The first storyline quest case shown in that "compile.log" is "InterceptorDestroyed", which is the end of the battle. It also shows "SETTING MUSIC: music_day_sailing", which is where the game picks one of its peaceful daytime sailing music pieces. There are several and it cycles between them, which is why you'll have heard "Sailing01" on one occasion and a different piece of music another time. But that "SETTING MUSIC" line confirms that the sound code is failing to detect that you're in a battle.
Add these lines to "console.c":
Code:
PChar.seabattlemusic = "music_interceptor_battle";
PChar.seamusic = "music_interceptor_battle";
That's in addition to the lines you have already put in there. Load the savegame, press F12, and "console.c" should then set up 'tmpref.music_interceptor_battle.f1.name' as well as set both custom music attributes.
When the battle is over, save game and quit, then edit "console.c". Remove or comment out the 'PChar.seabattlemusic' and 'PChar.seamusic' lines. Add:
Code:
DeleteAttribute(PChar, "seabattlemusic");
DeleteAttribute(PChar, "seamusic");
Load the savegame and press F12, and that ought to clear both attributes so you don't keep getting your custom music in all future sea scenes.
You can also edit "quests_reaction.c" and, where you have the 'PChar.seabattlemusic' line, add the 'PChar.seamusic' line as well. Also, in case "InterceptorDestroyed", add:
Code:
DeleteAttribute(PChar, "seamusic");
Next time you start a new game and play "Hoist the Colours", you should not need to use "console.c".