Quote Originally Posted by [b
Quote[/b] (cugel @ Feb. 21 2003,00:07)]Well, this is getting a little over my head here, but I would assume they have to match. Suppose the ship is generated in the port (moved to the Agean) but the home province is Constantinople as indicated in the early.txt. CTD or other error would seem probable at this point. (I haven't tested this).

Also, didn't I read somewhere that there is some necessary order to the province listings (I presume this includes the sea provinces) and that they have to be listed in the same order everywhere they appear or there's some error? I wish I could remember the context, but I got the impression that the order has to be the same as elsewhere in early.txt. The way this game is programmed there are all kinds of unexplainable errors. For instance, why in hell is the range and ship type for ships described by the same integer(the first number also apparently is used to describe what sea types the vessel can move across and if it's zero the game engine apparently can't deal with it). That's just stupid
Actually Cugel, i don't think they do have to match. You see the port coordinates are simply there for graphical representation. If this is changed it'll just alter where the port graphic appears on the map. With regards to the listings in the Early.txt, under the setneighbours: section the first sea province listing actually refers to the province's port. By altering this it's possible to change the sea province that ships appear into.

e.g. by swapping the Sea_Marmara with the Black_Sea under the setneighbours section for ID_Constantinople, i've now got the Byzantines producing their ships in the Black Sea. Highly recommended change btw.

If i can be arsed in the future maybe i'll alter the port graphic, but that's purely cosmetic and not essential. VI will be out soon anyway and AI trade routing should be fixed? I think my CTD was actually related to a bug in one of my crusaders_ files.