<!--quoteo(post=138966:date=Feb 7 2006, 01:45 PM:name=pirate_kk)--><div class='quotetop'>QUOTE(pirate_kk @ Feb 7 2006, 01:45 PM) [snapback]138966[/snapback]</div><div class='quotemain'><!--quotec--><!--quoteo(post=138965:date=Feb 7 2006, 01:03 PM:name=SKULL(y)76)--><div class='quotetop'>QUOTE(SKULL(y)76 @ Feb 7 2006, 01:03 PM) [snapback]138965[/snapback]</div><div class='quotemain'><!--quotec-->
Oh and by the way while we are talking about bugs, a bit earlier when you have to escape from Oxbay with the 2 disguised french soldiers, Nathaniel is killed immediately when he enters the port and follows the 2 to the ship.<!--QuoteEnd--></div><!--QuoteEEnd-->
I have spent two last days trying to figure out what the problem is and found out that it's connected with CCC's Building Set - simply French guards have support from those buildings. That's why Nathaniel is killed immediately in an explosion. Yesterday evening I finally managed to fix it, but I must consult this with CCC, because I don't want to broke his code. BTW, I thought that only I have this problem.
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Oh, do the cannon in the new fortification fire on the frogs? Sorry for that.
Thanks a lot for your consultation, KK <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/onya.gif" style="vertical-align:middle" emoid="

" border="0" alt="onya.gif" /> The problem here is not that the building AI is wrong but that I forgot to take this quest situation into account. The Buildings with cannon ARE supposed to fire on hostile characters, and sometimes that actually should be the player, so we shouldn't exempt LAI_GROUP_PLAYER from becoming a target.
What I did wrong is to place those armed building characters into a situation where they become hostile to the player. One could give those buildingcharacters another AI group to solve this particular problem (if you set them to LAI_GROUP_PLAYER like
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1-->Build_at("Oxbay_port", "bastion", "cannon", -35.0, 4.9, 50.0, 1.2, "LAI_GROUP_PLAYER");<!--c2--></div><!--ec2-->
they would fight FOR the player. But that could still harm the player if he gets caught in friendly fire, or mess up some other quest.
The safest solution is IMHO if we remove the cannon from the port completely. I put them there only as a showcase for the Buildingset anyway.
You can delete the cannon by talking to the worker beside the boatshack and mentioning an earthquake.
A permanent solution would be to open program\reinit.c , find this section:
<!--c1--><div class='codetop'>CODE</div><div class='codemain'><!--ec1--> Build_at("Oxbay_port", "bastion", "cannon", -35.0, 4.9, 50.0, 1.2, "");
Build_at("Oxbay_port", "bastion", "", -35.0, 3.2, 50.0, 1.2, "");
Build_at("Oxbay_port", "keep", "", -30.0, 13.0, 26.0, 1.7, "");
Build_at("Oxbay_port", "fence", "cannon", 21.3, 10.5, 45.4, 0.0, "");
Build_at("Oxbay_port", "keep", "", 60.0, 0.5, 80.0, -2.8, "");
Build_at("Oxbay_port", "observatory", "", 55.0, 18.0, 49.2, 1.3, "");
Build_at("Oxbay_port", "mansion", "", 12.3, 6.3, 25.4, 0.27, "");
Build_at("Oxbay_port", "workshop", "cannon", -3.5, 2.0, 52.2, 2.1, "");<!--c2--></div><!--ec2-->and replace all "cannon" with "" . Or delete the whole section so that no new buildings appear there at all.