<!--`QuoteBegin-NathanKell`+--><div class='quotetop'>QUOTE(NathanKell)</div><div class='quotemain'><!--QuoteEBegin-->First, did you get my email re: the wife bug?
Second, re: rumors. Yeah, my code there is _way_ screwed up. Just before I dropped off the edge of the world I sent a package of fixes to scheffnow but I sadly haven't heard from him; this was one of the fixes. I forgot about it til now, though, thanks for the headsup! <img src="http://www.piratesahoy.com/forum/style_emoticons/<#EMO_DIR#>/smile.gif" style="vertical-align:middle" emoid="

" border="0" alt="smile.gif" />
The _idea_ here was that, when first loading the game, there would be no reinit attrib and thus rumor states would be set correctly.
But, what if the player, halfway through the game, hits I? You don't want to overwrite the states of rumors whose states have been changed (i.e. via quests), so I added an attribute to check if this was the first init, or a reinit. And if the latter, not to mess with states.
However, over a period of 3+ months, I never noticed that I _was_ setting _all_ rumors inactive at the top.
Argh! <img src="http://forum.piratesahoy.net/images/smiles/modding.gif" border="0" class="linked-image" />
So instead, I kept adding _more_ attributes to check, so that (since people had already reinited, and stuck in the old attributes) it'd check the new one and reinit properly.
But of course they kept getting stuck inactive.
Moral of the story: start at the _beginning_ of your code and read _that_ too.

ops2
Now, the _best_ thing to do in this would be, to on reinit of rumors, create a table of all the ids which have states assigned, and the states; then, reinit all rumors with the default states; then, reload the saved states of the ID'd rumors.
Let me go write that down... :mm[/quote]
RE: the wife bug--yeah, I got it. I haven't had a chance to test it, because I installed Cat's `Fred-Bob` quest, which makes the old save incompatible with my new game. I'm keeping it on file, just in case the wife bug shows itself again in my new game--if that happens, I'll definitely use it. On that note, is there any explanation for why daughters/nieces that I <i>didn't</i> marry always disappear? I've gotten the impression that those girls are supposed to stay in the town hall once they've been introduced, but none of them ever did for me.
The weird thing about the rumors is that I've got two more or less identical POTC folders: one for me, another for a friend of mine who plays the game on my computer. The rumors don't seem to work on mine, but they <i>do</i> work on his game. I've checked the code, and it's identical. What gives?