There are two problems with "Random_captains_sit_tavern_dialog", the dialog used by captains you might find sitting at a table. One is that all the dialog is hard-coded into "Random_captains_sit_tavern_dialog.c", while "Random_captains_sit_tavern_dialog.h" is just a place-holder so that the dialog code can find it.
The other is that the captain might offer to buy contraband from you:
You're led to believe that selling him your contraband will improve your relations, but in fact it does the opposite, which is what alerted me to both problems - I'd sold a load of ebony to one such officer in Charlestown and immediately lost my newly bought LoM. Is this an intentional trap, or is he really supposed to give you a boost to your relations?
Meanwhile, I'm in the process of moving all the text into "Random_captains_sit_tavern_dialog.h" and replacing all the text lines with "DLG_TEXT" references. This shouldn't make any difference to the game in English but should make a big difference to the translation projects currently in progress.
The other is that the captain might offer to buy contraband from you:
This eventually leads to:Dear friend! You're always the welcome in this colony! How are you and what wind led you on this shore?
Can I hope that you bring us some smuggling goods you have taken to our enemies and you want to donate to our town?
Of course we'll pay you a good sum to assume your war damages. Our governor will be proud to be your friend! Believe me.
You could become a honoured citizen of the town! What do you think about that, captain?
Code:
ChangeRMRelation(pchar, sti(Npchar.nation), -points);
Meanwhile, I'm in the process of moving all the text into "Random_captains_sit_tavern_dialog.h" and replacing all the text lines with "DLG_TEXT" references. This shouldn't make any difference to the game in English but should make a big difference to the translation projects currently in progress.