What pirates? As the soldiers tell you, those are irregular Geuzen and Franctireurs in civilian garb! <img src="style_emoticons/<#EMO_DIR#>/icon_wink.gif" style="vertical-align:middle" emoid="
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Actually 17th century armies didn't consist entirely of soldiers in posh uniforms. Mercenaries wore whatever their employer could afford, and each army had a train of labourors, sappers, coachmen and looting scavengers.
You are of course right, those guys are being generated because the locationtype is "dungeon". I chose that locationtype cause it generates no FRIENDLY NPCs (would be even more out-of-place), and I found the eerie sound and the rats very appropriate for a stalemate-battlefield killingzone.
I'll try to find an easy fix to prevent VC generation, but I won't recommend any complicated changes. This mod (and the Build as a whole) is IMHO already complicated enough.
Same applies to setting the defending soldiers to LAI_player group. Reasoning: at sea you may be commander of a French or Dutch ship, but to the soldiers on the battlefield you'll look like a simple civilian who stumbled into the fight while trying to get out of/into a besieged town. Therefore the besiegers will try to stop you, while the defenders will support you, regardless of the nation of your ship's flag.
Actually, unlike the sea engine, the landpart of the whole PotC game NEVER checks your nation. That's why you are able to walk through an enemy town. The landcharachter AI only checks whether their LAI group is currently hostile to the LAI_player group. Now you COULD set the siegesoldiers to SOLDIER_FRANCE and _HOLLAND and set them to fight each other or the player under certain conditions. But that may mess up the already messy relationsystem even further, and the result may be that you may not be able to visit French or Dutch towns anymore.
Or one could create special LAI groups only for the battlefields, define their relationships, change their relationship to the player depending on any flagchange, or LOM change, or from which town the player enters the battlefield etc.... I don't know HOW many things we needed to take into account to make this work perfectly, and each change would affect existing code, risking messing up other things. Is it really worth the effort? Just to make the battle in two insignificant locations look better?
My experience with PotC has made me very reluctant to change any existing code. Nowadays I TRY to keep my code within selfreliant files and make it work with the rest of the code as that is. I'd rather twist my mod to make it work with the game as it is, than twist the game to make it work with my mod. Even if it makes my mod look a little odd.
As for the traders/taverns/shipyards on the new islands: I'm quite happy that KK added regular characters for them. I only used generated characters because it seemed to be the easiest and fastest way, cause the code for that was already in the random locations mod. I'm fine if we leave everything as it is in the latest update <img src="style_emoticons/<#EMO_DIR#>/yes.gif" style="vertical-align:middle" emoid="
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