<!--quoteo(post=239767:date=Feb 20 2008, 11:56 AM:name=pirate_kk)--><div class='quotetop'>QUOTE (pirate_kk @ Feb 20 2008, 11:56 AM) <a href="index.php?act=findpost&pid=239767"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Puting that mod into Build 13 would be complex because I had to create substantial changes to many files and even add some new (dialog files) to make tham work. Obviously, every file which has 'CAPTURE_COLONY' phrase must be modified (PROGRAM\Dialogs\captured_governor.c, PROGRAM\Dialogs\ENGLISH\captured_governor.c, PROGRAM\INTERFACE\capture_colony.c, PROGRAM\INTERFACE\interface.c, PROGRAM\INTERFACE\interface.h, PROGRAM\MAXIMUS_Functions) as well as 'CAPTURE_COLONIES' (PROGRAM\BulidSettings.c, PROGRAM\Buldsettings.h, nearly all *.c files in PROGRAM\Characters\init\ folder, PROGRAM\Loc_AI\LAi_boarding.c, PROGRAM\Loc_AI\LAi_Login.c, PROGRAM\SEA_AI\AIShip.c, PROGRAM\Towntable.c). What's more, I had to completely rewrite whole boarding code, so PROGRAM\Locations\init\boarding.c must be altered, as well as PROGRAM\Ships\Ships_init.c, in consequence. Plus, interfaces for store and shipyard must reflect a fact that after town capture goods should be free for player (PROGRAM\INTERFACE\store.c, PROGRAM\INTERFACE\shipyard.c). If I remember correctly, I also had to make some adjustments in PROGRAM\NATIONS\nations.c as we began to have forts with PERSONAL_NATION. Even now I don't remember wether I listed here all changes I had to make. Unfortunately, I don't recommend porting that back to Build 13, as it requires serious amount of work without guarantee of reaching success in relatively acceptable period of time. Besides, still I have to change many dialogs as some characters (governors, merchants, soldiers, etc.) must react accordingly to situation.
As for capturing quest towns: I blocked possibility of capturing Oxbay and Redmond at a very start, then blocked possibility of capturing any of stock towns until after battle at Khael Roa, but that isn't enough. Imagine two scenarios:
1. Player playes main quest and after completing it starts, for example, Virginie d'Espivant quest (which requires Falaise de Fleur to be a French colony).
2. Player starts main quest and before finishing it initiates Virginie's quest, then completes it before main quest.
In 1st situation lock for capturing colonies will be removed so player could change nation for FdF before finishing Virginie quest, breaking at least game logic. On the other hand, we could code it so after starting Virginie quest a lock on FdF is put and removed again after completing it. However, as blocking town from capturing is conflict-free, see now what happens in situation 2, when we unlock FdF adter completing Virginie's quest and not main quest. We allowed capturing FdF, while that possibility should be blocked because main quest isn't finished yet. Theoretically, we could make check which tests wether main quest is active or not, but that solution would be quite ineffective and hard to implement, because one need to code <i>every</i> situation. I'm still thinking about how to make it properly. Maybe we should block town capture for a main quest, but for other take another approach: for example, when quest requires some town to belong to some nation and that town is of that nation quest is available and runable; when it's of some other nation - it's disabled or freezed until it has proper nationality? But, I must think how to properly code it first.
pirate_kk<!--QuoteEnd--></div><!--QuoteEEnd-->
Why change town nation should block a quest? Are there some check about town nation in quest? Maybe we can erase that.
<img src="style_emoticons/<#EMO_DIR#>/keith.gif" style="vertical-align:middle" emoid="
" border="0" alt="keith.gif" /> bye, bye,
giuliootto