROUP_ENEMY);
Nice one!
Would people be happy with the number of soldiers reduced as suggested but not completely return to the original Beta 3 state?
Looks like that code is already completely disabled in the Beta 3.3 WIP.Also, why are we randomly attacked during the day or night by guards saying "You are a stinking pirate, die NOW!", this changed very soon on my game:
in "Dialogs\random_guards_group_dialog.c"
These would be my suggested numbers:So how many such characters maximum do you guys think there should be in the tavern at night?
I suppose day time should be decidedly less. And how many soldiers vs. sailors?
//Levis Extra atmosphere -->
if (ivcskip != -1)
{
if (Whr_IsNight())
{
//Night
if(sti(GetStorylineVar(FindCurrentStoryline(), "WR_PUZZLES")) > 0 || sti(GetStorylineVar(FindCurrentStoryline(), "BUG_PUZZLES")) > 0)
{
//JRH
Random_sailors_sit_tavern(3+RAND(3), GetLocationNation(location));
Random_guard_sit_tavern ( RAND(2), GetLocationNation(location));
Random_sailors_group (1+RAND(3), GetLocationNation(location));
Random_guards_group ( RAND(1), GetLocationNation(location));
}
else
{ // PB: Total number of characters: Between 2 and 9
Random_sailors_sit_tavern(1+RAND(2), GetLocationNation(location)); // 1-3 sitting sailors : always one sitting sailor
Random_guard_sit_tavern (2*RAND(1), GetLocationNation(location)); // 0-2 sitting soldiers: they come together or not at all
Random_sailors_group ( RAND(2), GetLocationNation(location)); // 0-2 walking sailors
Random_guards_group (1+RAND(1), GetLocationNation(location)); // 1-2 walking soldiers: always one walking soldier
}
}
else
{
//Day
if(sti(GetStorylineVar(FindCurrentStoryline(), "WR_PUZZLES")) > 0 || sti(GetStorylineVar(FindCurrentStoryline(), "BUG_PUZZLES")) > 0)
{
//JRH
Random_sailors_sit_tavern(1+RAND(1), GetLocationNation(location));
Random_guard_sit_tavern ( RAND(2), GetLocationNation(location));
Random_sailors_group ( RAND(3), GetLocationNation(location));
Random_guards_group ( RAND(1), GetLocationNation(location));
}
else
{ // PB: Total number of characters: Between 1 and 5
Random_sailors_sit_tavern(1+RAND(1), GetLocationNation(location)); // 1-2 sitting sailors : always one sitting sailor
Random_guard_sit_tavern ( RAND(1), GetLocationNation(location)); // 0-1 sitting soldiers
Random_sailors_group ( RAND(1), GetLocationNation(location)); // 0-1 walking sailors
Random_guards_group ( RAND(1), GetLocationNation(location)); // 0-1 walking soldiers
}
}
}
//<--Levis extra atmosphere
I think these are pretty much the lowest reasonable limits.Whoa, these reductions do seem pretty steep:O
Looks like that code is already completely disabled in the Beta 3.3 WIP.