I've made a diagnostic change to the conversation.txt file by adding three (3) display_log messages that will notify how each condition is working.
You'll need to capture Ulric again and when the prisoner dialog is active you will see the three diagnostic test messages.
1. First the code is checking if the captured opponent is a king. If the captured opponent is a king then this message appears:
"The captured opponent is a King! Testing if the player also is a King ..."
2. If the opponent is a king then we check if the player has a kingdom (i.e. is a king too) and this message appears:
"The player is a King ... The captured King has {reg1} centers ... he needs to have less than 6." <--- {reg1} is the variable that stores the actual number of towns+castles.
3. If the player is also a king then there will be a check against the opponent king's equipped items to see if he is equipped with his royal weapon and this message appears:
"Testing if the King is equipped with his royal weapon ... if you do not see another msg then he doesn't."
4. If you passed that message, then you're good and the dialog should yield a text containing:
"...I see that you are looking at my weapon, you knave ... set me free and I will give it to you."
Let me know what happens next time you have Ulric in captivity (or any other King).
This diagnostic test includes two text files that you need to put in your PoP3.42 folder. Backup your original two files first:
1. conversation.txt
2. quick_strings.txt
Link to diagnostic test:
http://www.gamefront.com/files/21588235/PoP342_RoyalWeaponDiagnostic.rarRegards,
TB