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    Maelstrom New Horizons


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Solved defending vs the royal fleet

Teefy

Powder Monkey
doing the normal story line, daniel hawk.

ive captured bridgetown and the royal fleet is on its way.

when i try to defend the city the fort opens up on me....

im assuming im flying the wrong flag. so far ive tried personal flag and pirate.

please advise
 
What flag is showing on the fort itself?

Which exact modpack version are you running? Please mention the version number AND the date from your main menu.

Please also upload the compile.log file from your main game folder that was generated during this situation.
 
There doesnt seem to be a flag over the fort.

running build 14 beta 4.1 wip

----------------------------------------
Build 14 Beta 4.1 WIP: 13 April 2017
Savegame Compatibility: 14.937
----------------------------------------

Gauging: StartGauging
Gauging: starting init
Gauging: interface
Gauging: Storylines
Gauging: Profiles
Gauging: starting init
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load build settings
Gauging: periods
InitNations: NATIONS_QUANTITY=6, bGuest1NationExists=0, bGuest2NationExists=0
Gauging: nations
Gauging: preprocessor
Init encounters complete.
Gauging: enc
Gauging: cann
Gauging: goods
Gauging: ships
IslandsInit: 22 islands loaded.
Gauging: islands
Init weathers complete. 0 weathers found.
Gauging: weather
InitSounds (English): created 19 entries.
InitMusic: created 96 entries.
Gauging: Aliases
Gauging: sound
Main_LogoVideo() 0
PauseAllSounds
ResumeAllSounds
Main_LogoVideo() -1
Gauging: initgame start
Gauging: createlayers
Gauging: stores
Gauging: sound
Gauging: delete sea env
Gauging: towns
Number of locations: 798
Gauging: locations
IslandsInit: 22 islands loaded.
Gauging: islands
Gauging: wdmap
Gauging: dialogs
Gauging: teleport
bool CreateParticleEntity()
Gauging: particles
Items initialization complete. Loaded 927 items.
Gauging: items
Gauging: quests
Gauging: sea ai groups
Gauging: questmapenc
Gauging: landenc
==> BuildSettings: Sets to default
==> BuildSettings: New settings applied
Gauging: load options
Gauging: models - Total number of models: 1101
InitSounds (English): created 19 entries.
InitMusic: created 96 entries.
Gauging: Aliases
Gauging: infoshow
Gauging: initgame done
Init character names complete.
SETTING MUSIC: music_main_menu
ShowProfile: orig btnidx=1
ShowProfile: prop btnidx=1
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Greenford_shipyard (index=120)
ItemLogic: On load location Greenford_shipyard
ItemLogic: found 0 buttons
trying to spawn item: medical2 with rarity=0.16052 itemProb=0.42
trying to spawn item: powderbarrel with rarity=0.29327 itemProb=4.2e-002
trying to spawn item: potion4 with rarity=0.30487 itemProb=0.21
trying to spawn item: potion2 with rarity=0.75946 itemProb=7.e-002
trying to spawn item: potion4 with rarity=0.93381 itemProb=0.21
trying to spawn item: skillbook3 with rarity=0.13293 itemProb=7.e-002
trying to spawn item: 100gp with rarity=0.67371 itemProb=0.42
trying to spawn item: medical1 with rarity=0.48373 itemProb=1.12
trying to spawn item: smugglingbook2 with rarity=0.10474 itemProb=1.4e-002
trying to spawn item: medical1 with rarity=0.18817 itemProb=1.12
trying to spawn item: medical2 with rarity=0.39606 itemProb=0.42
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 120
reload_island_index = -1
reload_location_index = 121
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Store
ItemLogic: found 0 buttons
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
TRADING: Greenford_Store: Bought 150 Ration for 6625
IT dropped low quality weapon (blade12+1) in favor of higher quality (blade12+2)
IT dropped low quality weapon (bladeC33+1) in favor of higher quality (bladeC33+2)
IT traded with trader 1 times
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 121
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
Equip Character Iustus Magallanes with bladeC35-1 his nation: 3 blade nation=
Officer's twin found!!!
Equip Character Cole Parlabean with bladeC30+1 his nation: 3 blade nation=
Equip Character Aelwiin Hugesson with blade35+1 his nation: 3 blade nation=
Equip Character Emílio Dano with blade27+2 his nation: 3 blade nation=
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Force_GetShipType: Maxclass = 7, Minclass = 8, Per = Colonial Powers, Nat = Britain, Type = trade, Loop = 0, Ship ID = Barque2
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Greenford_shipyard (index=120)
ItemLogic: On load location Greenford_shipyard
ItemLogic: found 0 buttons
trying to spawn item: indian16 with rarity=0.88919 itemProb=7.e-002
trying to spawn item: mineral9 with rarity=0.3447 itemProb=0.14
trying to spawn item: skillbook3 with rarity=3.3234e-002 itemProb=7.e-002
trying to spawn item: 250gp with rarity=0.38492 itemProb=0.28
trying to spawn item: medical1 with rarity=0.51791 itemProb=1.12
trying to spawn item: medical1 with rarity=0.95398 itemProb=1.12
trying to spawn item: medical1 with rarity=0.30518 itemProb=1.12
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 120
reload_island_index = -1
reload_location_index = 121
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Store
ItemLogic: found 0 buttons
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
TRADING: Greenford_Store: Bought 40 Rum for 3031
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 121
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
Equip Character Richard Labourdette with blade27+2 his nation: 3 blade nation=
Equip Character Gareth Underhill with blade38+1 his nation: 3 blade nation=
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 122
reload_island_index = -1
reload_location_index = 123
Start reload
Quest name sleep_in_tavern FOUND in CommonQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: potion1 with rarity=0.95242 itemProb=0.21
trying to spawn item: 250gp with rarity=1.178e-002 itemProb=0.28
trying to spawn item: potion3 with rarity=0.21603 itemProb=0.56
trying to spawn item: potionrum with rarity=5.8441e-002 itemProb=0.14
trying to spawn item: 500gp with rarity=0.27386 itemProb=0.14
trying to spawn item: medical1 with rarity=0.11279 itemProb=1.12
Quest name Story_WaitInGreenfordEnd FOUND in QuestComplete
Quest name restore_hp FOUND in CommonQuestComplete
SETTING MUSIC: music_house
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 123
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Template <runto> -> path not found chr.id = Treas_Crewmember_8
Template <runto> -> teleport chr.id = Treas_Crewmember_8 to <reload : reload3>
Template <runto> -> path not found chr.id = Treas_Crewmember_9
Template <runto> -> teleport chr.id = Treas_Crewmember_9 to <reload : reload2>
Template <runto> -> path not found chr.id = Treas_Crewmember_10
Template <runto> -> teleport chr.id = Treas_Crewmember_10 to <reload : reload1>
LAi_type_actor_EndDialog -> LAi_type_actor_Reset
Quest name Story_DanielleStartsTalkAboutResearcher_1 FOUND in QuestComplete
Quest name Story_DanielleStartsTalkAboutResearcher_2 FOUND in QuestComplete
Quest name player_back FOUND in CommonQuestComplete
Quest name danielle_BeforeEnglishSiege_exit FOUND in QuestComplete
Template <follow> -> timeout chr.id = Blaze_Crewmember_01
Template <follow> -> teleport chr.id = Blaze_Crewmember_01 to pos(0.26697, 1.e-004, 3.2835)
Quest name player_back FOUND in CommonQuestComplete
Quest name Story_DanielleOffersToBecomeFortCommander FOUND in QuestComplete
Quest name danielle_RepelEnglishAssault_exit FOUND in QuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 252, theDay = 276
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 22
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = Ketch
Equip Character Jorge Salazar with blade27 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = Brig2
Equip Character Dirric Engelsman with bladeC30+2 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Portugal, Type = war, Loop = 0, Ship ID = Barque4_47
Equip Character Timóteo Vieira with bladeC11+2 his nation: 5 blade nation=
Force_GetShipType: Maxclass = 1, Minclass = 8, Per = Colonial Powers, Nat = Portugal, Type = war, Loop = 0, Ship ID = Brigantina1
Equip Character Vicente Meirelles with bladeC30+2 his nation: 5 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = war, Loop = 0, Ship ID = NL_Neptunus
Equip Character Pons Gravier with bladeC30 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 2, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = war, Loop = 0, Ship ID = BrigRoyal
Equip Character Hanssen Wizzelpenning with bladeC26+2 his nation: -1 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_storm
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
Sea_FirstInit done
Done loading
storyline\standard\quests\both_reaction.c not loaded, loading now!
storyline\standard\quests\quests_reaction.c not loaded, loading now!
bool CreateParticleEntity()
!!! Reload to Greenford_shipyard (index=120)
ItemLogic: On load location Greenford_shipyard
ItemLogic: found 0 buttons
trying to spawn item: medical2 with rarity=1.004e-002 itemProb=0.42
trying to spawn item: goldarmor with rarity=0.47067 itemProb=1.4e-002
trying to spawn item: 500gp with rarity=0.77341 itemProb=0.14
trying to spawn item: pistolstink with rarity=0.53888 itemProb=0.35
trying to spawn item: medical1 with rarity=0.29141 itemProb=1.12
trying to spawn item: potion2 with rarity=0.45724 itemProb=7.e-002
trying to spawn item: pistolgrapes with rarity=0.65167 itemProb=0.84
trying to spawn item: medical1 with rarity=8.5541e-002 itemProb=1.12
==> BuildSettings: New settings applied
==> BuildSettings: New settings applied
SETTING MUSIC: music_shop
SETTING MUSIC: music_shop
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 120
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
Template <follow> -> path not found chr.id = Treas_Crewmember_1
Template <follow> -> path not found chr.id = Treas_Crewmember_2
Template <follow> -> path not found chr.id = Treas_Crewmember_3
Template <follow> -> path not found chr.id = Treas_Crewmember_4
Template <follow> -> path not found chr.id = Treas_Crewmember_5
Template <follow> -> path not found chr.id = Treas_Crewmember_6
Template <follow> -> path not found chr.id = Treas_Crewmember_7
Template <follow> -> path not found chr.id = Treas_Crewmember_8
Template <follow> -> path not found chr.id = Treas_Crewmember_9
Template <follow> -> path not found chr.id = Treas_Crewmember_10
no sex found
Equip Character Ambrósio Meireles with bladeC30+1 his nation: 3 blade nation=
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
IT dropped low quality weapon (blade28+1) in favor of higher quality (blade28+2)
Force_GetShipType: Maxclass = 6, Minclass = 7, Per = Colonial Powers, Nat = France, Type = trade, Loop = 0, Ship ID = Barque4_47
Reload: Process started for locator_name = fakeReload and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 122
reload_island_index = -1
reload_location_index = 123
Start reload
Quest name sleep_in_tavern FOUND in CommonQuestComplete
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_tavern_upstairs
ItemLogic: found 0 buttons
trying to spawn item: 100gp with rarity=0.35608 itemProb=0.42
trying to spawn item: medical1 with rarity=0.5585 itemProb=1.12
trying to spawn item: potion1 with rarity=0.94809 itemProb=0.21
trying to spawn item: 250gp with rarity=0.22137 itemProb=0.28
trying to spawn item: potionrum with rarity=0.82388 itemProb=0.14
trying to spawn item: 100gp with rarity=0.61292 itemProb=0.42
trying to spawn item: medical1 with rarity=0.68195 itemProb=1.12
Quest name Story_WaitInGreenfordEnd FOUND in QuestComplete
Quest name restore_hp FOUND in CommonQuestComplete
SETTING MUSIC: music_house
SETTING MUSIC: music_house
Reload: Process started for locator_name = reload1 and lockedReloadLocator =
reload_cur_island_index = -1
reload_cur_location_index = 123
reload_island_index = -1
reload_location_index = 122
Start reload
PauseAllSounds
ReloadStartFade
ItemLogic: On unload location
ReloadEndFade
ItemLogic: On load location Greenford_Tavern
ItemLogic: found 0 buttons
Template <runto> -> path not found chr.id = Treas_Crewmember_8
Template <runto> -> teleport chr.id = Treas_Crewmember_8 to <reload : reload1>
Template <runto> -> path not found chr.id = Treas_Crewmember_9
Template <runto> -> teleport chr.id = Treas_Crewmember_9 to <reload : reload1>
Template <runto> -> path not found chr.id = Treas_Crewmember_10
Template <runto> -> teleport chr.id = Treas_Crewmember_10 to <reload : reload1>
LAi_type_actor_EndDialog -> LAi_type_actor_Reset
Quest name Story_DanielleStartsTalkAboutResearcher_1 FOUND in QuestComplete
Quest name Story_DanielleStartsTalkAboutResearcher_2 FOUND in QuestComplete
Quest name player_back FOUND in CommonQuestComplete
Quest name danielle_BeforeEnglishSiege_exit FOUND in QuestComplete
Template <follow> -> timeout chr.id = Blaze_Crewmember_01
Template <follow> -> teleport chr.id = Blaze_Crewmember_01 to pos(1.0152, 1.e-004, 1.6853)
Quest name player_back FOUND in CommonQuestComplete
Quest name Story_DanielleOffersToBecomeFortCommander FOUND in QuestComplete
Quest name danielle_RepelEnglishAssault_exit FOUND in QuestComplete
PauseAllSounds
ItemLogic: On unload location
SEA: SeaLogin begin
** Whr: CreateWeatherEnvironment - iCurWeatherNum = 252, theDay = 276
** Whr: CreateWeatherEnvironment - iCurWeatherhour = 22, theHour = 19
!gWeatherInit Whr_Generator() - Initialized
SEA: sealogin loading island Oxbay
SEA: added pchar to sea
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = PiratBrig50
Equip Character Mateho Orizaga with bladeC30+2 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 4, Minclass = 8, Per = Colonial Powers, Nat = Pirate, Type = war, Loop = 0, Ship ID = Barque4_47
Equip Character Honors Trasignies with bladeC2-1 his nation: 3 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = Lugger4
Equip Character Huon Surin with bladeC6 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = SloopBermuda
Equip Character Goudriaan Steinmets with blade20-1 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = LuggerCT
Equip Character Nicodemo Conceição with blade13+2 his nation: -1 blade nation=
Force_GetShipType: Maxclass = 3, Minclass = 8, Per = Colonial Powers, Nat = personal, Type = trade, Loop = 0, Ship ID = Yacht1
Equip Character Cesar Candela with bladeC2-1 his nation: -1 blade nation=
SEA: Did CRs
SEA: Did any groups
SEA: added ships
SEA: Set tasks
updated AISea
Seafoam done
Telescope initiated
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
ResumeAllSounds
SEA: SeaLogin end
Sea_FirstInit
FLAGS: The 'Bridgetown Fort' has spotted us at 170.95 and will remember us as personal in Model_Frigate_sat with visibility=1157.5
FLAGS: The HMS 'Vengeance' turned hostile as they have recognized us
FLAGS: The HMS 'Desperate' turned hostile as they have recognized us
FLAGS: The HMS 'Black Prince' turned hostile as they have recognized us
FLAGS: The 'Bridgetown Fort' remembers us as personal
FLAGS: The 'Hoche' turned hostile as they have recognized us
FLAGS: The HMS 'Vengeance' turned hostile as they have recognized us
FLAGS: The HMS 'Desperate' turned hostile as they have recognized us
FLAGS: The HMS 'Black Prince' turned hostile as they have recognized us
FLAGS: The 'Bridgetown Fort' remembers us as personal
FLAGS: The 'Hoche' turned hostile as they have recognized us
FLAGS: The 'San Eugenio' turned hostile as they have recognized us
FLAGS: The HMS 'Vengeance' turned hostile as they have recognized us
FLAGS: The HMS 'Desperate' turned hostile as they have recognized us
FLAGS: The HMS 'Black Prince' turned hostile as they have recognized us
Sea_FirstInit done
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
== Directsail called at 19:14
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
SETTING MUSIC: music_day_sailing
For character 1308 fall Mast name mast2 has index 2
 
also, my 2 other ships left me after loading the fight. i think mutiny due to lack of food since you 'wait' a week for the fight.

silly...
 
According to compile.log:
Code:
FLAGS: The 'Bridgetown Fort' has spotted us at 170.95 and will remember us as personal in Model_Frigate_sat with visibility=1157.5
FLAGS: The 'Bridgetown Fort' remembers us as personal
So if you are flying a Personal flag, they are allied to you and will not fire.
If you are personally hostile to the pirates though, they might fire on you if you hoist a Pirate flag.
 
ok, i checked. what happend is that my other 2 ships mutiny due to lack of food because of the week delay and started to fire at me. i mistook it for Fort fire.

when i sold my ships the fort didnt fire at me. apologies for the misunderstanding :)
 
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