<!--quoteo(post=167886:date=Oct 17 2006, 12:36 PM:name=CouchcaptainCharles)--><div class='quotetop'>QUOTE(CouchcaptainCharles @ Oct 17 2006, 12:36 PM) [snapback]167886[/snapback]</div><div class='quotemain'><!--quotec-->
Well, when I wrote that the code was in dialogs\b_workshop.c . It is not there anymore, though. Wasn't it you who moved it, maybe to the "leave Oxbay" quest??
Removing the port buildings completely right from the start would save us all the trouble with the "earthquake".
<!--QuoteEnd--></div><!--QuoteEEnd-->I had to change something in the code, because the original code you wrote interfered with a later added mod: Screwface made random characters walk around ports as well. If you would talk about the earthquake now, instead of removing all buildings, some random characters were killed instead. So what I did was to add the following code into quests_reaction.c:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->case "Story_MapLoadAfterleavingOxbay":
// PB: Move this here, so the buildings are gone only AFTER you entered the map sailing mode
port = &Locations[FindLocation("Oxbay_port")]; // ccc Feb06
if(CheckAttribute(port,"building") ) DeleteAttribute(port,"building"); // ccc Feb06<!--c2--></div><!--ec2-->The result is that the buildings will be removed from the location the first time you enter the worldmap from 3D sailing mode near Oxbay. This will always happen, no matter if you talk to the shack owner about the earthquake. So after seeing the buildings the first time, they'll be gone the second time.
<!--quoteo(post=167929:date=Oct 17 2006, 06:52 PM:name=Black Bart)--><div class='quotetop'>QUOTE(Black Bart @ Oct 17 2006, 06:52 PM) [snapback]167929[/snapback]</div><div class='quotemain'><!--quotec-->
So what triggers it in your game? I haven't met anyone who talked to me about an earthquake in any of the modded games i've played so far(i might have missed them though). And i've got as far, since playing with mods, as completeing the starting main quest(liberation of Oxbay) and heading out on the trail of Rheims. I always seem to have the hut on the beach, the pink stoned square fort on the left, and that cannon ontop of the high pointy rock? I shouldnt be seeing this right? not that i mind or anything <img src="style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="
" border="0" alt="smile.gif" />
<!--QuoteEnd--></div><!--QuoteEEnd-->See above. In my game the buildings are removed the first time you enter worldmap sailingmode from Oxbay. I tested this yesterday and it still works. If I leave Oxbay after the tutorial, go to the worldmap, wait until the invasion movie plays, then go back to Oxbay, the buildings are gone. Also: When I start at a different island (Douwesen in my test), when I sail to Oxbay, enter 3D sailing mode, then go to map sailing mode, then go to visit Oxbay town, the buildings are gone as well. Also: The invasion movie only played after I went from 3D sailing mode to map sailing mode near Oxbay. The movie did not play when leaving Douwesen to the worldmap.
The person to talk to you about the earthquake is the shack owner in Oxbay port. He explains about the BuildingSet. If you ask him what happened to Oxbay port, he'll explain as well. If you keep talking to him, eventually the player will mention something about an earthquake. This was originally the trigger for the buildings being removed. However, I changed that so that it <i>always</i> happens instead.
<b>Player:</b> "What the hell happened to this beautiful location? Who spoiled the view by squeezing all these odd buildings into the port?"
<b>Shack owner:</b> "The biggest real estate tycoon in town, Donald Dump, has recently made a fortune with his developement projects in the suburbs of Oxbay and Greenford. And to promote his reputation he spent some of his profits on additional fortifications for this port, including a resplendent new renaissance gatehouse and a clocktower called 'Dump Tower'. True, much of this modern architecture looks a bit out of place here, but the cannon work well. If you want to see them in action you just have to attack me.. "
<b>Player:</b> "I hate ostentatious real estate tycoons! Especially if they spoil the landscape with those always-the-same-looking prefab suburbs."
Shack owner: "Oh, you should have a fresh look at the rebuilt suburbs now. Quite a change from the usual locations. And instead of griping about the real estate boom you could join it, develop your own settlements and cash in the various profits from rents, taxes and the goods that your farms and workshops produce. Yes, now you can erect your very own buildings, whereever you want. All you need is an officer, planks and money. Read all about it in the Building Kit readmefile in the Buildinfo folder!"
<b>Player:</b> "Swell, but are those modern prefab buildings really sound? There are often earthquakes on these islands. Speaking of quakes, do you feel this faint rumbling under our our feet? Getting stronger and stronger.."
<b>Shack owner:</b> "DARN! That's really an earthquake!! But don't worry. Those new buildings are sound enough. They won't collapse. *To himself:* They won't collapse. *Starts mumbling to himself*"
<b>Player:</b> "Somehow you don't seem very confident about those buildings being strong enough. I wouldn't be surprised if they were ruins next time I come here!"